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guerilla_gearhead

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    Bottle Rocketeer
  1. It's useful for getting rid of whatever you attached, hence radial decoupler. Sure, you can only attach SRB's right now but say you have them hooked radially to a bunch of liquid tanks, they liquids burn much longer so once your SRBs burn out you want dump them to lose the extra weight.
  2. Found a temporary fix for this Setting the crashTolerance parameter to 999 seems to have granted it immunity to every type of damage I've tried to do to it. I dropped it from several thousand meters at varying speeds and tried my best to vaporize it under the exhaust of several engines but at the end my little Kerbals are left grinning stupidly in the corner
  3. Might just be me, but the parts seem a bit buggy with the new 0.8.4 release. Attaching the RCS near the top will cause stages to go screwy further down the line at times (i.e I will jump from stage one to my last decoupler/parachute, might just be a bug in general however), and sometimes attaching things symmetrically to the large fuel tanks causes them to become 'unidentified' and break off on the pad more often than normal .
  4. That would be awesome! The current liquid engines look close enough to the F1's I think (any bigger wouldn't look right with your tanks). At some point I'd like to try and skin the fuel tanks and play with the engine thrusts to get it as close to the real thing as we can for now. Probably won't be for a while but with Harvester possibly adding the fairings in the next update I wanna wait anyways.
  5. Here's the one I put on my Saturn V mock up - thanks for making these parts by the way, these seem to have already doubled the possibilities from the stock parts She flew perfectly like this, if not slowly and lopsided, separation even looked kinda like the real thing (wish it were possible for the shroud to cover the engines, too!). Although there wasn't anything I could see to do with the coupler, all I had to do was enable collision for the part I wanted to connect beneath (in this case, the fuel tank). Playing with collision does seem to open alot of doors, if not for the flame broiled death setbacks it occasionally can cause
  6. Sunday Punch, I'm having trouble getting your 3 metre decoupler to work. I want to use it to separate the 3m parts you've included (i.e. 3m fuel tank and 4-engine cluster) but it doesn't want to cooperate as far as attaching anything to the bottom of it. Is there a trick to this or am I plain doing it wrong? Edit: I also can't get the 5x1 middle engine mount to work. I tried lowering the node in the config and still no luck, it just refuses to attach. Any ideas? Oh, and I'm using v 1.02 of your parts pack. E2: Ok, so I managed to fix both problems by allowing collisions for the involved parts. If this is the only way to get them working so far, would you be able to enable this by default for future parts that have this issue?
  7. Here's one of my earlier attempts at high escape velocity, I basically used a crapton of SRB's throughout. Video of flight: http://www.youtube.com/watch?v=GHumrkQGmf4
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