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nergal

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Everything posted by nergal

  1. Is anyone else having texture issues with the 3.75m docking port? I have a station where I docked a kw 3.75 port to a stock 2.5 one. When I switched away and back, the kw 3.75 port is still docked to the 2.5m port, but is now much smaller. It's about 2.75m across or something. It's still docked to the port, but on the other end, where it was attached to the station's structure, there is now a gap between the docking port and the rest of the station. It seems to behave as if it's still the appropriate size despite a gap big enough to float a kerbal through. The other 3.75 port on the station remains unaffected. I searched back a few pages in the thread and saw at least one other person with a similar problem, but no response. In addition to kw, I'm running KAS, Interstellar, kethane, remotetech2, and the docking indicator mod by navyfish. Is this a known issue? Is there a fix?
  2. posted pics of the thing to the exchange here http://kerbalspaceprogram.com/forum/showthread.php/18169-munbase-016-stock
  3. I posted on the new player forums a couple days ago, and included pics of my latest attempt at landing a munbase. Several people wanted more pics, so here goes. The idea is to land the largest possible base. Attempt number one - before I really started playing with the 3m sections. This was really the direct approach. solids, then 1m sections, then the 3m for final orbital insertions and some of the munar insertion. I'd need to burn off some fuel for landing, so you use the landing stage for munar insertion and landing. It worked, but the number of pieces was getting a bit kludgy, so I figured I'd give the 3m sections a try. This worked better, so I started adding mass to the "base" section. More base, more mass, more thrust to compensate, and we have version 3. here it is without the superstructure. the spaceplane sections are empty sections (the ones that don't hold fuel) to act as placeholders for actual base sections in .17+. My machine really has issues launching this one - 1fps until down to the final 3m section. A lot of the reinforcement and extra thrust can probably be removed if you can actually drive it. As it stands I can't even do a roll to 90 degrees until the final 3m section. This has some minor heat issues with all the 3m sections, but nothing that blows up. I decided to redesign the base section, which needed a redesign of the boosters. This part is still a work in progress to try to lessen the lag issues on launch. final version, which I apparently didn't save because I'm an idiot. anyone have any suggestions for lowering launch lag, or on the 3m sections? the boost phase is kind of a kludge. Also, how do I do a /spoiler cut? nergal
  4. I kept having issues with the 3m stuff as well, until I switched to an onion peel design using 1m engines and tricouplers instead of the big 3m ones. if you want I can post my launcher for this, even though it's a bit of a kludge. Very kerbal - when in doubt, add more thrust.
  5. ]So I've been playing for a bit and figured I'd finally introduce myself. Lately I've been trying to see how large a mass I can land on the mun (stock) and this is where I am. I think I'm pushing the limits of my computer to launch larger payloads, though, so I may have hit a wall until docking. hope those links work. nergal
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