Jump to content

Broco

Members
  • Posts

    179
  • Joined

  • Last visited

Everything posted by Broco

  1. Hello guys, I have a big problem with my Minmus Refinery I built. It was planned as a huge fuel supply for my orbital station. The building process was pretty long inculding some errors and fixes but in the end it worked out and I had my facilty completed. It wobbled a bit upon loading and shaked due to some clipping errors with the drills but nothing crucial until the tanks got heavier because of fuel getting loaded into them. I created an album to show my problem. I wanted to know if I can edit the safegame file in a way that the tanks are on the exact same level as the root part to avoid clipping into the ground or if I can change the root part to the lowest part. Also will this bug be fixed in the next version? In my opinion the altitude of a vessel from the ground should be calculated by the lowest part, not by the root part. Please help, I spent a whole week building this and its pretty frustrating. I can edit the safe file and lift the whole facility in the air a few centimeters to prevent it from exploding but I have to do this EVERY time I approach it or load it. Any hints? Also I uploaded the safegame (I excluded everything except the vessel, which is still a lot of code): http://www.file-upload.net/download-11408640/refinery.sfs.html
  2. I like this Thread. I really would love to see categories for missions in the Tracking Station, also the map shouldn't zoom while I scroll through the missions. Also you should be able to align the active missions as you see fit and the game saves the current state, new missions are added to the bottom. Basically you now have to rename every craft to know which mission you're up too or else you have to figure it out first, which is a waste of time. Especially when you dont play KSP every day it's hard to find out which craft is assigned to which mission or which crafts belong together. At least sorting missions by name in alphabetical order would be cool so you can name vessels like Minmus-Base_Tanker Minmus-Base_Rover and they would be always together.
  3. I can confirm this, this bug "bugged" me for a long time. Sometimes it appeared, sometimes it didn't and I couldn't find any patterns. I had some Launchpad damage and repairs in between but didn't make a connection to wing crashes (why would I the launchpad was far away). When I read your post I immediately tried it. It works. This is definitely the source of (at least my) random wing explosions. Again for all to read: This bug is caused by a damaged Launchpad. Reproduce by slightly damaging the launchpad (e.g. the tank) and then try to land a spaceplane on the runway. Workaround: Fix the damage to the launchpad (rightlick launchpad in overview --> Repair). Edit: Maybe I was wrong... I just landed a Spaceplane and after Touchdown on the runway (luckily I could land it) one wing just evaporated going hand in hand with a big explostion at the VAB. It seems that the part collided with the VAB. Would be an ok explanation if the runway wasn't about 50 meters away from the VAB and my plane wasn't ON the runway. Maybe this helps sort things out though. TLDR: The random explosions of parts may be caused by collisions with buildings even though you're nowhere close to the building.
  4. Great that people still see this, gotta try out if it still flies in the new version. Maybe I'm gonna start a new project, strictly stock parts again of course.
  5. Epic! Do Want! But I tried to dislike and nothing happghsdalkjwahrgow gskgiohj g3o5
  6. Uhm, I don't know since I don't use any mods and I'm pretty bad at math. You got enought to deorbit (guess here only the oxidizer counts) and the full load of RCS-fuel, which is enough to dock to anything in Kerbin orbit. In my testflight where I took the pictures I had 85 units (out of 440) of oxidizer left and the whole 47,5 RCS-fuel. And once you deorbited there was still plenty of liquid fuel to reach the spaceport even if you messed up your trajectory.
  7. That's pretty neat :-P I like the approach to just use RCS for burns on those light jets. I still have to learn a lot when it comes to minimze part count and efficiency... But as an excuse: Before going small I was addicted to gigantomy (but don't try to see that as German nature): http://forum.kerbalspaceprogram.com/threads/26768-Anubis-Spaceplane-(SSTO)
  8. As small as possible but still with needed features like docking capabilities and deorbit and land after orbiting without refueling:
  9. I always wanted to make a very small but still good looking SSTO with docking and decent manouvering capabilities... Finally it's done, thanks to Rapier engine :-P Craft-File if you want to test it: Spearhead.craft Part-count: 42 parts. Instructions: Action-keys: 2 to toggle engine, 3 to toggle intakes (on my normal planes 2 is for the air-breathing engines and 1 is for rocket-engines, so I didn't want to mess it up for me). - activate SAS (T), activate engines (2) and throttle up completely, gain some speed (~50m/s) and pull up - gears up (G) - fly upwards at an 45° angle (upwards, not sideways) as soon as you lift off (the prograde marker is the indicator here, not where your nose is pointing), keep it that way until you reach ~20.000 m - flatten your angle to about 5°-10° - gain speed and altitude - you should be at about 1500 m/s and above 30.000 m when your air intakes cannot provide enough air for the RAPIER anymore so you may have to adjust your angle to 0° sometime - wait for rocket engine to fire and close intakes (3) - lift up slightly again to gain some more altitude - once you are able to reach an apoapsis above 70.000 m cut the engines (X), though you can reach an apoapsis at above 300.000 meters, too - put up a manouver node to cirularize your orbit - Voilá you've successfully orbited - to go back, burn retrograde until your periapsis is below 40.000 m - activated your air-intakes again (3) - when landing, don't forget the gears (G)
  10. Built an UFO (always wanted to do that): Craft-File (it's just worth a laugh): http://www.file-upload.net/download-8510278/UFO.craft.html
  11. Well, I tried the career mode so far and have a few suggestions: Instead of gaining science points by just gathering data (which can be repeated a lot of times with just a little decrease of science points gained) the game should provide the player with tasks to fulfill, like start a rocket and land it safely, put a satellite into orbit, establish space stations, land on planets AND gather information and samples. And the points should be awarded just once for each accomplishment. Maybe some extra points to earn aside from the main tasks in case the player isn't able to fulfill a task. But in total there should be 150% of points needed for the tech tree available through missions/tasks. The starting equipment is too hard for beginners. I managed to get to mun and back but I guess for a new player it's easier to use decouplers instead of using controlled overheating to get rid of empty fuel tanks/solid boosters or ladders instead of jetpacks. I felt reminded of Hitchhiker's guide to the galaxy... A race that invents jetpacks before ladders. Seriously? :-D excuse my writing, mobile..
  12. Apophis SSTO with VTOL-capabilities: It's also capable of landing on mun (because of the VTOL capability) but needs to be refueled after going to Kerbin orbit before doing so.
  13. You can even save some more RCS-fuel if you place a Place-Anywhere 7 Linear RCS Port directly next to a RV-105 RCS Thruster Block and just use the left and right sides of your craft (sparing top and bottom). I do that with my space splanes all the time, works fine.
  14. Well, actually I'm working on that. Won't be possible in a spaceplane though. I built a SSTO spaceplane on Aerospikes and nuclear engines only, which can make it to Eve after refuelling but it needs thrust to land because it's rear-heavy, so no chance. Next project is a vertically launched SSTO with wings, aerospikes and nuclear engines for far distance travel. I found out that you need 2 nuclear engines to lift one FL-T800 Fuel Tank (including bi-coupler and a small cockpid). That ratio given I'll try to build it with nuclear engines only... It has to be possible!
  15. But the trip to Eve is a one-way-ticket, isn't it? I'm trying for very long to build a SSTO which is able to make it to Eve and back (though I allow to refuel in Kerbin orbit).
  16. Well, as long as you have enough engine power it steers slowly but ok. This thing carries 16.000 units of liquid fuel (+ the needed amount of oxidizer). Because of the 8 nuclear engines (+ 12 aerospikes) the center of mass is near the rear, so without thrust you'll turn backwards. You are free to download the .craft file in the thread and test it yourself ;-) Reaching orbit is a charm though.
  17. The Anubis mk2. Will add some more couplers to make it capable of long range transport. 8 nuclear engines make this ship capable of interplanetary travel, once refueled in orbit: Nuclear engines only:
  18. Well, I made an own post for it, but that was not necessary... The Anubis mk2, which is an SSTO spaceplane AND an Interplanetary Return craft (made it to Duna and back for testing purposes). It is, however, necessary to refuel it in Kerbin orbit before going to interplanetary missions. Craft-file: http://www.file-upload.net/download-7887755/Anubis-mk2.craft.html Full thread with more pics here: http://forum.kerbalspaceprogram.com/showthread.php/42573-Anubis-mk2-SSTO Edit: Created a modified version with 6 docking ports for transport purpose.
  19. Ok, I'll try it, thanks. Was slightly disappointed. But good that I recognized it before I went to Laythe
  20. Well I guess my ship won't count as stock anymore then But thanks alot.
  21. I tried to make a useable seabase in addition to my space station at Laythe and thought: "Maybe it's a good idea to test it first.", and so I did: After a smooth landing (parachute-aided) it was swimming like a charm. So far so good, but then I wanted Jeb to take a walk around on that platform I built. That was the moment when I found out that Kerbals get sea sick. Why did noone tell me? You shoot them into space, they go extreme EVA on Minmus but standing on a floating object? No Sir! No seriously guys, I cannot get the Kerbanauts get up to walk after they leave the craft and fall on the platform. Any hints? This is not an control issue.
×
×
  • Create New...