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adjit

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  1. That is an interesting way to go about it. Made another craft, with stock engines and everything, just modded wings and wheels and shattered my old speed. This time I got 1615.3m/s
  2. Going to say no to canned air. Although, you would definitely need a lot to fuel the engines for a good amount of time.
  3. Haven't seen any challenges for this so here is mine. Go as fast as you possibly can in some sort of airplane. RULES : 1 - Engines must require and be using intake air at the time of top speed. (R.A.I.P.E.R engines are allowed so long as they are in air breathing mode -- There must be proof) 2 - Must be an airplane of some sort. Aka needs to have wings 3 - Horizontal Takeoff and Landing are required. 4 - All MODS are fair game -- There will be 2 leaderboards for modded and stock craft. MODDED CRAFT Leaderboards : 1- 2- 3- 4- 5- STOCK CRAFT Leaderboards : 1- 2- 3- 4- 5- Here is my attempt -- Will not count as a submission because the whole thing wasn't documented. Just my inspiration for the challenge. 1381.2 m/s You'll also notice I am using R.A.I.P.E.R engines, but as you can see I am out of Oxidizer and had been for some time. Initially attempted to get into orbit but that failed, so I tried seeing how fast I could go. If I am missing anything or you guys have suggestions feel free to make em
  4. If I were you, I would either use the persistence file and give them the same orbit, but Greywind is right. Any slight movement of the craft, even if you tap RCS the orbit will ultimately be doomed to get misaligned. Now, if you were okay with consistently editing your persistence file then by all means. However, if you didn't want to "cheat" I would get the crafts together as if I were docking, and slow the relative speed to 0 m/s, then little by little I would back away from it(retrograde) and then cancel out the relative speed(prograde) until I was 10km away from the craft.
  5. So I want to make a mobile kethane rover with KAS and all the goodies that go along with it, but it ends up turning out to be really wide and I feel like I would have lots of issues launching it to a far away planet. So I was wondering if it is possible to have struts and other things fold up into a neat launch-able craft
  6. I see. What I spent most of today trying to do is manually put together the ship via the .craft source file, but it wasn't really working too well. Then I decided to just go with the Crew Manifest mod, which they have made 1000x easier to use, so it really doesn't make a difference what I use as the root of my craft.
  7. I know this. I am saying, when I am in the source code of each .craft file, what discerns the root from the rest of the ship? Where in the source code of the game would I be able to find that.
  8. Well you kind of need to fix the RAT. I am having some fairly annoying issues with it. I can only attach the DROP system to the RAT if the RAT pod is the root of my entire aircraft, which is not what I want. I am building a ship in VAB and I have to assemble the RAT like an idiot if it isn't the first part of the ship. And then, once I get it assembled I can't attach it to the DROP pod, even if I do manage to get the nodes lined up the RAT just stays red and won't connect to the pod. If any of you know of a better way to do this it would be greatly appreciated.
  9. The problem with that is there are things attached to the Command pod that aren't attached to the rest of the ship, so regardless I will still have an issue. I guess my real question is how does the game determine which part of the ship is the root?
  10. So I recently put a VAB ship together, and I have 2 command modules on it and I would like to switch the 'main' command module from one to the other. I tried changing around the order in which items appear in the file, I also tried changing the part numbers... Nothing really seems to work. It may help if you guys knew what I was trying to do: So I have the Bobcat RAT mod and I was putting it together, but the only way to do it was to start off using the RAT module, otherwise I wouldn't be able to assemble it properly. So I made a new craft and built it the way I wanted to, and I plan on using Payloader to attach it to another ship of mine using the RAT as the so-called launcher vehicle. So what I did was I attached a new command pod and decoupler to the top of the RAT 'launch ship' and tried using payloader but it wasn't successful, the reason being that the new command pod was not considered the 'main' command pod. And while I was looking at the .craft file I could so no real thing to discern between the main command pod and the other command pod.
  11. Not on Spaceport, duh. I have the home pack as well.. not there
  12. My idea was to use the Mun as the first slingshot. Shoot for the moon, wrap around it and its new trajectory should take me outside of Kerbins sphere of influence.
  13. How do you generally calculate your gravity slings? It is possible, every planet will eventually come into paths of one another to achieve this. Its just a matter of calculating when. Is it feasible, probably not, but maybe with a few extra pushes along the way it could be. My large puller will have to obviously have a good amount of powerful rockets, as well as fuel. I could also assemble the puller in space instead of having to launch a gigantic rig.
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