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Payload

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Everything posted by Payload

  1. Thinking about this, I have made a bulkhead piece that will accept one large engine in the center and smaller ones on the sides. That would be the only way to do what you want. Even then I am thinking that they may not even act independently if they are all controlled by the ASAS anyway. It might just be a wash. I do know for certain that they are much more effective at attitude control when you make them small and light with a much higher range of gimbal. They don\'t require much thrust at all and the consumption should be low. This would be much preferred to using RCS for atmospheric work. Then we can use smaller mission sized RCS tanks and it doesn\'t have to be so OP it can fly you to the moon.
  2. I have been thinking about the ways lander legs are made. Most of them are just static surfaces that require a decoupler if you ever wish to jettison them at any point. It should be possible to make them function exactly like a radial decoupler without the external connection point. Like the explosive bolts in Captain Slugs accessory pack. You would be able to place them on any surface and you could jettison them at any time. I started thinking about this and I made a decoupler that has four points around the outside that stick out so you can place the current legs available on it. My intention is to make a radial decoupler with a stack attach point like a standard decoupler and four static attach points around the out side to jettison the legs.. Then I realized that I was once again doing it wrong and thought about the explosive bolts in the CS accessory pack. A few questions.. Can the single decouple with the four static points around it actually be made to function as I envisioned? I guess I am asking if it is possible to have a vertical attach point at the top and four on the sides but eject what is attached to the sides instead of what is attached to the decoupler on the top or bottom? Even if the legs can be made a decoupler themselves, which I am sure of, this could be useful for other things.
  3. Booya! http://www.macouno.com/2010/03/17/caliper/ This is a blender caliper script. This Converts Blender units into real units. How much that will help I don\'t know. Can make Face-Face measurements. At least that is what it says. It\'s also free so the price is right. Now to figure out how to use it. 8) Now does the KSP use real units is the question. Hate to have to do a double conversion. That is almost as bad as winging it.
  4. I scale on two axises by using face select mode and then hitting S. That only scales the face on the flat axis. Edge mode allows you to place and scale subdivisions on one section and not the whole part. That is helpful.
  5. Even with the stock values I find that the parts sometimes can be a little OP when they are used for an unintended purpose. For my lander engines I just made them so hot that they can only work with small light stages. You try to stack them 5up on one of those bulkhead pieces to make a OP big booster, all you get is kaboom. ;P
  6. Well, I decided I needed to learn how to model properly in Blender. I have been using it for years for video editing. I have never used it for this purpose so a few of the controls are new to me. I have made 3 models (that work) in the last 2 days. I have been unable to smooth an object properly without its size being changed by around 10%. I suspect this is normal but I was wondering if there was a more elegant solution other than just making the part slightly larger and hoping it will turn out properly. Believe it or not, I have actually had no trouble with texturing, yet. My major problems are node placement. I have yet to find a definitive way to tell what the extents of the model are in blender. So making collider meshes is not really a precision affair and requires some trial and error for me currently. Of course, just doing a tank is easy because your collider comes out in the right place every time defacto. When I start with a more complex part, it gets tricky. For some stupid reason I am unable to translate a part on one axis in Blender. Even If I just use the keyboard. It always turns out requiring manual centering afterwards and picking the size is somewhat of a guess at it until it looks right deal. You guys have any tricks for me that can make this easier? The biggest problem currently is not knowing the extents of the model for my node placement in the CFG. I just use values that get me close and adjust manually which takes a lot of time. As a result, the nodes are not exactly perfectly placed. So far, I have only actually vertex smoothed one part in a test trial and I used the modifier with the Z axis unselected.
  7. I haven\'t made a parachute yet. However, a few things to keep in mind. The parachutes are modeled on Y-up and not Z-up. I am not sure if you need some special mesh for the connection points or not. Once you get a working chute then the rest should be pretty easy. Just modeling and adjustments then.
  8. Why? Apparently, you have never heard of the phenomena of electrolysis of water. The two elements are produced at opposite ends of the circuit. They can be easily sequestered. This is not an efficient method of creating oxygen and hydrogen. However, it does work. The only gripe I really have is they work too quickly. I have edited the cfg file so that they are about three times slower. I noticed that using just one of the small 1m tanks from wobbly rockets with one of the stock solar panels was enough to way over do the effect. Part of the problem is they over fill the tank. They don\'t stop when the tank is full and that is a game breaker for them right now. It is possible to generate rocket fuel with solar cells. It\'s just neither practical or fast. With space travel in mind, they could be very useful for generating fuel for a refueling station. It\'s a bit of a stretch, but not out of the realm of belief. I would like to see these only usable for RCS tanks.
  9. Really? I have never failed to get to the mun in all my tries. I have done direct ascent and burn after orbit. Obviously, burn after orbit stabilization is the easiest way as it allows you to choose the best time to begin your burn based on the ships parameters. It also requires no additional vector. DA requires you to insure your vector is correct. If you are just thinking that you can make your orbit the same as the mun and get there. Then, you have a misunderstanding of orbital mechanics. The idea is to begin your burn just before the mun appears on the horizon. You do not need to reach escape velocity. You want your apogee to be such that you have very little total velocity when you are captured by the mun\'s gravity. You should be much further away than 100k and a low enough velocity that you don\'t waste a ton of fuel slowing down or even run out.
  10. LOL.. Yo Dawg... We heard You like Moons...
  11. Too bad VB didn\'t find out until after that picture was taken that T-tail aircraft+Supersonic Speeds=Death. Still a ton better than just sticking it on the side of a giant fuel tank with two super long burning unstable SRBs. I can guarantee you there wouldn\'t have been any foam incident with it being on the top.
  12. The best I could muster just by eyeballing it.
  13. This is what I\'m taking to the Mun. This the lander. Right now, I\'m counting on what fuel is left in the lander and the then the tower solid fuel shot to get me off the Mun and on my way. Then I will preform maneuvers with the RCS to set my return for atmo brake and drop in on the second pass. Many kerbals died in the testing of these concepts. We salute them. Lander. This is the contraption that will hopefully get them there. Back too if they are super lucky.
  14. Someone better skin this to the death star ASAP.
  15. Hello there all. I happened to be boobing around on Youtube a few days and I saw a video of this game. This game rocks.. On to why I'm here. I have made a ship. It's fat, it's heavy, it goes anywhere with plenty of fuel. I call it Porky. http://www.megaupload.com/?d=LKLFBDTB It's really easy to get into orbit. It's not touchy. As a matter of fact, it feels like driving a bus into orbit. This was 99% luck. Required Sunday Punch. Enjoy!
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