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Volt

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Everything posted by Volt

  1. This happened to me LONG ago when I was trying to rendezvous. I was half an orbit away from a picture perfect rendezvous when the pod blew up. I no longer try to rendezvous.
  2. Well yeah, the NP parts are suffering as much as any other parts from the wobbliness and rubbing against each other. Even my most reliable Heavy Launcher is currently having some issues while under full thrust. However, because you don't have to use as many, you don't have as many issues with things falling apart.
  3. I just hope that the NP parts stay fairly sensible on the TWRs, because at the moment I feel stock parts are actually too weak by far especially considering a large rocket struggles staying together while no forces are acting upon it at all. I love building a fairly simple but still heavy rocket to go to the Mun with 3 Kerbals, not a 10-stage triple-radial-detached stack.
  4. I can't get lazors to attach to color crystals, using your method or otherwise, in the SPH. They just behave really goofily and rub all over each other but never actually attach. Edit: Took some time, but I got it. That was very frustrating. Any way you could make that process any easier? Edit2: Okay, starting the shakedown on the plane guiding functions and it seems the lazorsystem turns mostly using yaw sometimes. It should be turning using mostly pitch and as such it doesn't perform very well in turns.
  5. Could you make a version that explodes on impact? I'd love to use these as genuine bombs for planes that actually damage things.
  6. Yeah, I was just about to come in and report the overfilling tanks thing. For some reason the plugin also doesn't detect DYJ's crew tank as a fueltank, which is strange, but not your responsibility because it's using weird and wonderful mod parts. I hope you can get the overfilling bug fixed; I feel so dirty now my lander tank has been overflowed! I dunno where you could get help with the checking the capacity of the tank, maybe the IRC?
  7. Tripod landing gear are generally a bad idea because the gap between each leg where the craft is free to tip over if it is going that way when it lands is higher. To a certain extent, having more legs gives more stability AND redundancy, but if you have a higher centre of gravity there's not much effect. I always use 4 landing legs, even though I use MJ for my landings.
  8. Your wings are also quite far forward, considering you don't have a proper tail-plane. If the centre of lift is too far in front of the centre of gravity, that can also have an effect. Trial and error is the only way to fix this without visual cues.
  9. I have a wing pointed directly backwards in one of my small, heavy craft... it seems to fly fine, and it most definitely would not fly with 1.9 less lift.
  10. Well I\'m not sure how Jellycubes did it. He modelled an aircraft carrier part based on the through-decks like the Essex-class of WWII, then edited a persistence file to believe the aircraft carrier was \'landed\' in the ocean near KSC. I\'ve tried to re-add it to my 0.16 persistence file, but it is incompatible and the entry gets deleted immediately.
  11. Well there will be difficulty settings. I don\'t think everyone wants this game to become a sim, but I feel we\'re getting into another Orbiter/KSP discussion, so I will stop commenting now.
  12. Ever seen inside a Mission Control Center? All the consoles in there are instrumentation. The current instrumentation, even with MJ, is EXTREMELY limited.
  13. Don\'t deploy it unless you are almost on the runway. Like a thrust reverser on a real aircraft, it\'ll slam you down and probably break the already fragile landing gear. Once you\'re good enough at runway landings, see if you can get your hands on the craft file with the aircraft carrier and try landing on that!
  14. Hmm, any chance of a plane change maneuver in the orbital operations module? Plane changes and rendezvous are my only weak points and they are sadly absent.
  15. To be honest, I\'ve never made a rendezvous. I almost got it once but my Mechjeb module spontaneously exploded, turning my rocket into an orbital three-piece. The capsule was also destroyed. Rendezvous is tedious and time consuming... we really need instrumentation, etc. to make it more \'noob-friendly\'.
  16. Hmm, that\'s strange. I could have sworn I saw people putting their kerbals outside the ship and riding it into space. Edit: Well. That was interesting! The kerbal was able to hang on while the bigtrak moved on the Mun, but when I started turning he slid up the ladder then went flying off the vehicle. Amusing ragdoll flight ensued. However that is a little annoying because now my bigtrak can\'t be used to bus kerbals!
  17. I think that\'s something to do with moving the forums from the current system, SMF(?) to vBulletin.
  18. Do Kerbals automatically get deleted if they\'re holding onto ladders in the atmosphere? I was trying to test a bigtrak-bus which transports Kerbals by making them cling to ladders on the back of the vehicle, but every time I switched back to the command pod I was using to source my three test subjects, the kerbals clinging on for dear life were deleted. The debug console said \'They were on rails in atmosphere pressure 1.0 and deleted.\' Is there any way to avoid this?
  19. I grinned unstoppably all the way through reading the features list. Wow. Looking forward to this!
  20. I\'d love to see docking in 0.17. I know they said a lot of changes had to be made for it, so maybe like EVAs and Animation it should become the main focus? Please? Edit: Just saw the 0.17 planned features. Daaaaaaamn. Docking can wait, but it should come soon! Interplanetary flights will be harder without space-assembly.
  21. I think because the solid fuel boosters use the new fire particles, you can\'t load them in anything below 0.15.2. That\'s the problem I had, and I deleted all the SRBs before I realised. Are you sure you\'re on 0.15.2?
  22. That would work and does work in some cases, but in others it doesn\'t turn as if the nose is moving first; rather the entire aircraft moves at 45 degrees to the runway instead of going forwards while still pointing straight along it. It might be a collider issue because it\'s REALLY weird behaviour.
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