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Volt
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Everything posted by Volt
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Sadly none of them will attach to the CM because for some reason command modules have a no-radial-attach rule.
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My rovers land atop a HH-series tank (the small 1m one) and medium engine from NovaPunch, then I literally either tip the entire lander over or hop off the top and pray the command pod doesn\'t explode. No explosions yet!
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Would a placeholder-type duct-tape job with a MuMech variable module with a 2 setting drag value or something be too much effort for not enough gain? (sorry for seeming needy, it\'s just a pet hate of mine, only being able to decelerate by turning my enigines off)
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Did you ever make any headway with those flaperons?
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[Plugin,0.15] KICOIT - Kerbal Engineer 0.8, Advanced Brakes v2.1
Volt replied to jhultgre's topic in KSP1 Mod Releases
My bad. Didn\'t study the screenshot close enough; I assumed it hadn\'t changed since the older versions. Sorry! -
[Plugin,0.15] KICOIT - Kerbal Engineer 0.8, Advanced Brakes v2.1
Volt replied to jhultgre's topic in KSP1 Mod Releases
Is there any chance we could have a cumulative mass measurement in Kerbal Engineer? (Just add up the mass of all stages.) All of my structural parts have an irritating habit of grouping together and they become impossible to sort into stages, and getting a calculator out while playing a video game isn\'t my style. =P -
I have the same thing... it always seems to be at my school, too. Might be something to do with seeing the Vigilant gliders rapidly descending and their little engines are silent from where I\'m watching. Until the day I do that maneuver I\'ll always be scared when I see it, and that\'s where the dreams of big jets gliding in over my school come from. I think.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Volt replied to Tiberion's topic in KSP1 Mod Releases
There\'s a problem with the 175SRBHalf. It hangs on the loading screen. Debug screen says it is unable to instantiate part - a null reference exception. I\'ll delete the part and carry on using the pack I guess Edit: The same thing seems to happen with the 1.75m SRB full and NP_largeSRB. Maybe it\'s an SRB bug? (no defecation, watson) Confirmed. NP_medSolidBooster did the same thing. Edit 2: On further thought, I AM trying to load up so that I can get to the patcher prompt. Is there an incompatibility in the loading stage between the solids and 0.15.2? Uhh, yeah, that was it. For reference to anyone else having errors on SRBs, it\'s because you need 0.15.1/2 (not sure if it would work on 1) -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Volt replied to chickenplucker's topic in KSP1 Mod Releases
Did you remove and replace the fairings? If so, very careful placement is required to prevent the collision meshes overlapping. -
Considering my first BACE lander broke into three (it was three pieces big in the first place) on an unaimed landing, I don\'t think that\'s practical. Kerbal, but not practical. :
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I spotted it by accident while scouting for a Mun Base site. I\'m establishing the base just a few hundred m from the arch now, I call it the very original Project ARCHBASE!
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Launch a Rocket From a Space Plane Into Orbit
Volt replied to Eumaeus's topic in KSP1 Challenges & Mission ideas
I can do it, and I will post up a picture-diary of it soon, but I\'m having an awful lot of trouble with that bug where jettisoned planes pass on their sluggish performance and mass values to the piggyback craft. -
Just a heads up mate, don\'t make spoiler tunnels without a purpose. I loved the movie; the visuals were stunning and seeing all those heroes fighting together was great. I loved the funny moments of chemistry too like with Banner and Thor.
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Ahh, sorry, I thought that might happen. The editor was messing with me and when I checked the post back I\'d only posted once. Thanks for fixing it. :
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I love the spaceplane hangar so much, and I\'m warming to the Patched Conics display now that I\'ve worked out how to use it. The runway and SPH are both looking fantastic and to be honest I\'d just like to thank the whole Squad team for working like robots to get this update out to us. Now I\'ve got a week or so to enjoy it between bouts of revision and it makes life much easier ;D
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Hey everyone, your friendly neighbourhood n00b here. After a little while playing with other people\'s stable aircraft in 0.15, I decided to install my favourite part from C7 Aerospace to counter the seeming difficulty in creating large non-delta wings that actually look good using stock. I came out with the Vigilant T1, almost identical to a craft from my 0.14 fleet. Unlike my 0.14 aircraft, this one is actually still flyable and I\'ve been using it to get re-accustomed to flying in 0.15. The Vigilant is fantastic for Principles of Kerbal Flight training - basic maneuvers such as turns, climbs and landing on the runway (most people can land but some not on the runway); and also functions such as trim. It seems all craft in 0.15 have an initial nose-down tendency, so before/during your takeoff and climb you should hit Alt+Pitch Down a few times. You will notice the (relative to stock in 0.15) excellent turn rate of the craft, which makes it an ideal middle ground between 0.14 and 0.15 plane performance. However, one drawback is the insane ratio of roll vs. pitch, so I recommend using Precision Control (default CAPSLOCK) and only tapping your roll buttons. Flying above ~5000m not recommended unless you switch up the engine for a TurboJet. Requires C7 Massive Wing - I\'m having trouble finding a way to upload the C7 wing part, so for the moment this craft is only available to those who have the C7 Aerospace pack. If anyone can help me with this, drop me a PM, because I don\'t want to go through the rigmarole of getting a one-use account on an upload site.
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B-52 Kerbalfortress [0.15 STOCK]
Volt replied to ChronicSilence's topic in KSP1 The Spacecraft Exchange
Wow. This craft caused my KSP to transform into a slideshow and upon attempting to launch veered off the runway and destroyed one of my F-56s. Six kerbals lost. Any recommendations? ??? -
How do you take off in a space plane
Volt replied to mike43237's topic in KSP1 Gameplay Questions and Tutorials
There are a few questions we need to ask here: Where are your control surfaces vs. your landing gear? If your pitch control surfaces are right above the rear landing gear, you won\'t get anywhere because the surfaces are fighting the force of the landing gear against the ground. Best solution is to move the gear away from the pitch control surfaces (elevators). Otherwise you could try putting control canards near the nose of the aircraft so it lifts from the front, although that only works to a certain extent in my experience. Also, do you actually have enough lift to take off at the speed you can get to along the runway? Best way to test this is to roll out near the edge of the KSC area and hop off the cliff towards the water, aircraft carrier-style. If you have enough lift, you won\'t go on a death fall into the sea. Gotta be going at a fair speed though. Edit: Sorry Bill! : -
I\'ve cfg-edited in a copy of the Basic Jet that has no thrust vectoring, and it does seem to improve the situation slightly. The problem with the vectored thrust is indeed that the game can\'t handle super-maneuverability; the vectored thrust \'forces\' the aircraft to change attitude but your vector is somewhere between where you are and where you were for a while which causes the freaky snap-movements and loss of altitude when pitching.
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Does anyone have accurate figures for the ideal altitude for both engines? Sorry if this has been posted somewhere else; I have been trawling but fifteen minutes of thread-scanning has yielded only 15km for the Turbojet. It would be nice to have these figures in the most visible places possible.
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Building stable space planes
Volt replied to rtm1137's topic in KSP1 Gameplay Questions and Tutorials
With all of our combined knowledge here we could easily write a basic guide to principles of flight and specific flight in KSP and edit it as the game evolves. We have pilots, physicists, armchair aviators, engineers etc... -
Nope, I\'m using a keyboard. I\'m planning to get a Saitek and FSX in the summer but at the moment I\'m literally having a night off revision to test the new version. And spaceplanes are SO much more difficult! I suppose flight has become a bit more off-limits for binary users. Edit: Taking the ailerons off helped a lot, although I haven\'t reached max alt yet so I\'m guessing it won\'t perform very well up there. By the way, I\'m seeing some resemblance to an American aircraft but I can\'t pin down which. I\'m thinking F-15?
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The F-56 Spearhead (Flies like a dream)
Volt replied to xeranes's topic in KSP1 The Spacecraft Exchange
Yup, you nailed it; flies perfectly. I\'m currently re-learning flying in this thing! Thanks! -
I love these craft, but I\'m having some difficulty controlling them... because their roll rate is INSANE. Is there anything we can do about this short of waiting for part context/changing what type of control surfaces we have?
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By the way, someone has to use this to create a 777 when 0.15 comes out!