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UBERDOMINATOR

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Everything posted by UBERDOMINATOR

  1. I can't see super well, but if I had to guess for a quick fix, I would say to move/add some canards to the area around the stage that flops on you. There is still a bit of atmosphere when you hit that stage, and with the length of the rocket, may make the top end drop. Also, I see that you are using struts, but I have no idea where they are. I would personally strut some of the upper and lower stages together as I imagine they are buckling a little. I could be totally wrong though, still haven't worked out all the kinks I run into.
  2. I drank a little here and there through my late teens. Quit at 18, then picked back up a little in my early twenties. I am now 27 and never drink. Even a little bit gives me a bad stomach ache, so I just don't do it.
  3. Just ONE MORE launch and then I will get some sleep...... every single time!
  4. 10/10 I have your picture hanging on my wall.... Big fan of your work! jk, 0/10 I've never seen you before.
  5. When I have a ship that breaks apart, I always check to see which part failed on the mission log (the screen that prompts you to either restart flight or return to VAB). Almost every single time this happens, it is cause by too much pressure placed on decouplers. The rockets are pushing up and the weight of the rest of the ship is pushing down, smashing the decouplers in the middle. I try to fix this by running struts from other stable parts of the ship to the decouplers themselves. For the most part, it's working, not all the time though. Check your mission log at the "catastrophic failure" menu, or by pressing f3 shortly after the collapse to see what failed first and see if you can find a way to prevent that. Good Luck!
  6. Which MMI pack is this referencing? I am having tons of trouble with the Satellite pack...
  7. Aside from GTA5 there is really only one game that has piqued my interest lately. It's called Kenshi, and it is shaping up to be a do whatever you want and live with the consequences sandboxy rpgish game.
  8. I haven't played it, but I saw NerdCubed doing his let's plays on it... Looks like an interesting game, but without a deep understanding of the game mechanics, crazy hard!
  9. That is unlucky!! Thank goodness I am not you. My 42" doubles as a computer monitor. It is literally my entertainment hub! If it breaks, I have nothing! *Knocks on wood*!
  10. I don't know how to select vertices, but I may be able to help with the metric bit. On the right side of the screen is row of symbols: Render, scene, world, object, etc. If you click on Scene, it open a list of options further down the screen. One of the options is Units, and it is preset to None. Just switch this over to metric and it should be good to go. I THINK! I learned this from the sticky "complete blender tutorial" on the front page of this forum. It isn't perfect by any means, but it is helpful!
  11. If you decide that it is too much effort to create the mod, there is always this page: http://www.kerbalspaceprogram.net/kerbal-space-program-mods It has a good looking and working Tardis mod. Only problem is that you can't EVA and stuff. On the plus side, good sound effects! P.S. Why won't you just die out already!!!
  12. I saw it suggested somewhere that if you can find the coords of the point/edge/vertex? you want as a node in Blender, you can just jot them down and try them in the .cfg. Don't know what shapes you are working with or where you want the nodes, so I don't know if this would help! Also, for the testing slowness what I did was create a second game file, delete all parts that aren't absolutely necessary for the testing of the nodes and run it that way. It quickens the load time QUITE a bit! Hope I could help! Edit: Also, if you copy the coords, may have to keep the scaling in mind (I honestly don't know).
  13. I wonder if all of the switches are locked into position just in case they get bumped. I imagine that would be a big problem in tight quarters, unless of course, they are strapped in the ENTIRE trip....
  14. Potato indeed! I wish I could be super helpful and tell you exactly what is going wrong, but anything I say is generally guesswork and almost consistently wrong.... That being said, are you 100% sure that you have your craft saved with the mechjeb intact? As far as a toggle key, I know that the main Mechjeb window can slide in and out from the side of the screen, so maybe it is just in and you have to click the tab to pull it back out? Sorry if this isn't very helpful, but I'm trying!
  15. HAHAHA! Or else you end up spinning and cartwheeling through the air over the munar surface? Should have warned me sooner! I was cruising earlier and must have gone a full two kilometers without any control whatsoever!
  16. [ATTACH=CONFIG]33093[/ATTACH][ATTACH=CONFIG]33094[/ATTACH][ATTACH=CONFIG]33095[/ATTACH][ATTACH=CONFIG]33096[/ATTACH] The craft, the height, the approx speed at impact and the survival! Impact speed was 122 m/s
  17. [ATTACH=CONFIG]33091[/ATTACH] This little guy is gonna find him a Munolith!!!
  18. Hi! Welcome to the forums (I say this because of first post...)!!! I am kinda new here too, but I have about 15 running mods or so, so maybe I can help.... Which parts are showing up as "not available"? I also have some of these so it may be good to compare.
  19. So, just for clarity sake, let's assume that I can get my manned rover on the mun and am able to find a monolith. You mentioned that we need to establish an unmanned research station there at the site. Does this need to be deployed from the rover, or does it need to be a separate launch? Also, does the original search party need a return plan? Cause I am totally willing to sacrifice a few of my pilots in the name of science!
  20. I love this pack! I especially dig having the fairings for those "secret" projects! The issue that I have run into is that when accelerating, the half fairings have a tendency to drag and therefore have a bit of wobble that exposes the insides. I fixed this by strutting the nosehalfs together. I dont know if there is a way to have them snap together when building, or what .cfg option could correct this. The alternative is to use a full nosecone, but then you don't get the split action when decoupling! Aside from that, really digging it!!! Keep up the fantastic work!
  21. Awesome! Well, not awesome, but helpful!!! Thank you for the information! Now I can build a plane that won't destabilize mid flight!
  22. One other thing that MAY help, aside from all of the great advice above me, is the option in the main settings menu to lower the sensitivity of controls. I don't know if this is even functional at this point, or it could be that it is designed for joysticks etc., but worth a shot. Psychologically, it made a difference in my flights!
  23. I have been building some different planes with various tank configurations and each one is suffering from a similar problem. That is the fact that the front tanks in a column of tanks drain first followed by the next and so on.... causing the front end to lighten while the back end stays the same weight. Is there a way to have ALL tanks drain simultaneously? I don't know specifically how the hoses work, but I tried them with no success... Is this possible or should I just work on a different solution to weight distribution mid flight? I saw another thread that said something about controlling which order they drain in, but not about draining all... Any help is GREATLY appreciated!
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