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BadManiac

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Everything posted by BadManiac

  1. I was thinking the exact same thing! "Oh hey, a new feature that I'll never even see, great"... I must be playing KSP wrong because I basically never crash, let along into KSC building which are the exact opposite way from the way most space and aircraft actually take off, which is towards the east.
  2. Actually I've been thinking about it and, uhm, I'm not sure how it would work. There'd have to be some structure inside the adapter to hold the upper and lower stages in place when you decouple the shrouds. Not sure how that would be achieved.Procedural fairings does what I was trying to to by letting me select the base size and the top size of the fairing, that way I can set the top to 1.25m which leaves a hole where my inner 1.25m fairing fits through. Not sure that works with the way you've got fairings and shrouds set up in KW.
  3. Isn't it possible to add several steps to the mission.* Get into orbit of planet Y * Land on Planet Y * EVA * Return soil sample to Kerbin If you have to do all of those, I don't see a way to cheat it?
  4. New mission idea. Bring back a soil sample from X,Y on planet Z. "Mission control has got interesting readings from this location on planet Z, please return a soil sample from that location for further studies.
  5. Can't wait for that! "Test decoupler on escape trajectory from Eelo" WTF WHYYY!? Really only came here to say thanks. This mod is splendiferous and I'm having so much fun with KSP thanks to it! Stock contracts are... well, unimaginative might be a good word.
  6. I really should. Once the network is setup, micromanaging connections manually for each craft and situation is just asking for dead crafts floating in space and frustrated players.
  7. I have a pretty basic question. I have set up a network of 3 satellites in synchronous orbits, spread evenly along the orbit. I would like to launch vessels, set their antenna to target Kerbin or KSC, and have it automatically find a path through the satellites. The sat 1 has a connection to KSC and Sat 2, Sat 2 has connection to Sat 1 and Sat 3, Sat 3 has to 2. All Sats also has a main long range dish set to Active Vessel. But I have to manually target one of the satellites with the dish on my active vessel, and as soon as it gets blocked behind Kerbin connection is lost, even if the vessel has clear Line of sight to the other 2 satellites. What am I doing wrong? Why can't I just set the satellites to active vessel, set the vessel to KSC and have it automatically switch?
  8. First of all, thanks invultri. I configed your config I went through and made individual tweaks to the prices based on costs of similar parts in KW Rocketry and Near Future Construction. Basically I pulled numbers out of my... imagination, but they should be closer to being reasonable now rather than 2100 across the board, let alone 21000 @PART[TALCapsule01] { cost = 3600 } @PART[TALLargeCargoASeparator] { cost = 500 } @PART[TALLargeCargoASeparatorHollow] { cost = 650 } @PART[TALLargeCargoAdapter] { cost = 750 } @PART[TALLargeCargoAdapterPF] { cost = 750 } @PART[ProceduralFairingBase] { cost = 750 } @PART[TALLargeCargoBay] { cost = 1400 } @PART[TALLargeCargoFrame] { cost = 450 } @PART[TALLargeCargoFrameArch] { cost = 600 } @PART[TALLargeCargoFrameArchMount] { cost = 700 } @PART[TALLargeCargoFrameTube] { cost = 850 } @PART[TALLargeCargoDockingRing] { cost = 1200 } @PART[TALMediumCargoASeparator] { cost = 300 } @PART[TALMediumCargoASeparatorHollow] { cost = 425 } @PART[TALMediumCargoAdapter] { cost = 200 } @PART[TALMediumCargoAdapterPF] { cost = 200 } @PART[ProceduralFairingBase] { cost = 200 } @PART[TALMediumCargoBay] { cost = 650 } @PART[TALMediumCargoFrame] { cost = 150 } @PART[TALMediumCargoFrameArch] { cost = 225 } @PART[TALMediumCargoFrameArchMount] { cost = 350 } @PART[TALMediumCargoFrameTube] { cost = 450 } @PART[TALMediumCargoDockingRing] { cost = 900 }
  9. I had to share this, and since it's mostly KW parts, I'll stick it here. I give you the Eve + Gilly Explorer, by far the most insane thing I've ever done in a single launch! The inner payload consists of two science satellite (have two orbital science missions from DMagic, from Eve and Gilly orbits) and a small rover designed to do ground science on Gilly. The 2.5m inner payload fairing on. The interplanetary stage has around 6K dV, as well as signal relay capabilities. The outer expanded 5m fairing on. The inner fairing tip clips through but doesn't explode when decoupled, so It'll have to do, not sure how else I could have done it? The whole thing on the launchpad. 5m core and two 2.5m boosters. 8600 Thrust, 532 Tons, 142 Parts and 8 Stages! [edit] Actually scratch all that, the outer fairing rips the inner fairing apart and makes everything explode, but only in orbit, when testing on Kerbin with or without hacked gravity it works fine *sigh* Back to the drawing board Dear Kyle and Winston Can we have shroud functionality on the interstage size adapters, so that they split in half as well as decouple? That'd be REALLY really useful and swell in so many ways. I'll buy you cookies
  10. It was around 1.40, definitely not too high. I expected to be able to touch the controls. I didn't suddenly turn to 45 degrees, that's not how a gravity turn works, I don't do that in stock KSP either. I literally touched the D key (heh, touched the D... sorry) and the rocket spun out.Anyways, I just thought I'd share my experience in a somewhat humorous way, I never had a problem with stock "Aerodynamics", just thought I'd give Ferram a go, it ended poorly.
  11. * Downloads and installs NEAR * Builds bog standard satellite launch rocket with KW fairings and stabilizing fins * Launches straight up no problem * Begins gravity turn, rocket completely flips out of control and won't stop spinning * Uninstalls and deletes NEAR First impressions and all that, you guys can keep your "realistic" aerodynamics, I'll stick with the ones that allow me to point a rocket at space and go... And before anyone asks, here's the rocket. pretty standard stuff, nothing off balance, all three markers are in line.
  12. Oh no, that's not what I meant at all, I'm sorry I didn't mean to offend you guys, I wouldn't even be playing KSP any more without KW! No what I meant was the NASA ARM engines are OP, as many agree, and the KW 5M engines are even MORE powerful. Not that they too are OP, they just have more power, and I don't know what to do with it all I'm sure I'll come up with some immense single launch Moho lander, science lab and rover return mission that uses them. Give me time
  13. So the 5M parts are a bit... powerful. The "new" stock Nasa ARM engines are OP enough. What are we supposed to lift with them!?
  14. Adding some more ideas to the pile. * Launch a satellite with at least X power, and an antenna to a YYY Km circular orbit around planet/moon Z. (seriously tho, no satellite missions at ALL!?) * Land X Kerbals on planet/moon Y and bring them all home again. * Get at least X science from planet/moon Y.
  15. Can't wait to move my save over to .24 so I can get to flying again! Might post some screenshots of my VTOL SSTO cargo carrier. This mod makes planes look SO . Regarding the plane above by DaMichel, how the does the pilot see to land that thing!? Other than that I like the design, I'd even clip some control surfaces inside the nose cone so I could get rid of those front wings, that'd make it look even sleeker
  16. Haven't even tested .24 yet. KSP is basically unplayable without KW! Can't wait!
  17. I think that might fall in the category of "so ugly it's beautiful" Neat concept with the wing mounted jets, does it cause any stability issues when the center of lift ends up that much higher than the thrust?
  18. I agree with B9 parts bloat. Or, sortof... B9 tries to be all things to all men. Very few parts are straight bloat, there's just SO MUCH STUFF. It's like Novapunch, tons of great parts, but you only need 3 out of the 50000 at a time... That's why I've become a HUGE fan of this mod. But I also would love Airbrakes, and another jet engine would not be unwelcome either. I have 20+ different rocket engines between stock, KW and Near Future, but only 3 jets, and only one of them is a hybrid. I'd love another more efficient hybrid like for example a thermal jet that can toggle between air breathing and oxidizer. Or the previously mentioned scramjets, heck yeah bring it on!
  19. When I started there wasn't time acceleration... I've flown an 28 hour real time mission And there was no mun, or any other moons/planets, we had to put our own in orbit via mods.
  20. Not a life support guy yet, but I like this mod a lot, I use it with DMagic Science. Which added a bunch of wedges for science instruments. I would love to see a battery pack wedge, RCS fuel wedge and a blank/empty wedge for when you have two or three wedges and just want to fill out empty holes. Other than that, great mod, can't wait to see more stuff using it!
  21. Can't answer stupid poll... 3/4 - I don't like the amount of spoilers they've given, but Squad can take as much time as they want to finish it.
  22. I'd like some advice/inspiration for building a heavy SSTO with B9 parts. I've been trying to build one capable of getting the classic orange tank to 100KM LKO. I'd like a reusable launch vehicle for larger payloads for interplanetary missions. But so far I haven't had any luck. Building SSTO's I can do. But after a certain point It takes more fuel to just get the added weight of that fuel into space that it just no longer is capable of SSTO, my current design is a delta wing bi-plane design with 7 turbo jets and 2 rockets. It gets to 1200m/s at around 20KM but then fails to lift that last bit into orbit when I switch to the rockets. So does anyone have any ideas, advice or screenshots of their working B9 heavy SSTO?
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