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COL.Neville

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Everything posted by COL.Neville

  1. after actually landing this and living with it for a lil bit. these really need their own integrated lighting and power. nothing silly/op maybe some solar panels on the textures or something.
  2. theres a link back a few pages with the dev builds. ive been using those and the landing autopilot works pretty good now. running -nolog in the exe line of a shortcut seems to help with the alt tabbing since it isn't spamming the log with the d3d lost stuff. on another note anybody else having problems getting the rover autopilot to work? seems heading entries of either 090 or 90 seem to wig it out. and it doesn't seem to be holding either speed or heading.
  3. 88 250km is probably the best orbit for everything except moho gilly eelo. https://docs.google.com/spreadsheet/ccc?key=0Aicph3-KYrXadElSbUVDUU50MlZBR1B4R0o5OUUyNXc&usp=sharing also if you change the DetectingPeriod to 0.2 on your kethane detector after you finish the map at 4 arrows you can speed up to 5 or 6 arrows to finish the kethane map.
  4. yeah tek im with you keep it simple stupid. protractor way is straight forward and 3 steps to any body in the system.
  5. it doesn't that ive been able to do. and neither does the return from moon.
  6. or instead of jumping thru all those hoops. just get the protractor mod. warp till its zero and blast off. orbit till the second one is zero burn prograde till its deltav is zero and your done.
  7. yeah put the craft file up for that kolt that looks pretty slick
  8. i don't know how many either hehe. i think each of the command pods have two in them. haven't really had any issues till i tried to land this demv shuttle close to everything else. i had one ship similar to this one that had everything on it at once. it wouldn't survive warping though so had to scale it back hehe. you can watch my epic struggle with unity and ksp on http://www.twitch.tv/col_neville ill have to record the landing last night just took a screenshot so i get to do it again for the video. but now i know it works. just have the powerplant launcher and admin module lander/launcher left to do and have a whole colony system i can launch in one go with multiple launches and have a big wagon traing to the stars hehe. i know now i need to do the big stuff first park the demv out away from the landing zone and then bring everything else in last.
  9. took out the romfarer dll and was able to land pretty close to the rest of my stuff no problem. that's seems to make things run considerably faster now. so 2 habs, recon, deli 4 demv's and an ANT.
  10. yeah I do. ill take that out and try it. how far away do things need to be? 3 4 km? right now ive got stuff only a hundred meters or so away from each other. its weird too because my box the gpu was idling cpu was at 20 percent but it was a slideshow on ksp.
  11. I cant seem to get more than a couple landers on the surface and the next load locks up ksp while trying to land.
  12. yeah somebody already did all the math and almost all of the best inclinations are between 82 and 88 degree and 150 and 250k. so I just use 88 250 on everything except for moho and eelo I believe it was. I changed the detection rate on the kethane detector so after it finishes mapping I can crank up the warp to finish the kethane maps.
  13. the landing on dev 29 I believe is bang on now. only thing is ive found so far is the align planes on the rendezvous guidance is going 90 degrees from the the targets plane. but the maneuver planner does it correctly. I don't know if its because it was beginning from a polar orbit and that wigs it out or what. was never able to align planes from kerbin 88 degree 250km orbit to minmus using the rendezvous guidance panel align planes. and it doesn't work with the draktec vtol engines don't know what going on there but tried landing with them and it just augered in. instead of firing the braking burn. the throttle setting was off on them as well.
  14. 88 250 is good it will map the whole thing eventually. I use this http://kerbalspaceprogram.com/0-18-4-hermes-deep-space-probe/ and changed the part.cfg to integrate the mechjeb2, kethane detector, protractor into the main body and hyperjump into the engine as well allowing the map sat antenna to be mounted on it. the mapsat code is looking for the antennae so you have to use it I just scaled it down for this. that way there are only 4 parts on the whole thing and you can have lots of them all over the place.
  15. yeah that's the quantum transfer node bad news you have to eva to get it to work. have ladders next to it. im an eva spaz so its even more frustrating than docking.
  16. the debugger was a separate download. the kintake I believe is part of the turbine so nothing needed besides an atmosphere.
  17. yeah use the debugger and it will respawn everything. it may move them though so you would have to rescan everything.
  18. when landing select anywhere first then update with the numbers. or landing to another object already on the ground seems to work pretty good. also you think we might be able to get yellow indicator with black numbers. its impossible to read yellow on yellow. par - and par + under tgt seem to be doing the same thing nothing.
  19. ive been setting my PE to 50km coming into the mun so it does fairly well on fuel. but it does a inclination burn, deorbit burn, braking burn and final descent with a burn at the bottom to arrest the fall. just make sure you have a tank converter kethane tank sandwich otherwise youll be stuck like I did for about a million times till I finally figured it out.
  20. the trick to mechjeb 2 landing at coordinates is select the target map click anywhere on the map then put the numbers in by hand from the kethane detector. at least that has been working for me. trying to target on the map with a yellow indicator on yellow letters is impossible and just putting the numbers in by hand wont work either.
  21. no idea but before with it set how it came outta the zip no workie. now with the part.cfg changed to just part and pid values removed it works. im thinking just leave all of this as "dumb" parts for the time being. meaning module=Part. only other thing is whats with the horizontal airlocks and doors? not understanding that decision. only suggestion I would have is if you can integrate lighting into the models kinda like the lackluster stuff does with their green houses and stuff that would be great help keep the part count down. vertical airlocks and/or doors integrated into the walls for the 4m/2m rooms and a garage door that just lifts the whole wall or something so you can drive a vehicle into the 4m one. not the existing walls of the bldg. just another version of the separate walls you have already as well as another wall with a 1.25 adapter so you can connect other parts to these. Also a slightly scaled down version of the command hq with a standard hole in the bottom would make an awesome bridge for bigger ships. otherwise nice im enjoying trying to make a colony outta these. waiting for devo's biodomes. you can also watch me doing the bobcat colony challenge with all of this on my twitch channel col_neville. doing the basics on the mun first then out to the other bodies.
  22. I edited the module piece of part.cfg and took out the module=advSAS and changed it to part and now it turns. also took out the pid values as well. I think what is happening is that those are not working together with the rocket asas but overriding or fighting the rocket asas. yeah two commandmodules one for the rocket and one for the structures so once I undock it it wont be debris.
  23. I forgot about the pod from lost in space that would make a pretty nifty one man lander. I think the soviet pod from 2010 was almost the same just kinda cleaned up a lil. pretty much anything from here hehe http://www.scifiairshow.com/index.html
  24. once you make a set of the structures how do you get a rocket to turn everything? I created the 1st floor with 3 4mrooms and upper floor with 2 command HQ on the top of the 2 outer 4m floors and used the jool V rockets with a 5 modded sas units set to 80000 torque and still cant get them to turn. is it something in the model that needs to be set? also is there a reason that the commandHQ's are adv sas modules? that maybe the problem.
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