HoY
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Everything posted by HoY
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Better to push or pull payload?
HoY replied to JaySmoka's topic in KSP1 Gameplay Questions and Tutorials
You can actually have engines out on pylons away from the core without using fuel lines. Tho yes, it still uses some extra parts and struts, but as I said last time, you can use the tractor to skycrane land the payload without the payload having its own engines. That saves fuel, parts, and complexity in itself. -
*hint hint* dynamic warp toggles
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Good job ill definitely be using these to switch my super heavy lifting fleet off the ground from now on, along with the welded parts pack! On the note about LVN's Yes you can do some complicated placemtent to get the nerva stage up top, but why? Just use the nerves as the core of the launch stage!
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Your problem is the small cubic strut you used to attach the micro asas. Those parts when mixed with quantum struts break physics. Your best bet is to put a radially mounted hard point there instead so your winch can connect to it directly. Quantum struts are the solution just need to take that little cubic strut out of the equation. It also looks like fuel might be an issue too lol.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
HoY replied to Majiir's topic in KSP1 Mod Releases
I'm going to be adding kethane and mechjeb tutorials to my series, I'm just sitting in the airport on a layover on my way home right now from a month long vacation. Fuel routing and all of the basics and a couple non-basic things will be covered. -
Jet engines on rockets; viable?
HoY replied to Skorpychan's topic in KSP1 Gameplay Questions and Tutorials
I didn't actually do any testing I simply moved the decimal over 2 places >.< the same launch profile and mission was done with both versions. Launched vertically off the pad with a 3t payload on the nose, transfer and aero capture at Laythe, skipping jool's atmosphere completely. Dropped the payload off in orbit of Laythe, landed then took off again on Laythe then returned to Kerbin and parachuted to KSC. Both had roughly the same amount of jet fuel remaining after the initial launch to LKO, but having to launch by hand means that they weren't both identical launches so its a little skewed. For all intents and purposes they work as hoped -
What about for the 12 node cluster leaving them full length, because why would you be putting 2520 kn of thrust under a smaller tank than a jumbo? Lol. Seriously tho I'm sure whatever you decide on will look and work great
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Laggy airport wifi double post.
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I think your looking at the plugin in the wrong way. But based on what your saying it should do, I can tell you Exactly how to do it by hand! (This is how I used standard launchers before I found out about SaL or mods in general) Step 1: Make your launcher, no payload, whatever command pod or probe core at the top with nothing above it and the decoupler below it. Make sure you leave the bottom of the launcher close to the floor but not under the floor (fairly important) Step 2: Make your payload. Leave the bottom open for however you plan to attach it to the launcher. Ie; docking port or decoupler or whatever. Make sure you leave the payload high up in the VAB, usually near the ceiling and off to the side a little bit. Step 3: Open the .craft file for the payload, go all the way down to the bottom and get ready to add new lines; Open the .craft file for the launcher, press save as, name it something different so that we don't mess up the original incase something goes wrong. Now on the new saved copy erase everything at the top until you get to the first PART. Look down a little lower inside the first PART entry and you'll see something like "CommandPod true" or yes, or something along those lines, change it to the opposite (been a while so I forget exactly what it's listed as) You only have to change that one thing. Step 4: Copy everything in your modified Launcher.craft and paste it on to the end of your Payload.craft Make sure you press enter any the very bottom so the flashing cursor is on its own clean line Save As whatever you wish to call it, Step 5: When you open your newly combined craft (don't need to close or re open KSP.exe to do this) you'll see both crafts inside the VAB as solid, you have to be careful for the moment because once you pick up the launcher it can get glitchy until you attach it to the bottom of the Payload, which should still be up higher with all of its nodes in tact. Step 6: ????? Step 7: Profit!!!
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Yeah Temstar listed exactly how he did this step by step in his newest release of the Zenith family of lifters, I haven't had a chance to try it out for Manager yet however, but it will probably work exactly the same.
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Are you shortening up the tail cones? Would you consider doing the same thing with regular length cones? Could just be the camera angle looking great so far tho!
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It Does work with docking ports, but you have to save the craft from the docking port down. The easiest way to do this is to just start with a tiny probe, then put the docking port under it and the rest of the craft attaches to the docking port. Now when you want to save it you can just move the docking port and everything attached under it to the icon. You could do the same thing and maintain your struts and fuel lines by moving the tiny probe core to the icon and saving it too, then just deleting it once you've pasted it into the other craft
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[WIP] [PLUGIN] [PART][0.20] Amphibious Hovercraft Parts! V0.2
HoY replied to zitronen's topic in KSP1 Mod Development
Some of the firespitter fans, and I believe one of the b9 turbines has a reverse thrust feature, as well as the vtol air breather engine that can be spun around to face either forward or backwards. -
Better to push or pull payload?
HoY replied to JaySmoka's topic in KSP1 Gameplay Questions and Tutorials
Also if you pull the payload you can use the tug to land the payload as well, without the payload having its own engines, saving part count and mass -
Nice are you Both doing this? or is this two separate people doing similar things at the same time? and when installing engines on those hard points can we use symmetry or do we have to place them one at a time?
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Heres the actual cluster I want you to look at heres the craft file to look closer at it. I think leaving the small fuel tank under the probe body would give it a good base for a single node connection, tho with or without the probe would be fine. http://www.catalystservers.com/hoy/ksp/Nova%20Cluster.craft
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
HoY replied to Majiir's topic in KSP1 Mod Releases
Although I don't think there was a mention of the change it would be reasonable to assume that the smaller drill would be shorter than the bigger one. Can you post a screenshot of your rover while its drilling and a picture of the map view showing your on a deposit? -
Sweet, just need one that replicates the 12 nodes of a Nova core! Like these but with only 4 nodes in the middle instead of 6
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[WIP] [PLUGIN] [PART][0.20] Amphibious Hovercraft Parts! V0.2
HoY replied to zitronen's topic in KSP1 Mod Development
What's the top-ish speed anyone's got this to across water? Worth switching to this over a water prop and floating contraption? -
Also, backseat moderating is against the rules too.... And technically me telling you a rule is violating the same rule lol.
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how about a few construction tutorials
HoY replied to catmando's topic in KSP1 Gameplay Questions and Tutorials
There's a few basic ones in my signature, it's strictly rocket construction methods right now, but its a start