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Sunsparc

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Everything posted by Sunsparc

  1. I was looking at the correct thread, but the version I had installed was out of date. I installed it shortly before the new version was released. New version is installed and I researched the parts lower in the tech tree. Thanks for everyone's help!
  2. Interesting, I may have an old version then because I have exactly zero KAS parts in my tree. Thank you for the heads up, I'm going to go investigate right now.
  3. Do you know how far into the tech tree it is? I'm up to the ones that cost 550 science and just unlocked the Heavy Rocketry with orange tanks.
  4. I did a search but didn't find anything relevant. Is there any way to add KAS to the Career mode currently? I know that the mod thread says it's not integrated into the current R&D tree, but I didn't know if there was someway to modify the mod into the game.
  5. Getting a 500 error when clicking the Dropbox download link for the latest version. Anyone have a mirror?
  6. I'm aware of this. I even tested to see what it would do if I passed in physics range and switched to active vessel. So far, my Kerbin relay is still in perfect orbit with no perturbations. Mun doesn't have a geosync, so if I can get as close to 500km with a 4 hour period, I'm golden.
  7. I've currently got 4 communications satellites in a ~500km circular orbit around the Mun. I want to perfect their orbit such that they are as close to 500km and a 4 hour orbital period as possible. They're pretty close right now. According to the wiki, the equatorial radius of the Mun is 200km. Am I correct to say that the SMA would be 700km? 500km to the surface + 200km from the surface to the orbit/Mun center?
  8. Doesn't MJ adjust the ascent settings based on the rocket now?
  9. The real difference is seen for those of us who have RemoteTech2 installed. They serve two different purposes. The Communotron functions as an omniantenna while the Comms is a dish that has to be pointed.
  10. I've only done this in Sandbox mode so far, haven't gotten far enough up the tech tree to do it in Career mode. I sent up 4 sats with 4 dishes and 2 antenna on them. The antennas are the Reflectron DP-10 to get me out of the atmosphere and the Communotron 32 as an omni. The dishes are TWO Comms DTS-M1, one pointed at Kerbin and one pointed at Mun/Minmus, depending on the mission. The other two dishes are a Communotron 88-88 for Duna and a Reflectron KR-14 for Jool. Obviously these can be adjusted also. I've also contemplated sending up at least one more with a CommTech-1 if I ever decide to go to Eeloo.
  11. I just wanted to point out something about the note at the end, about controlling or passing within physics range. I tested this out to see what would actually happen. I decided to decommission my current comms array and send up a new one. After putting the new one in place, I switched to each old sat and did a deorbit burn. None of them were thrown out of orbit, they maintained their perfect setup for at least 10 minutes while I performed deorbit maneuvers.
  12. It's not so much a problem with my rear facing aerospikes, but it fired the vertical spikes also which made me flip over backwards, lol.
  13. Yeah that was it. I wonder if that's intentional or a bug, even when Ascent Guidance isn't even activated.
  14. I just checked that, only the gears are on the gear action group. I did notice that even though I've put each set of engines into different stages, they all group together into the 0 stage once I leave the runway.
  15. I tried searching but I don't think I can format the search terms properly to return anything relevant. I'm having issues with one of my planes. I enable a set of engines using a hotkey (turbofans) but at the end of the runway, when I retract the gear and pitch up, the rest of my engines fire (rear facing aerospikes and VTOL aerospikes). I've tried putting them into different stages but it always seem to happen. Does anyone know how I can remedy this?
  16. So how exactly do you get this monster into orbit?
  17. Kerbal Attachment System B9 Aerospace Parts Pack Kerbal Engineer Redux Kethane Mod
  18. No quantum struts on this particular vessel, though I believe some parts are clipped. I walked off for a few minutes which turned into longer, I normally don't leave the game running all the time like that.
  19. Best way I've seen to do it is to build a custom dock with 4 ports on it, which increases stability. Otherwise, the ship will wobble like nobody's business while burning.
  20. I pushed my fuel depot into Munar circular orbit last night (around 115km) and when I came back an hour or two later, the apoapsis had climbed up to 300km. RCS and engines were off. The only thing I can think of is the fuel was unbalanced and it was rotating a bit, but that shouldn't have caused it. Weird.
  21. Is there a way to better balance Zeus so that translating does not turn the vessel? That's my only problem with Zeus, the other vessels perform wonderfully.
  22. I have to say, this is one of the best engineered crafts I've seen. I just put all of this into orbit easily. Zeus was a little bit difficult to work with but nothing unmanageable.
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