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Pokletu

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    Bottle Rocketeer

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  1. Hi, The 1.12 patch still makes the mk 1 cockpit slide through the rocket, downwards, on the launchpad.
  2. Can I be the guy that takes the film of them taking back off the moon?
  3. Hey Ferram, I've been trying for 2 days to get a download that doesn't have a problem with .25. Somebody says they got it, but the 2 locations I know to download from both have the same problem. Just to make sure: all I have to do is copy your GameData folder into the Kerbal Space Program folder, right? I've now downloaded the latest version of NEAR 4 times, and none of them get along with .25. Is the wrong DLL still in there? Can you check? Sorry if I'm an idiot. Thanks a lot.
  4. I can't get slow enough to land with this addon. Is lift overpowered in NEAR after .25?
  5. Yeah, it wants to veer off the runway even on takeoff. You don't need to explain the principles of flight to me, I have an A&P license, lol. The plane's parts seems like they're spaced in-between, now. Not solidly connected. Does anyone know the name of that mod that gives kerbals an EVA parachute? If I could find that, I'd dump the plane, and save him. Right now, this savegame is doomed, lol...
  6. Hey guys, After this patch, (.25), I can't get my plane to NOT roll up and tumble apart, from the level flight I last saved at. I stand to kill Jeb just because of this patch, and I don't want to. The flight surfaces just don't have a proper bite on the air, in my experience. Most of it's been that way before this patch, but at least I could manage it. The plane seems to want to tumble around it's gyro, internally, instead of follow the aerodynamics. It's not just my own constructions, either. Forever, every patch, I've tried to land the space plane provided in the spacestation scenario, with no luck. I thought if I installed FAR, that would fix it, since it's so popular, but that just made all my controls frozen. Same with NEAR. I see others land/fly planes with seeming little problem. Is a patch to aerodynamics coming? What are you guys doing to make aircraft viable? Thanks...
  7. Damn. I'll have to maybe crunch the numbers, but that MIGHT have been easier.... And cheaper... And faster...
  8. I had only just unlocked the SC-9000 Science Jr, and sent Bob up with it and 2 goo containers, hoping to land on the Mun with it. I realized on Munar orbit that if I went for the landing, he'd be stuck there, so I stayed in high orbit; but still had lotsa dV. For the first time, I burned for Minmus, after finding a surpisingly cheap solution; and was reveling in all the science he'd be bringing home. On the return trip, I was distracted by RL right at the node, and wasn't as efficient as I could've been, and ended up with a peri at 69,000m, but my apo being near Mun, as I recall, when I ran outa gas. I used all my RCS to bring down my apo, then had nothing... I was stuck between waiting for the atmosphere to slow him down enough, or just reloading; and loosing all that precious science. On one of the peri's, Bill popped his nosetip parachute, hoping that would be enough to keep him in atmo. The lid didn't so much as pop off. Ultimately, that wait for drag had brought his peri's down into the 50k range. Before that point, I think he was only out there about 9 days or so. After waiting 111 days, fast forwarding through high altitudes, I had committed too much to lose the save. I built another rocket, without the lander stuff, and with my new Rockomax solid boosters, put my best guy, Jeb, in, and sent him up to PUSH him into the atmosphere. I haven't unlocked any docking stuff, the claw, or anything. At the Apoapsis, finally rendezvoused, with just drops of fuel for the main engine, electric juice almost gone, Jebadiah Kerman oriented himself so that Bill's craft and the retrograde vector were in-line, using RCS, in order to conserve electric for torque, and made the burn. Of course he wasn't able to stay in line with Bill's craft, and crashed through; but all that remained was that his whole mission's hope; that nudge, was enough to knock 'em home. Leaving that to hope, Jeb reluctantly prepared for reentry himself. He landed, looking to the sky behind him; his craft recovering some scant 3 science, for any trace of Bill. The nudge was enough. Bill's first parachute held through reentry; and was joined in timely manner by the other 2, to be recovered, after almost a year in space without food, with Science Jr and the GooPods, and over 100 science for Kerbalkind.
  9. I was mostly looking forward to .22 because I wanted to be able to fly the shuttle-plane back down from the orbital station in that scenario. I've tried building other planes, too, just to check it's not that one. Since most of the dev time has gone toward gimbal and RCS rotation, will we see aerodynamic simulations improve? It might be a tall order, but without it, it seems STRICTLY like a ballistic rocketry simulation, for my experience. Thanks.
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