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Zatie12

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Everything posted by Zatie12

  1. Hi all When I have this mod installed the game quits to desktop whenever I click to return to the space plane hangar or sometimes when I quick load the game. Any ideas? Thanks
  2. Edit: it works good with the stock RCS Thanks
  3. I made a copy of the RCS thruster, ediited the cfg and made all the necessary changes (new path location, increased thruster power, etc). The part shows up in the SPH with increased thrust rating however it doesn't actually seem to produce any more thrust in the game itself.
  4. Hi all Can anyone advise me how I can increase the power of the RV-105 RCS Thruster by 10 times? I'm really into building large/heavy VTOL type vehicles and I want them to be controlled by RCS without having to add 10 or 20 thrusters just to make them responsive. I need to keep the part count down and uprating these thrusters is the best solution. Is there any way to edit the part, or can someone recommend another way to achieve this? Thanks very much!
  5. Hey folks, I set out to make a jet based V-22 Osprey inspired VTOL with fully rotational engines (includes a tail thruster for stability), it has 500 parts at the moment. The rotational joints are from InfernalRobotics, almost everything else is stock. The 3 engine modules are rotatable through 90 degrees, although it's only really stable within roughly the middle 50 degrees (I need to write a small mod or use something to define a profile for the tail thruster angle to improve stability through all phases of flight). It is possible to do a normal config takeoff (i.e. with the engines fully forward, or a VTOL style takeoff as shown in the gallery, with the engines tilted to approx 60 degrees). Here's a link to the gallery: http://imgur.com/a/gyKHA Hope it's inspiring, enjoy the gallery and I hope this might give some ideas for your KSP projects
  6. Oops, thanks Edit: tried rotating it, still goes the wrong way, e.g. pitch up and the surface is going downwards.
  7. At the moment the elevator is moving the wrong way, I need to reverse the direction of travel. Last time I used FAR there seemed to be a flight control list with options to reverse direction but I can't seem to find in the latest version.
  8. I can't activate my omnidirectional antennas when the craft has no comms. When right clicking on them and clicking Activate, nothing happens. I'm sure this used to work, perhaps this is an intentional change, I'm not sure.
  9. 317 hours on my Steam. I've only played the game on Steam.
  10. I've only used it in sandbox mode and I occasionally use it for one of these 'typical' scenarios: - I've launched a couple of identical satellites using a reliable launcher, and wish to launch more. I could spend 20-30 minutes deploying each subsequent satellite into a slightly different inclination but I don't have the time to do it - I've got kinda 90% of the way to success and discovered a very small but mission breaking flaw in my design or calculations resulting in imminent failure of the mission - I could either start all over (or spend hours devising a rescue mission - yes sometimes I do this!), or refuel and continue, acknowledging my failings but still enjoying some success - To simulate and test a design in orbit or specific scenario, before embarking upon a long and complex mission (this is the most common use for me) - Just for fun, to quickly try a new design or mod I don't use it all that often but I think it's a very useful mod to have at the ready
  11. Thanks - I'll give them a try. Never used B9 Aerospace before, looks cool.
  12. Can anyone recommend a mod with more powerful RCS thrusters, ideally the same size as the RV-105 but with more of a kick. Thanks
  13. Hello from TeamMinmus! And how did the team send their photograph back to Kerbin? Using RemoteTech 2 Here's the comms network and a few of the satellites: Minmus http://i.imgur.com/kBuEJVB.jpg http://i.imgur.com/o8QZ4oU.jpg Kerbin http://i.imgur.com/90hGNCh.jpg http://i.imgur.com/Xmq4nSq.jpg http://i.imgur.com/3OHwsSh.jpg Mapping Satellite: http://i.imgur.com/n6DBlj3.jpg Album of how I launched each comms sat: http://imgur.com/a/5jp18#0 Enjoy
  14. Hello all I'm loving RemoteTech 2 - it has brought lots of interest over the past week! I have a couple of questions. 1. Vehicles with a MechJeb2 on them are okay when very close to mission control (e.g. during the launch) but once they get further away 100km+ (ish) the throttle control starts to become really glitchy and really stubborn/hard to adjust. Everything else (e.g. RCS) remains responsive. Any ideas about this one? 2. Is there any way to set a priority order for the high gain directional Reflectron GX-128? There seems to be only one possible target, ideally I'd like to have a priority order. When I send a vessel away from Kerbin it would be great to instruct the antenna to link with satellite 1, if not then try 2, etc. 3. Question about datalink relay! Here's the scenario: I have a part-spent 2nd stage orbiting Minmus: http://i.imgur.com/XuKKN1v.jpg It has an omnidirectional link with a very capable comms and mapping satellite in a lower Minmus circular orbit (as you can see in the SS). This link is established with Communotron 32 antennas. Unfortunately, my MinmusExplorer comms sat isn't relaying any data back to the Kerbin geosynchronous comms network. When I switch to the MinmusExplorer comms sat it would appear there is a suitably supporting datalink: http://i.imgur.com/GSOC6Vp.jpg Yet I am unable to command anything on the part-spent 2nd stage (yep, it is powered, has batteries, solar arrays, a MechJeb2 and is ready to go) Obviously I'm doing something silly - at first I thought the omnidirectional Communotron's don't support data, but then I realised they must do because I use them on my 1st and 2nd stages when launching vehicles from Mission Control Kerbin. So I'm kinda confused! I'd really love to de-orbit this spent part into Minmus but I have absolutely no control over it right now. Any help would be really appreciated :-) Thanks!
  15. Hi folks, Can anyone recommend an addon containing much longer girder segments and ideally a good variety of different shapes and sizes and lengths. I'd like to build longer/larger craft and I think part of the secret is to use longer individual components rather than many smaller modular girder segments which causes the game to slow down when the part count goes too high. Thanks!
  16. Something perhaps a little different, jumping over the launch pad with my rocket car! A bit of fun :-) It took quite a few attempts, but perhaps the hardest part was lowering the ramps into position using a skycrane. Enjoy!
  17. 0.19, i'm a relative newbie although my Steam is showing 187.9 hours played making it my highest played game on Steam above Skyrim with 126 hours
  18. Hi all, I'm having trouble with damping and oscillation effect, especially with larger rockets. Oscillation - the larger rockets (and they don't have to be absolutely enormous) will often sit on the pad and continually oscillatate/vibrate/"ripple". It's often impossible to time warp because the vehicle is apparently in motion. When in flight often this oscillation sometimes becomes uncontrollable and results in self disintegration. Damping - two issues. Firstly related to above in the sense that the physics seems to get 'over excited' with larger vehicles. Secondly, the (A).S.A.S system seems to lack a dead zone, or needs more delicate control when close to target. If RCS is enabled practically any vehicle no matter big or small will turn to the designated target and then spam the RCS system left/right up/down continually, draining all of the propellant. I use MechJeb these days but it's the same problem with that addon too. Any suggestions to solve these issues? Thanks
  19. I was only wondering.. and yes I can't argue against the fact this is Kerbin rules and not Earth rules.
  20. I just watched the livestream of tonight's Ariane V launch, delivering the ATV to the ISS. On the livestream (assuming I remember this correctly) they reported the vehicle reached 65km altitude in about 2 minutes after launch. After 3 min and 20 seconds (approx), the vehicle was already at 101km altitude. I did a little test in KSP, with an Ariane V mockup (KW Rocketry) if I launch vertically with full thrust, I can only reach 20km altitude after 2 minutes. If I used the stock parts with the mainsail engine, I think the numbers would be roughly the same - KW Rocketry is fairly similar in performance? Do we have some inaccuracies? or am I making obvious mistakes? Thanks
  21. KSP is a very CPU bound game. The limiting factor is the CPU.. From what I've seen it's unlikely (even with the most powerful CPU on the market, overclocked too) that you can out-CPU this game for long. Having an old CPU is only going to make matters worse when you're playing a CPU hungry game. Anyway, fact is 0.20 works fine. If you're suffering problems there's a good possibility it's your computer and not KSP.. Perhaps time for an overhaul, clean installation, or just new drivers and cleaning up that 5-year old system.
  22. I also agree with John... This game has not only captured my imagination but has already exceeded Skyrim as the top game played on my Steam, 150 hours so far, and I only started playing at the start of 0.19. Absolutely fantastic value for money. I will gladly pay for expansions to support further development. My only wish is there are more developers like Squad in the world, you guys are doing a fantastic job.
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