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iVG

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Everything posted by iVG

  1. I have the same problem. The plug-in used to work (v1.4 was the one I used before) but not any more...
  2. Well, installed Overhaul v3 configs and still stock engines are not configurable...
  3. Oh, thanks for the quick response. Things have changed, apparently . Pretty sure I missed the post just after the OP. Thanks, excuse my stupidity.
  4. I seem to have the same problem, the stock engines, KW rocketry engines, AIES cannot be configured. In the info box it says they all use Liquid Fuel and Oxydizer. The only exception is the stock NERVA and the russian engines pack from bobcat. Also, everything was fresh install with the latest mods downloaded just an hour ago.
  5. You can also ask NASA (or google) for the real life data
  6. That's not correct. 8.9 is your atmospheric deltaV. As you spend most of the time out of the atmosphere its more like 10 km/s on the rocket you've shown.
  7. This is weird. Are you able to go to the Mun and back in stock KSP? If yes ANYTHING with 10km deltaV should get you to orbit. My suggestion - start with as low payload as possible, the small pod for example. 2 stage rocket is more than enough to get you to orbit. Look at mechjeb stats. If it shows more than 10 km dV, you should be fine. Also make sure you get the latest version of mechjeb which accounts for non-linear thrust (engines having lower thrust in the atmosphere, not only Isp). Anything between 1.2 and 1.8 should suffice. Start your gravity turn at 100 m/s, not more, gradually tilt the nose down. You should be level at 180-200 kilometres altitude. Regarding pods - no, the pods are UPscaled, the small pod is 2m now and the 3 seater is 4m. Also some KW engines are upscaled and provide a lot of thrust. Practice is virtue, but honestly 9.5 km deltaV to orbit is more than achievable. Give your rocket 10 just in case. Hope this helps.
  8. Well, I installed the 1:1, without the additional configs but they show fuel/oxydizer. Will reinstall tomorrow.
  9. Bobcat's engines are listed as recommended but do not use modular fuels. Still fuel/oxydizer in the menu :/
  10. Sorry, missed a couple of pages at work. What is this file exactly for?
  11. Don't... Pull... the cosmic string... EDIT: To Sternface
  12. With the rescaled pod (the big one) - 7.8 g's. Absolutely no control inside the atmosphere. Couldn't even stop it spinning
  13. 7.3, I'll take that as a compliment Anyway, can we get these off-centre CoM pods? Please?
  14. No, used the single seater stock landing can thing dont remember the name. Is the centre of mass of the rescaled pods shifted? *fires up KSP*
  15. Solar panels are working now, Nathan. Loaded the game with the same craft (got the save point before leaving Kerbin SoI) - power is normal. Thanks. BTW has anyone achieved re-entry with less than 7g acceleration of the crew. My record is 7.3. Periapsis was above 82 kilometres and still once you hit the thicker atmosphere the Gs go high. In this video they say Soyuz maximum g-load is 4G: Is this because they use guided reentry, lifting the capsule until it slows down sufficiently or it's just because Kerbin atmosphere starts too low and doesn't slow the craft down enough at higher altitudes?
  16. Also what is the workaround for solar panels not producing energy soon after you get out of Kerbin SOI? They work fine in orbit of Kerbin but as soon as you get around Duna they produce nothing.
  17. Nathan, It's the 'Collided into launch pad' thing. No over-g's, not overheating... Here is some of the output_log for the event: (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) RTShortAntenna1 collided into Fuel Tank - relative velocity: 9869.554 - no impact momentum (no RB) (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) RTShortAntenna1 Exploded!! - blast awesomeness: 0.5 (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) [RTShortAntenna1]: Deactivated (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) [20:14:13]: Reflectron DP-10 collided into Launch Pad.
  18. Haven't changed DRE since the last update. Yesterday everything was fine. Today was sending a probe to Mars, while orienting the satellites got dem explozionsz. Was hurry to perform the rage-quit manoeuvre though.
  19. I suddenly experiencing explosions on switch to another vessel. Never had this problem before O.o
  20. With kerbal joint reinforcement - yes. Also add some of the heavy struts from KW rocketry. Connect top to the bottom tank directly, then add some struts between the decoupler and tanks as well. The interstages might look ugly but don't wobble if constructed correctly.
  21. It's amazingly different from stock. Once you get it though you'll be like 'meh' at real life launches
  22. Was a nominal flight. Waiting for spacecraft sep.
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