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Tex_NL

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Everything posted by Tex_NL

  1. The answer is pretty easy. Take a basic heavy lifter and instead of a payload you place a docking port on top. Dock that half full tank you get into orbit to your station. Rinse and repeat. In other words: don't worry about using fuel from the tank, what's important is getting the tank up first. Once you've got the tank up there you can re-fill it in a similar way you got the tank up there.
  2. Apologies for what I am going to say legoheli: Your suggestion is total BULL! With real life aerodynamics you would be correct to say a wing as a stabilizer would pull a plane to one side but this is KSP. Here the aerodynamics don't work like that. Sudden drift on the runway is usually cause by improper landing gear placement. The main (rear) landing gear should be placed not far behind the CoG for easy rotation. If placed too far backward it takes a lot of effort getting the nose to lift. If then the landing gear isn't perfectly perpendicular to the runway one side can loose traction before the other causing asymmetric drag resulting in a violent turn. Reduce the number of wheels to the bare minimum and make sure you get them dead straight: single nose gear and regular main. Only double them up it it can't bare the weight but make sure you keep them perpendicular to the ground and in-line.
  3. Failure is not an option! It's part of the design process.
  4. After undocking ports need to be separated a few meters in order for them to reset. Only then will they re-engage. Normal struts are 'single use' After they are disconnected they are useless. Docking struts and Quantum struts can be reconnected.
  5. "They came in peace. They left in pieces."
  6. Gratz on your discovery. There are many more things to discover. One of them is looking at the age of the thread your replying to, this thread has been dead for well over a year.
  7. The Firespitter plugin you need is IN the B9 pack. And even if you did not have the plugin installed the cargo bays would still show. They just won't function properly.
  8. You need roughly 480 m/s dV (240 m/s going down, 240 going up) to land and take off from Minmus. And yes, a Kerbal can land and get to orbit with just his jetpack.
  9. According the various theories Kerbals are plantlife. In line with that I'd say Kerbal 'blood' would be a milky white tree sap analogue.
  10. Add some control surfaces. Aerospikes can't gimbal so they can not correct for any errors and pod torque alone isn't strong enough.
  11. It was on page 4: http://forum.kerbalspaceprogram.com/showthread.php/34664-Large-Structural-Station-Components-20-Compatible-Release-Thread
  12. I'll give Editor Extensions a try. From your description it will do what I am looking for. Edit: I downloaded and installed Editor Extensions. Perhaps you were thinking about another version but the one you linked does NOT allow you to zoom out beyond the SPH/VAB walls. All it does is giving more snap angles.
  13. Not sure about the 'greenhouses' but pretty much everything else is Large Structural/Station Components.
  14. This mod looks interesting. OK, I've got the mod installed and I know how to get a rock in the orbit I want by editing my persistent.sfs but I do have a slight problem with preparing my asteroid. I do not want any of the smaller ones, I want a big one. In order to build a base it needs to have at least a few docking ports. And therein lays the problem. Those darn rocks are to big to actually see enough of the exterior in both the SPH and VAB to effectively attach anything to them. Suggestions are welcome. (A while ago I saw a mod that lets you 'weld' and 'cut' parts to and from existing vehicles. Sadly I can't remember the name and can't find it.)
  15. The reason your aerobrakes won't work is simple; you've put them way to far forward. Currently they do increase the total amount of drag but it is all centered near the CoG. If you place them as far back as possible they create drag there and will function like the fletching on an arrow, keeping the nose pointed in the right direction. Besides your aerobrake placement your entire design looks pretty unstable to me. It's very stubby and compact, has only small wings and no vertical stabilizer. Longer, narrower designs with more control surfaces tend to be more stable and easier to control. Your suggestion is totally irrelevant. First of all XenonSpark's problem is concentrated around re-entry and descent. Switching from airbreathing to rocket is an issue related to ascent. And second of all; his design DOES NOT EVEN HAVE JET ENGINES!
  16. Two more possible options: Parts that partially clip can push against each other and cause phantom forces. To correct undock (and replace) the offending section. Engine gimballing in front of the CoG is borked pushing the nose in the opposite direction. To solve this simply disable all gimballing in front of the CoG.
  17. I wonder how many times this has already been mentioned. (And how many times it will in the near future.) It's not a bug, it's a feature. And you can shut it off as neurotoxin explained several pages ago:
  18. Then why are you playing this game in the first place? There are many features of this game that aren't true to real physics, the game is full of 'shortcuts' and 'quick fixes'.
  19. "The rocket blew up shortly after launch. Lets send up another crew on exactly the same design to see where it failed."
  20. The planes are mostly B9, the wings are pWing. Most of the station is Large Structural/Station Components, the arm you see (and those still in the big cargo plane) come from Romfarer's Robotic Arms Pack
  21. A rover like that should be stable enough to drive a reasonable high speed even in low gravity as long as you take a few things into account: Make sure you set 'control from here' to your command seat. (Your probe core is at 90 degrees to driving direction. When controlling from here it will mess up your controls.) Either remap your control keys from WASD to something like IJKL or switch to docking mode to control the rover without control-node torque. Toggle precision control with [CAPS LOCK] (Pitch,roll, yaw markers blue instead of orange.) and lock steering on the rear wheels making your rover respond less instantly to control input.
  22. Wouldn't surprise me if SQUAD lets Majiir perfect Kethane and then ask to assimilate his work into the stock game.
  23. Do you have 0.7.1 or 0.7.2? I guess you still got 0.7.1 as your problem has already been fixed in 0.7.2 Edit: Ninja'd
  24. Had the same with a Kethane miner a few version ago. Without retro burning it would rip the chutes off and crash. After retro burning it gently touched down safely every time. It took a while though before I figured out how much I had to slow down without wasting too much fuel.
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