-
Posts
4,124 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Tex_NL
-
CoM and CoL match up pretty good in the SPH perhaps. And therein, most likely, lies your problem. Your fuel supply (weight) is near the tail. After 'playing around for a bit' you've spend a good deal of your fuel causing the CoG to shift forward, making the entire craft nose heavy and very eager to re-acquaint itself with the tarmac. If you bring your fuel tanks as close to the CoG as possible their loss in weight will have less impact on the CoG location.
-
Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
Tex_NL replied to electronicfox's topic in KSP1 Mod Development
I've been building several half-track vehicles lately with the stock TR-L2 Ruggedized wheel and the Mark three track and I can't really say they perform as expected. All are stable and reasonably fast but they tend to have a mind of their own when it comes to steering. As soon as I let go of the controls they veer off course. Even MechJeb's rover pilot needs to give constant input to keep them in a straight line. If I use just wheels or just tracks this behavior does not happen. It only happens with half-tracks. Edit: I replaced the Ruggedized wheels with regular medium stock wheels and now it's responds to the steering as it should. I think it's due to the fact the Ruggedized wheels and the tracks both have so much tracking they are fighting each other. -
Question about Col and CoM for Spaceplanes
Tex_NL replied to Cranium's topic in KSP1 Gameplay Questions and Tutorials
Engines tend to take fuel from the most distant tank first. From your images I guess that would be the module directly behind the cockpit. If a tank in front of the CoG is getting lighter the CoG will shift to the rear putting it in your case behind the CoL. A possible solution could be to move the wings slightly more to the rear putting the CoL a bit more behind the CoG. This way you'll make sure the CoG never gets behind the CoL. An in-flight solution could be to ignite your rocket engines before you disengage your jet engines -
Question about Col and CoM for Spaceplanes
Tex_NL replied to Cranium's topic in KSP1 Gameplay Questions and Tutorials
Have you looked at your line of thrust yet. If your jet engine thrust isn't exactly lined up with your CoG it isn't much of a problem but rocket engines are way more powerful and could flip your plane. -
Continuity error alert! You start your mission and are on Mun with Bill, Bob and Jeb in their bright orange suits. However when you're making your Kerbin re-entry you've got three regular white suited Kerbals. Nice vid.
-
I see NASA shuttles, Russian capsules, Star Trek/Wars ships, 'Alien' dropship and APC and many many more. What fun is it to introduce existing designs into KSP, a game where you can design and build your own ships/vehicles? I do appreciate the designs and the references to some epic movies but what's the point? I don't get it. Wouldn't it be much more fun and rewarding to recreate those vehicles with Kerbal parts. Yes, it can sometimes be immensely difficult to build re-creations AND make them function properly but that's exactly what it's all about.
-
Then there should be a screenshot folder. If there really isn't one something must have gone wrong with your installation.
-
I have absolutely no idea if this could possible be related but what version are you using? The full 0.20 or the demo?
-
Geostationary Orbit
Tex_NL replied to DreadedEntity's topic in KSP1 Gameplay Questions and Tutorials
Does ANYBODY ever bother to read the wiki before asking questions like this? The wiki link is at the top of the screen for crying out loud! -
Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
Tex_NL replied to electronicfox's topic in KSP1 Mod Development
Found one minor inconvenience; the speed or lack there of. I know tracks aren't supposed to be really fast but I do think especially the mark Three could be a bit faster. And once it finally gets up to a decent speed it won't turn. Forcing you to slow down to a crawl, turn and ... well you get the point by now. Besides that: great job. Looking forward to future updates. -
Help - It's raining Solar Panels!
Tex_NL replied to starkllr's topic in KSP1 Gameplay Questions and Tutorials
Wrong action groups, oh how I know that feeling. It is very easy to accidentally set them to the staging group and deploying them as soon as you try to lift off. -
Where are you building, VAB or SPH? Building a rover in the SPH is very easy compared to the VAB as the latter lacks mirror symmetry.
-
Help - It's raining Solar Panels!
Tex_NL replied to starkllr's topic in KSP1 Gameplay Questions and Tutorials
Some more info and screen shots could be useful. Which panels are you using? Do you deploy them before launch? Are your panels touching something? -
If your rocket is oscillating on the launchpad it is probably resting on the engines. Use launch clamps to raise the engine nozzles off the ground. For the other problem Jokurr already made the correct suggestion: more struts!
-
[F2] removes all items from your screen. [F1] captures a screenshot. KSP has no build-in video recorder.
-
The game would probably grind to a halt due to the excessive CPU power needed to calculate it all.
-
Rover not working PIC HEAVY
Tex_NL replied to Spaceisbeautifulul's topic in KSP1 Gameplay Questions and Tutorials
I've build several six wheeled rovers and two RTG's is not enough to power six small wheels, adding batteries will compensate but only for a while. If you run them long enough you will eventually run out and need to recharge. Adding more RTG's instead of batteries (one or two will suffice) will also solve your problem. -
Contrary to popular belief this IS actually possible. You are however absolutely right about the fact his box won't float and why. But the sail ... that's where you missed the proverbial boat.
-
Rubber Band Inc: Caterpillar tracks.
Tex_NL replied to electronicfox's topic in KSP1 Mod Development
Is it amphibious? -
How to tell my Exact Orbital Inclination?
Tex_NL replied to inigma's topic in KSP1 Gameplay Questions and Tutorials
All good suggestions about using the Mun as a reference point but that will only give you an equatorial orbit. You still do not get any info on anything else. How? Well ... you can use Mun as a reference. Damn, that was suggestion on the first place. -
How to tell my Exact Orbital Inclination?
Tex_NL replied to inigma's topic in KSP1 Gameplay Questions and Tutorials
You might want to consider mods like MechJeb or Kerbal Engineer Redux (and possible a few more). -
Dune buggy? Don't you mean Duna buggy, with an A?
-
You could ask the guys who made the Kethane mod. They have experience with creating fuel from electricity and kethane. I am pretty sure they can tell you how they did it.