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Tex_NL

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Everything posted by Tex_NL

  1. This proofs there is always something new to discover. I've never encountered cacti myself but I did see images of them before. Regular trees are common between 50 degree north/south but if you travel further north they are replaced by pine trees.
  2. The robotic arm pack gave me nothing but trouble. Launch towers exploded as soon as the released and it gave me extreme lag as it increased the physics radius from 2,5 km to 50!!! And only had the mod installed. I didn't even have any of the arms in flight anywhere. After removing every part related to the mod everything went back normal.
  3. Docking ports could work, yes. But this would require the pieces I want to 'grab' to have docking ports also. What I am looking for is a cross between a stock docking port and your magnetic connector. I know it can be done since the Robotic Arms Pack already supports this. Using the KanadArm from that mod is out of the question. I've already tried it and it gave me nothing but trouble.
  4. Question: Does making connections always involve the winch part and EVA? I ask since I am looking for a part similar to the magnet/grappler to attach to the end of a robotic arm.
  5. I've counted 8 different entries so far. Don't you think it's time to add the scores and update the leaderboard in your original post?
  6. 'Just delete them if you're a purist.' LOL If even one of the mods you mention is not installed you won't be able to load it. How can you delete a part if you can't load the vehicle in the first place? OK, you could go into the .craft file and remove it there but that's a bit too much. Wouldn't it be easier to offer it without those mods?
  7. Yes it is. Get to 10 km quickly then reduce climbing rate to pick up speed. Looking at your plane it should be able to go 1000+ m/s at 20km with relative ease To make it a bit easier you could loose the radial intakes and replace the 2 cones on the rocket pods with 2 ram scoops. This ensures more available air at high speed/altitude, saves weight and reduces drag. You could also loose 2 or 3 out of the 4 RCS tanks to safe even more weight.
  8. How about landing a heavy cargo plane at KSC2, deploy/erect a rocket and launch to orbit? I know it's not actually your challenge but it does deserve an honorable mention.
  9. Since I enthusiastically loath mods with ready made planes, shuttles, orbiters, arms and what ever I can only applaud a mod like this. It looks GREAT and it offers an endless supply of possibilities.
  10. There are several reasons you might loose control. One of them Marcvs already mentioned; shifting CoG. This can be prevented by both design and/or running fuel lines. Another reason can be an asymmetric flame-out but since you mention problems with pitch I too tend to a fuel imbalance problem. If you can provide us with SPH pictures showing both CoG and CoL (preferably from multiple angles) I am sure we can find the root of your troubles.
  11. I've already tried designs like that and all ran into the same problem; very unstable flight. Extending the wingspan and sweep them more to the rear will move the CoL too far behind the CoG. Compensating this shift by either adding or moving weight to the rear can totally ruin the design. I won't say it can be done but it is a delicate dance between drag, CoG, LoT, CoL and aesthetics. Even the simple act of adding a single pair of fuel bombs added some drag and lowered the CoG ever so slightly below the Line of Thrust making the entire plane suddenly 'nose heavy'
  12. The easiest way to build a rover is with the 2-way symmetry in the SPH and then add a rocket in the VAB. Once you're satisfied with the result save it as normal and look for your ../Kerbal Space Program/saves/[name]/Ships/SPH/ folder. Copy the .craft of your rover and past it into the ../Kerbal Space Program/saves/[name]/Ships/VAB/ folder. Open the .craft file with the text editor of your choice (notepad will do fine) and change the third line from type = SPH to type = VAB. Finally go back into the game and load your rover from inside the VAB. Add a rocket and launch.
  13. New advance vesion now available: KWB-1a Stock version still available in OP. Most notable changes: 10 fuel bombs, second cockpit to seat another pilot/bombardier, 1 less air scoop so watch your intake at high altitude and MechJeb autopilot. Required mods: MechJeb to serve as auto pilot on long duration missions. ISA MapSat for easier navigation. KSPX Parts Expansion for the 'payload'. Optional mod: Kerbal Crew Manifest to add a second pilot and access the rear cockpit (hatch obstructed). Plane can be flown perfectly with just 1 Kerbal on board. The new and improved cockpit. The 'deadly' payload. Test drop on the offshore airstrip. 1 out of 10 ain't that bad.
  14. Made it slightly more user-friendly (if that was even possible ) You can now leave it outside the hanger without the risk of it running out of electricity, it has a few batteries and 2 RTG's. As usual hidden in the wings. Simply throttle up and pitch up gently at roughly 50 m/s. Pull up to vigorously and you'll risk a tailstrike. Though it is capable of flying at 20km and fast enough to trigger re-entry effects it flies best at lower altitudes. (.craft in OP)
  15. I've been messing around with blended wing body designs for a while now. I previously had some success with a medium sized unmanned rover carrier but now I scored a big one: KerbOilWingBody-1. It has an insane amount of lift and really wants to fly. Above all it is incredibly stable, it doesn't even need (A)SAS. I seriously went AFK to grab a cup of coffee without turning on the SAS. I've strutted the crap out of it to make it rigid but everything is hidden inside the extra thick wings. Stock version: KWB-1.craft Mod version: KWB-1a.craft (See later post for details.)
  16. I have to agree with Odin. Re-map your rover keys from the standard WASD to something like IJKL. And disable steering on the rear wheels to make it steer more like a car.
  17. My bad. I didn't even saw that image. It should have plenty juice to run. Looking at it now I see, well actually I do not see, the problem: No control node. You rover is lacking a pod/probe core.
  18. Do you have electricity? The wheel animation does show when you've run out of juice but you won't move.
  19. I have absolutely NO IDEA what 'mouve' means but I guess you mean 'move' Correct. No runway at KSC2. And also keep in mind that's it takes a long time to get there (10+ hours) and that the final descent to reach the launch site is very steep.
  20. You've gone heavy weight. I've gone lightweight: 14 PB-NUK's give it an unlimited range and the Jet engine pushes it well beyond 50 m/s at only 10% power. Pushing past 60 m/s bursts the tires but leaving the safety of your vehicle to repair them in zombie infested territory is not recommended. Edit: Added a 6 shot dual decoupler canon capable of hurling projectiles roughly 200 meters.
  21. Yep, Got deleted too. Too bad but most importantly the forum is back online. On the positive side: The wipe did remove a lot of troll and spam accounts.
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