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Ariellus

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Everything posted by Ariellus

  1. Yes, you are flying in the wrong direction
  2. Could be that its allready known but did not found it here. There are 2 bugs in the H2/H3 1 stage tanks or booth are the same ^^ TechRequired = advFuelSystems not TechRequired = advFuelSystem or they will not show up in careermode
  3. Thank you for this mod, finally i can build Spacestations without dockingports (if enough engineers are around) ^^ KIS, KAS make it happen. Thank you very much!
  4. 1. The node says +15minutes looks like you got the wrong time... you already passed it 2. Why do you set the dV manually? set the waypoint use Nodebutton then exec and The Computer will do the rest for you ?
  5. There was a few month (or was it already a year?) ago a mkIV modpack from TT, could it be that you named your cargobay the same as he does and in one of the FAR files are already the parameters for that part ?
  6. Found one bug if i install a Maintenance-Pod on a Capsule and try to exit the capsule the game crashes (the old version worked and i tried it on a clean install too
  7. If you need an arrestor system you should ask Infinite Dice he has one in his boatparts(+ a catapult system )
  8. Really great mod but it would be perfect if you would implement the firespitter texturechanger for the command module then we could change the names for the shuttles ingame
  9. This one is an older R3-Beta build with a different watering solution You need Hyperedit and open the landing-window. Then you change the Longitude to -0.74h (-0.75h is the runway) Then press space and click on the Land button immediately, the carrier will jump to his new location and will land slowly in the water. Also on the picture is the new partcount only 129 parts +98 struts = 227 parts ( the 238 comes from the 11 clamps on it), one lift and 8 dockingports for airplanes/choppers. Remember its an old one, the newest r3 build should lower the partcount even more.
  10. No it didn't its only a tool nothing more nothing less. Or did you say that GPS sucks too in RL cause everyone should use a map, or the servo-steering in your car sucks? Oh btw a car sucks too everyone can walk. That are all tools, if you want to use it, do it or do it not. You should know what mj2 does and make it on your own before you use it, yes thats right.
  11. Yes its possible, with mechjeb 2 you can use the translatron to controll your climbing speed and with the smart a.s.s. you can hold the direction... but there are some restrictions 1. if you leave the 2.5km the passive craft is deleted 2. going to orbit is a pain cause of point 1 3. if you are flying up you must always "eyeballing" the distance This means that you must switch all the time the vehicles and change the acceleration in the translatron There is a workaround for 1 and 2 if you are use the lazormod and change the physics distance from 2.5 to 20 or 99km. Before you lift off you should give all crafts the proper parameters in translatron and smart a.s.s (yes mechjeb2 save them for every ship) For this screen i used alt+f12 to give ifinite fuel and rcs (makes it easier) 1.I climbed with booth crafts via translatron on the right flightlevel, then hold it there with vertical speed 0 and smart a.s.s. on 90/0 (or 90/90 if your command module is on top of the craft) 2.Then i put it 90/355 in smart a.s.s surface window, but didnt press execute, after i finished it with booth crafts i switched between the two crafts and pressed execute What happens now ? The nose goes down on booth crafts the smart a.s.s tries to hold the 90 degree course with a 5° nosedown and the translatron tries to hold the height, with that the thrustvector is 5° backwards and they gain speed. I let the leading craft flying most of the time allone and only give the following craft the new parameters to stay near to its leading craft. (I only use the surfacefunction for that) for rockets its a little bit different you need the acceleration config in MJ2 too cause you must play with the acceleration of the following craft and you must fixed the acceleration of the leading craft or the leading craft flies the following one away.
  12. It did not ? I used in my mohocrater climbing test the kas mod too, i could even go back to the space center, every time i loaded the rover hanging on the crater wall the hooks hold it there
  13. Devo are the weaponstations working with the normal rightclick function or are they working like DR ? (would be cool if its DR then they could hold rockets from the lazormod)
  14. I like Mj2, why? Cause you can't do something like this without it.
  15. btw http://kerbalspaceprogram.com/draktec-vtol-engines/ this could help too with some small engines build 4 of the orange radial engines at the lower end of the tank and with rightclick or actiongrp set them in rcs mode then you dont need to change anything
  16. Is the engine of the shuttle build out of 3 similar engines or is it one engine ? Do you know that you can build engines IN girders with alt+f12 and deactivating clipping ? This way you can set the upper engine 5 degrees to up and after tank seperation you could deactivate it with actiongroups and only fly with the last two of them. + you use atmospheric engines the shuttle was a glider (i think the buran too) Cut the atmospheric engines and build some very small engines 5 degrees upward the mainengines of the shuttle should stay as they are, then you can use the smaller engines to counter the nosedive and cut them with actionsgroups after tank seperation. If you are using firespitter addon you can try to build one or 2 airbrakes finecontrolled by actiongroups on the other side of the fueltank to counter it (extend them a little bit and they should push you the other way without loosing to much speed) I use the firespitter aerobrakes alot at the upper end of the rudder on airplanes to bring the nose up
  17. Very nice to rescue 2 lost souls and a very cool looking craftdesign
  18. They only crashed my rocket one time and the reason was i build them into the boosterstage i use Lazor all the time and it works every fine (if you drop the build clamps into booster case) If you have a problem that your rocket explodes too you should write that into the lazor mod thread
  19. looks like your Center of thrust doesnt match your center of mass, they should be in one line, delete your boosters in the vab and check the COM and COT
  20. there is another cameramod out there but no one who gives you the features of the dockingcam, looks like you must live with exploding clamps or learn to dock with the navball
  21. The first step was to go down not up again ^^ i think it will work with DR then you can shoot the hooks upwards. Anyways i lost one hook, but im working on another solution. First i try some construction on the mun with the welding from the lazor 0.26 mod and the squid plugin from hooligan labs
  22. The problem are the filters too. I have no problem with craftfiles on this side but the most "build in under 10 minutes craft" authors use all filteroptions and in the worst case give them ratings with another account (there are alot 5 star crappy crafts with one raiting)
  23. To all the guys out there who loves Dice's boatparts but have a little problem with the partcount/strutcount and/or wobble, there is a workaround to lower the safety margin of struts but make it less wobble. Before i will describe how connection works. Connection working like a parent/child system, you can have always only one parent for each connection (but many childs) With that system the problem begins. I think everybody knows, if you build something out of different parts and want to add it to your rocket/ship/rover/spaceplane that it's only connect with one part to the mainbody. It's like a tree. At this point everybody use struts, they are more or less out of the system and working like ropes, they are not really part of the tree (i know they have mother and child connections but they are a little bit out of the system) They are working like ropes and you lash the motherpart of the strut down to the childpart of the strut. BUT its not a real connection between two parts and you need often more struts that the forces can "follow the right way" The wobble is the result of this connection system, this and the fact that you have only one tiny connection point (i know some surface attachments (like wings) working a little bit different but using the same principle) Thats why it is important how you build your carrier, you should allways know where forces occure and how you want to show them the way. As an example. I start allways with hulk (the red parts) build it, grab it near the tower and put it to the side. Then i build the flightdeck, then the hangardeck and put the hulk back to the tower. After that i strut the flightdeck/hangardeck down to the hulk. This way i know there is only little movement in the flightdeck and gaps are minimized. Wich is important cause the landinggear will find the gap and the whole gear is sinking into the flightdeck. Now the solution to lower the wobble even more and save some struts. 1. Doing that is your own risk .... me, Dice or the rest of the team dont guarantee that the savefile stays stable its only a workaround until R3 is out (wich lowers the partcount anyways) 2. You need Romfarer's Lazor 0.26 3. If you are at the in game and looking down on KSC you should set the physics distance back to 2,25km (you should see a small window in the upper left part of your screen if you are at ksc, there you can change it) 4. Add a lazor system to your carrier 5. Bring her down to the water 6. Drive with max speed and max physics warp (alt + .) arround to see where the wobble begins 7. Eva one Kerbal from the Com-Tower 8. Walk to the part where gaps occure under the physics warp and weld it to his neighbours (with the EVA lazor system) 9. Go back into the tower and start with 6 again until you are satisfied Romfarer made it possible that one part has more than one parent but it can and will break the tree structure of the vessel and transform it to something different, more like a web if you are welding alot. Remember its only a workaround if you want big ships, or if you have problems with the part/strutcount = lag with R2.5 I hope its understandable english is not my first language.
  24. awesome work Dice @dude yes the quantum struts mod
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