Jump to content

WMC

Members
  • Posts

    26
  • Joined

  • Last visited

Posts posted by WMC

  1. Hi all, Im trying to get a handle on attachment points and all. I thought that there is a key combination or tool that allows you to attach parts to none attachment points?? attachpoint.jpg

    Im trying to do a possible setup of a SkyCrane to get this onto the surface of Mun, but I cant get a good centered attachment.

    Any and all suggestions welcome. Thanks, WMC

  2. Hi all, Just sharing some work I have been doing for the last few weeks. I have a pretty good build out of craft for Munar exploration (landing and orbiting) but haven't really been able to do any real long distance exploration while on the surface. So I set out to build this using stock parts, and the following mods:

    RoversNOthers_set_1-1.0

    RoversNOthers_set_2-1.0

    RoversNOthers_set_3-0.5

    ASet_Portable_Rover_Components

    Modular_MultiWheels-0.7.2

    (May have missed one or two)...

    Here is the result.

    MRV_v6_1.jpg

    MRV_v6_2.jpg

    MRV_v6_3.jpg

    Will be looking for share/post the files later.

    Thanks, WMC

    - - - Updated - - -

    Any feed back is appreciated as is any ideas on how to setup a landing system for it to get to Mun? Thanks, WMC

  3. Hi all, has anyone created or interested in creating a mod that would allow you to do management of fuel between docked craft so that you don't have to select individual parts to transfer fuel between them?

    Thanks, WMC

  4. http://i.imgur.com/wR7oTFZ.png

    Here is a design that I saw when perusing over the early space shuttle concepts.

    http://i.imgur.com/LstjBX6.png

    I liked it, so why not try to make it a reality?

    http://i.imgur.com/WcwImSD.png

    It has been quite a struggle, but nothing about the design is inherently more difficult than the real shuttle design, in fact in KSP, things are much easier with this design as there is no asymmetry. It has just been a lot of test flights and engine arrangement tweaking. As it stands it is one KS-25x4, two Mainsails, and two Skippers. Shown here with maximum weight loadout. Lighter Payloads can be accommodated for by reducing Main-tank configurations.

    http://i.imgur.com/7bIBE4u.png

    All that effort to lift an orange can to orbit. Maybe next time I'll stick with big rockets.

    http://i.imgur.com/KEyRIHm.png

    Still, it's nice to bring all those expensive engines (and kerbals) back to a soft landing on a runway. The orbiter is having stability problems right now. The game seems like it doesn't know what to do with those heavy rocket engines actually flying back, as my Center of Lift and Center of Mass icons in the SPH do not match test results.

    I'll figure it out. I just wanted to share now; getting that -64 to orbit was quite difficult with the constraints of this design!

    The X33 was a great concept, but poor execution and program management. Love the mod, are you releasing it?? Thanks, WMC

  5. Hi all, so I did a completely new install of .90 and then install KAS 4.10. Noted that ModuleManager is 2.5.1 in this. I go in and try to pull up the UI for the winch and get nothing?? So ruling out any other mods impacting it. Saw someone mentioned a MM 2.5.6 is that something separate you can get??

    Thanks, WMC

    - - - Updated - - -

    Hey all, I did find 2.5.6, downloaded it and installed it and all is working now!! Thanks for the help.

    Thanks, WMC

  6. Module Manager is what allows mods to add/remove/change the modules on other parts without overwriting the original part files, but its not a Mod in and of itself, it's a .dll file that most mod authors release with their mods that use/require it.

    As for the KAS errors... I have no idea.

    I just checked and I have 2.5.1 and 2.5.4 in there. Can I just rename 2.5.4 and resolve it for short term?

    Thanks, WMC

  7. If KAS isn't working with MM 2.5.4 & 2.5.6 then it needs to be updated (KAS, that is), because many other mods are using the later versions and as far as I've been told, only the newest version will load if there are multiple in the GameData folder.

    If you don't have the Module Manager .dll in your GameData folder, then a lot of mods would not be working correctly.

    Well everything loads, and I am able to pick the parts from the bin and attach them. I just cant activate the Winch UI at all. Will have to dig in further when I get home. Will check for the .dll.

    Wonder if that too is the issue with Hex Truss .30. They are all available to use, but the docking Hex Truss Docking module wont activate when you try to dock them.

    WMC

  8. Hello, is there any kind of document or something outlining how to install pre.20 addons into .20 now?? I have seen a few statements, but would be great to see it actually maybe documented as a 1...2...3... step type thing?

    Thanks, WMC

×
×
  • Create New...