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Conzolax

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Everything posted by Conzolax

  1. Been to, and returned from all of them, except returning from Eve,. Dont really want to bother returning from that one.
  2. I think i got it working. I believe i had the wrong version, since several seems to be floating around in several threads. Anyway, thanks.
  3. Seems i posted my last reply in a wrong thread, so here goes again: Hi everyone I have a small problem with the mod, just want to check if anyone has seen this before. I installed the mod yesterday, and my kerbals have lifesupport available and are using it away happily. However, im missing the parts that comes with the mod? They dont show up in sandbox parts list, and in career i can unlock them, but they dont show up in the parts list here either? What gives? Everything else seems to be working? I tried both with a modded and fresh install of KSP x64.
  4. Hi everyone I have a small problem with the mod, just want to check if anyone has seen this before. I installed the mod yesterday, and my kerbals have lifesupport available and are using it away happily. However, im missing the parts that comes with the mod? They dont show up in sandbox, and in career i can unlock them, but they dont show up in the parts list? What gives? Everything else seems to be working? Im not at home atm, so cannot post a screenshot or anything. I suspect that its a installation issue, but ive seen several of versions/.zip files for this mod, so something might have gone wrong there, since it seems to contain several different folders, and i could not find an installation guide.
  5. Havent seen the pink loading thingy myself, but the sky turning black? /check Mine already starts going black at around 6000m for some reason Besides that, it looks absolutely gorgeous.
  6. Guys! Guys! Take it easy! Relax, ok!? Ok!? ... oh, who am i kidding.. MORE COAL! MORE SPEED! MORE HYPE!!!
  7. Open your KSP folder, and go into "GameData\Squad\Parts\Wheel", and choose the folder of the wheel you want to edit. Open the "part.cfg" file with notepad (remember to make a backup). Some of it should look like this: mass = 0.075 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 maxTemp = 3600 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 MODULE { name = ModuleWheel hasMotor = true resourceName = ElectricCharge resourceConsumptionRate = 1.0 canSteer = true controlAxisType = Forward steeringModeType = AutomaticSteer brakeTorque = 300 brakeSpeed = 1.2 impactTolerance = 200 overSpeedDamage = 60 WHEEL Change the marked value to something higher. These values should be for when the wheel pops, both with impact or high speeds, or breaks of the craft. I havent played KSP for a couple of months though, so i might be wrong and you may only have to change a couple of them or something. But try it.
  8. These tracks look so cool, but unfortunately they are so slow that they are practically useless for me It takes the Mark Three, half the runway to get to 9ms, and the Mark Six ~40% of it to reach the same speed. And this was done with 6-8 part rovers that weighted <1t and <2t. Not only is the acceleration terrible, but, 9ms max? Ive seen racecars use the Mark Six's type tracks. Ive been playing around with the part file for ~2 hours now, trying to edit the speed, but i simply cant get it right. Either it goes even slower, or ends up with so much torque, that the rover flips it self on takeoff. I did get it to go at a good speed though, with fine acceleration, but that only worked BACKWARDS! Ive tried to edit all 12 torque values, one at a time, and even setting them all to a 1000, and resetting them back one by one, but i simply cannot get it too work. Does anyone know any decent torque values? Something like 60ms with good acceleration for the Mark Three, and maybe 40ms for Mark Six? And also so that they can actually turn unless holding still.
  9. Truck + Science Module Lets go camping kids! Yaay! Tbh, just wanted to see if i could make a truck that worked, so just messed around for ~an hour or so, so its still pretty crude. Im starting to like it though. Maybe a good way to explore the moons biomes?
  10. 1: Duna 2: Pol/Eeloo I really love Pol and Eeloo the most, but have to put Duna on top because it has an atmosphere, is more accessible and has anomalies. I really dont like Laythe tbh, dont know why
  11. For me its primarily Aero, so i have a reason to use fairings. If they do implement them at some point, i do hope they use a model alá KW Rocketry's. Those are the only fairings ive seen decouple properly and looking good at the same time. Second would be weather. Would love to have a re-entry on kerbin in a lightning storm
  12. THIS is my issue. Its pretty obvious that the SAS is buggy/broken for almost every 1/4 people (taken from poll) and both still wobbles and doesnt keep a course. Its behaving NOTHING like C7's youtube preview for many of us! However, the 3/4 that does not have any issues, just claims that the rest needs to adapt, and learn to fly again.. (This isnt aimed at you Rockhem, just an example:)) The SAS is broken/buggy for alot of us. I love the rest of 0.21.0 though. Nice visual upgrade.
  13. [Operating System]: Windows 7 pro 64bit [Memory]: 16GB [ASAS Trouble (Y/N)]: Yes [Mods installed, pre-patch]: Several-Mechjeb, protracter, KW Rocketry, KAS, ISA MapSat etc [Mods installed, post-patch]: Mechjeb, few parts [Description of problem (keep it short)]: On rockets ASAS does not hold a course but drifts off, even with gyro and pod torque on the ship. (much like an Avionics package). On planes (with an old ASAS, now gyro) it cannot hold the plane steady like the old ASAS, but works like a VERY week Avionics package. Flying upwards at a 40~ angle, makes the nose drop, unless manually adjusting trim.
  14. Now, this might just be me, but if your CoT and CoM are aligned in a vacuum, your ship wouldnt budge at all, ASAS or no ASAS. AFAIK the whole point of ASAS is to hold your ship in the direction of your choosing, and try to compensate for a sligtly off CoM/CoT with the control surfaces/gimbal/torque it has available. Ofc, i might be totally wrong.
  15. I second this. Its simply not using the control surfaces/gimballing/Pod torque, its just trying to give you a smooth ride just like the Avionics package does, and does not really care about which direction its going.
  16. Repost from : http://forum.kerbalspaceprogram.com/showthread.php/41882-The-new-%28and-improved-%29-SAS-system To me it seems that they ripped out the old ASAS, and put an Avionics package in the command modules instead. I can imagine making a rocket in 0.20.2 with an AP instead of an ASAS would feel the same as the ASAS in 0.21.0. Atleast for me it does. Heck, tried my VTOL and it tipped right over with the SAS enabled, i can only take off if i do it manually. This could just as well being 0.21.0 breaking it, but as other people reports, even on a normal small rocket in orbit, i have to sit and manuelly adjust my course all the time, because the SAS isnt holding anything. And to the people saying "its not supposed to fly the rocket for you", no thats true. But its supposed to do everything to hold the damn course with all of the control surfaces/gimballing/Pod torque that it has available. Thats the whole point of an ASAS. Right now it just dont care. I do have a feeling that its a bug effecting some of us though, since so many people are reporting different issues. As an example, in C7's preview of the new ASAS, if he turned his plane by holding Q, the plane would just roll left. If i do that on any plane, (except the Ravenspear, weirdly enough) it will just drop like it turned the ASAS off totally. Anyway, just my personal rant. ~Conzo
  17. To me it seems that they ripped out the old ASAS, and put an Avionics package in the command modules instead. I can imagine making a rocket in 0.20.2 with an AP instead of an ASAS would feel the same as the ASAS in 0.21.0. Atleast for me it does. Heck, tried my VTOL and it tipped right over with the SAS enabled, i can only take off if i do it manually. This could just as well being 0.21.0 breaking it, but as other people reports, even on a normal small rocket in orbit, i have to sit and manuelly adjust my course all the time, because the SAS isnt holding anything. And to the people saying "its not supposed to fly the rocket for you", no thats true. But its supposed to do everything to hold the damn course with all of the control surfaces/gimballing/Pod torque that it has available. Thats the whole point of an ASAS. Right now it just dont care. I do have a feeling that its a bug effecting some of us though, since so many people are reporting different issues. As an example, in C7's preview of the new ASAS, if he turned his plane by holding Q, the plane would just roll left. If i do that on any plane, (except the Ravenspear, weirdly enough) it will just drop like it turned the ASAS off totally. Anyway, just my personal rant. ~Conzo
  18. I agree. I also have balance issues with mine. Spent 4-5 hours trying to balance it, and simply gave up and used TAC fuel balancer instead. Levelords is simply a piece of art And yes, mine is obviously my personal version of his craft. Hmm, better add that to the post btw.
  19. Sidewind: Inspired by Levelords VTOLSSTO Unnamed SSTO:
  20. Just a couple of pictures i think looks good Just checking the structural beams are still working: The Sidewind leaving SpaceStation One: Leaving Kerbin towards Eeloo: Jumping on Eeloo: (the sun is so far away!) Aerobraking on Jool: Pol is beautiful: Carrier, playing with mods:
  21. I tend to check 4 youtubers everyday tbh. 1: Katateochi (the guy above ) - Simply amazing designs, cool music. (Hey Kat, Grand Tour pt 3, go go!) 2: Danny 2462 - Most of us prob know Danny. Really funny movies. Didnt know there where so many ways to destroy the universe 3: Nassault - Amazing videos. The way he edits his movies is second to none. 4: Robbaz - Well, we all know Robbaz
  22. You're welcome And yes, the struts do remove themselves when undocking/decouple. Oh, and btw! I hope i didnt come off as trying to lecture you or anything, that wasnt my intension if so. The thread just moved into a discussion about doing it more efficiently, and i just wanted to give my input. Personally i think your ship looks awesome when its docked with its drive unit in LKO.
  23. @Anglave Basicly, when you move away from Kerbin, the nerva uses fuel from the side tanks on the orange tank first. When they run dry, i ditch them. When the orange tank run dry, you can remove it, and continue on only using the lander and bottom section of the drive (grey tank+nerva). The bottom grey tank is attached to the orange tank with a docking port. The lander has the smallest liq+oxy tanks on the sides, the ones the jet engines are attached to. It also has a poodle engine in the bottom. It takes of from Laythe (or Kerbin) using only the jet engines. When the jet engines start to flame out, i shut them down, and run on the poodle. When the side tanks run dry of liquid fuel, i ditch them along with the landing gears, jet engines and so on. After that, i re-dock with the small grey tank+nerva, tranfer whatever fuel the lander has left, ditch the bottom of the lander section so only the command module stays, and return home. ^This is the only thing returning home from Laythe. Yup, i know it looks ugly
  24. Great job And as long as you had fun doing it, nothing else matters really. I do however, agree that it could have been done with less parts and abit more efficient. Just as an example, my first working Laythe return rocket looked like this: This isnt THE craft i did it with, since i dont have the craft anymore, its just redone from memory (except the lander). The Delta-v might seem on the low side, but the craft does get lighter as you go (disposable sidetanks and middle section, only command module returns ect), so it will have quite abit more Delta-v than Mechjeb tells you. It does however, rely alot on aerobreaking when you get there, both around Jool and Laythe itself. The lander however, goes to 80Km Kerbin orbit with 100 fuel to spare, and is more than enough to get into orbit on Laythe. Point is: It CAN be done with less
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