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gilflo

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Everything posted by gilflo

  1. Very good odea to developp Robobrake but i find that interface is complicated and in real aviation everything is done to make things as simple as possible for user. So my suggestion would be to make it simpler On a jet, all the braking actions are triggered this way 1/ you zero throttle upon flare between 10 and 0 m 2/ on touchdown, speedbrakes and/or spoiler are automatically activated. Chutes are deployed if existing. 3/Trust reversers are manually activated simultaneously 4/Autobrakes is activated after a short delay or on touchdown too, using the deceleratiom force you would have select before landing on a 5 positions button. You can override autobrake at any moment during landing run by applying brakes manually. Golden rule is to activate all your deceleration system, but Thrust reversers and chutes are optionnal, some jets don't have this. Antiskid is automatic and always fit brakes. So, to simplify Robobrake 1/ Select deceleration force on brakes 2/ Select manually deceleration force and Arm automatically all existing system on gear down 3/ Trigger all existing systems on landing: zero throttle at 10m, speedbrakes,spoiler, chutes, thrust reversers, autobrakes on touchdown. This way you could have an simple interface, just to select deceleration force on brakes and show all existing deceleration systems, with a red light if existing and not armed, grey light if not existing, green light when armed after gear down, flashing green light when in function on landing run. Player would have just to select deceleration force and survey arming and triggering of systems he would have set when building his aircraft. Braking override has not to be selected or set, it just happens if you Trigger the brakes. Hope it can help....
  2. Yes but it does not change anything. I never had any problem with procedural wings, it happened only on Mark IV planes.....
  3. I am sorry, I deleted the aircraft, but here is another example of what happens Pitch up on stab while pitch down on wings!
  4. Well i am going to look if with only one docking port, once reduce, the payload stay in hold of my Mark IV It's a big one, taking all the place in the hold and if necessary i'll at KAS that i know and that I have
  5. Thank you TEMSTAR As you said, it's very difficult to align 2 docking ports so that they glued together the first time. I got some success after a long pain, but more tricky is the dock again. I am wondering if having 2 docking ports align on the floor, that means one axe, instead of one on a vertical axe and one horizontal axe, would not be easier for docking again......
  6. Ok guys, thank's for you comments, Itried what you tell me TEMSTAR, and it did not seems to work for the side docking, but I'll try harder and look at that. VEGETAL, are you saying that whatever is the weight of the freight, once redock on one docking port only, it don't need any struts nor more docking port because the bay itself will hold the freight until landing? I am surprise. In this case why would i need struts for climb to orbit ? Is that a bug in the game?
  7. Hi What makes my control surface set for pitch on the wings act opposite of the pitch control surface on stabilizer? Control surface on wings is set for roll and pitch and works well in the VAB, deployment is the same way than stabilizer deployment. Once on the runway, it acts opposite!!! If I reverse the deployment in the VAB, it still acts opposite of the stab once on runway!!!!
  8. It 's a small science space ship that is supposed to be able to undock from and dock again when necessary to be brought back to Kerbin by the mother SSTO
  9. Hi Thank you to take time to read me. OK, no male or female docking port, same part docking together, i know, that was just a "picture" To make it simple, I just want to to set up a freight in a cargo by means of 2 docking ports, the freight being a subassembly part. As a subassembly part is it possible to select the 2 docking ports as root parts and if yes, how to proceed? I just manage to select 1 docking port as root part, so when i set up the freight in the hold, i got only 1 attach point on 1 docking port.... Sorry i had seen all your post. That's exactly what I want, a docking port on the rear and one on the top. So if I understand you, the root part of the freight should be the back docking ports together assembled on the subassembly and 1 docking port on the top, its "brother" being in the cargo hold at the right place, so that on launch they will clamp and hold the freight by the top also?
  10. I am just saying that, due to rear presentation of the Mark IV back parts(rear at the front and front a the rear), once you've turned the back part to present it correctly, if you use B9 Aerospace procedural wings all moving parts to set up a stabilizer moving full up and down, your pitch command is reversed even if you set the deploy cell on "inverted". The only way to get your pitch working the right way is to set up procedural wing parts on your back part and then to attach a moving part to it.
  11. Easy to changes, yes, but reverse the controls does not work at all.
  12. Hi All the rear parts of the pack presents backside and when set them front side, I attach them correctly. if i set a B9 all part moving as stabilizer, it moves the wrong side, up for down and down for up. No problem if i set a wing then an aileron, but i think the fact that it is presenting backside make this happen
  13. Hi Sharpy

    I read a message where you explain how to attach a subassembly  by 2 parts.

    I am trying to attach a freight in a cargo hold by 2 docking ports, one at the back, one at the top - in fact the freight is a small explorer ship and i want it to be able to undock from those 2 docking ports and dock again when necessary.

    My problem is that I can set only 1 docking port as root part on the subassembly.

    I can set 2 attach points in the cargo hold by mean of cubic octogonal struts and I would like to be able to attach the 2 docking ports of the subassembly to those 2 attach points.

    Each docking port is made of a "male" and "female" docking ports (in fact same parts joined together) and of course when i undock or when I decouple node first, each 2 "male" parts must stay in the cargo hold.

    If you got an explanation how to do that, thank you kindly!

    Gilflo

    1. Sharpy

      Sharpy

      Attaching by 2 docking ports is an age-long issue in KSP. Long story short, it can't be done in VAB/SPH. The structure has to have a tree-like hierarchy, and two attachment points just don't allow it.

      Just try to make a square of long elements. It's impossible.

      The way around this is to construct your rocket in such a way that the docking occurs on the launchpad. The tree-structure restriction doesn't apply outside VAB/SPH.

      Now... HOW to make it happen - that's a whole new can of worms.

      Sorry for the late reply, I only now recovered access to the forum.

  14. Hi Guys I need some help for this set up, the small space ship must be able to undock the hold and dock again. What I need is to know how to do the setting so that the 2 docking ports will still work after the first undocking. I designed the small space ship with 2 docking ports, one on the top one at the back, so that it will be able to sustain the flight to orbit, being in the cargo hold. It works, the problem being how to have my 2 docking ports still working, the 2 "female" parts being really parts of the cargo hold? To do this I put a "female" docking port on the docking port at the back, designed it to be a root part with the root gizmo and record the small space ship in the Subassemblies part of my SPH. I loaded my Cargo SSTO, took my small space ship from subassembly and set it in the hold by the mean of the "female" back docking port. I know that if I decouple this docking port, it will free the small space ship and the female docking port will stay as part of the cargo. Now what about my top docking port (the second docking port)? How to set the "female" top docking port as part of the carg, so that it will not fall when undocking, and have it really "dock" on the other part.? If I take this docking port and I put it against the top docking port, it works because there's a node to attach it, but in this case, how to fix it to the cargo hold where there no node? If i set a cubic octogonal strut on the cargo hold got a node to attach my docking port, but now how to make it work with top docking port of my space ship?
  15. Hi I got always the same problem when using hyper edit to launch to orbit. First launch is always ok. Let say i launch to a 100km orbit around Kerbin, when I select it, Reference body is Kerbin and 100km is preselected. I launched, it's ok Make some maneuvers in orbit and back to launch For the second launch when i select Orbit editor, he ask me to select the currently editing planet, then I select Kerbin and I got an Orbit editor window where the reference body is sun. I select again Kerbin in place of Sun and hit Apply And i get always the same error making loops and loops so that I must force to quit [EXC 23:31:42.491] MissingFieldException: Field '.TemperatureGagueSystem.showGagues' not found. I don't know what is this Gauge reference, Ileft the Nanogauge mod, but the error is still there, I got no special mod for temp....
  16. Hi Nereid Got the same problem using Hyperedit, so I don't think it's a bug with Nanogauges.....
  17. Still having problems with the quantity indicated on stock tanks when I tweak scale them, quantity won't change, while it works well for other mods! Tweakscale 2.2.6 and KSP 1.0.5
  18. I have another suggestion for SSTO When i build SSTO I set the RCS Thrusters mainly for using of translation when docking. I add Vernors or mono directional Thrusters on the cockpit, on top and below, to help sustaining high AOA on re entry in order to aerobrake and avoid overheating. They are not supposed to work for translation, just for nose up and down attitude. Would it be possible to make a selection of the RCS devices we want to use and then proceed to the translation or attitude calculations ? So when I would make the calculation RCS build aids would only use for the selected devices.
  19. The only mod I am using for temperature is the "critical temperature gauge", but even when removed, i got this MissingFieldException: Field '.TemperatureGagueSystem.showGagues' not found I removed Nanogauges and I don't get any more this exception, when the game quits....
  20. Hello Every time my game quit suddenly, log is [LOG 14:03:44.421] Active Vessel is moving (sqrVel = 0.453772255270859). Cannot save. [EXC 14:03:44.422] MissingFieldException: Field '.TemperatureGagueSystem.showGagues' not found. [EXC 14:03:44.451] MissingFieldException: Field '.TemperatureGagueSystem.showGagues' not found. It looks like this problem comes from NanoGauges Any idea?
  21. Well, it looks like this mod is doing it perfectly http://forum.kerbalspaceprogram.com/index.php?/topic/107774-105-critical-temperature-gauge/
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