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Malsheck

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Everything posted by Malsheck

  1. Was having a little too much fun playing with the panic button yesterday and came up with this little setup. Its basically the Launch Emergency System (LES) like the ones used in the Mercury, Apollo, Soyuz, and the up coming Orion program. While there are mods out there that already do this I figured I would have some fun using the stock parts. Hope you enjoy!
  2. Enjoy http://kerbalspaceprogram.com/0-19-1-jarfr-tri-hexagonal-structural-strut/
  3. Very nice! I take it power can go through the servos? Also there's a couple of habitat modules I don't recognize. I recognize the FusTec parts but not the others. Also, how much luck do you have with that station arm? Any time I try to so much as pull a module out of my shuttle, the arm promptly uses it to beat me to a fiery death. Again, great job!
  4. From the sound of what you guys are saying I'm thinking that at 200m the game is trying to load the physics for the drilling rig (which takes a while to load when going to it from the sys control) and the program takes one look at it and chokes. I guess I need to take some stuff back off of it so the game has a better chance at handling it. Each time I would launch it for the Mun I would find some area to improve and add a part here and there. Guess I found it's limit. Thanks for the help. Hopefully one day they will make it so the game will predict that it needs to start loading the physics for an area that is up ahead so it can ease into it.
  5. I gave this a try and at first set it to 500 and it allowed me to get within 200m of the site before everything blew. Setting it to unlimited has the same effect. Odd thing is that not only is the whole drilling platform going up but so is a DEMV mk 5 ANT that I got parked about 35m away from it. It's like something just comes along and says "Oh, your trying to land here? let me clear this for you!" and shoots the whole site off to a 270' heading where the sky is then filled with rocket parts. Thanks for the idea though.
  6. Btw, if anyone is interested I'm including a link to download the craft file. I'm including a list of required mods below. I tried to upload this to the space port the other day but after 5 attempts with each one saying the file was loaded and nothing appearing I gave up. The media fire site is here: http://www./?odm9n646p4z5dp8 or for direct download click here: http://205.196.123.165/qfjwt77xscog/odm9n646p4z5dp8/Behemoth+Heavy+Miner+v_2e.craft Required Mods: (I think this is all of them) [0.19.1] KAS – Kerbal Attachment System v0.2.3 - http://kerbalspaceprogram.com/0-18-2-kas-kerbal-attachment-system-v0-1/ [0.19] MechJeb 1.9.8 - http://kerbalspaceprogram.com/mechjeb/ [0.19.1] KW Rocketry - http://kerbalspaceprogram.com/0-18-1-kw-rocketry-overhauled/ ISA MapSat 3.3.4 - http://kerbalspaceprogram.com/isa-mapsat-3-3-4/ [0.19.1] B9 Aerospace Pack / Release 2.5 - http://kerbalspaceprogram.com/0-19-1-b9-aerospace-pack-release-2/ [0.18.2] DEMV Mk 5 - http://kerbalspaceprogram.com/0-18-demv-mk-5-ant/ Kethane Pack 0.4.3 - http://forum.kerbalspaceprogram.com/showthread.php/23979-Kethane Protractor – for KSP .19 (2.4.0 updated 4/21/13) - http://kerbalspaceprogram.com/protractor-for-ksp-0-18/ [0.19.1] Kerbal Crew Manifest v0.5.1.1 - http://kerbalspaceprogram.com/18-1-kerbal-crew-manifest/ TAC Fuel Balancer v1.1.1 - http://kerbalspaceprogram.com/tac-fuel-balancer-v1-0/
  7. Hmm I seem to have forgotten that the Kethane tank was purposely clipped into the main center tank. I guess that's what you guys were referring to? The odd thing is that I had this plus the base on site at one point and was able to bring in the Delta Clipper so close it nearly hit without issue. Now as soon as I get within 300m (my last attempt a few minutes ago) it blows sky high.
  8. Well, here's a few pics of what I'm trying to re-create. This base was made useless by some bug that appeared to put everything below ground and took control away for any item on site. The large drilling rig is already on site and I'm trying to land the base next to it.... later to be followed by the delta clipper shown in the center: This is what the Drilling rig alone looks like: If there is clipping then it's likely where the main tanks meet up.
  9. I'm pretty sure it's not a debris issue cause it is currently manned. So far I've landed the base some 1.2k away and tried to hover it in and I've dried to practically drop it right next to it using mechjeb. Both times as soon as the game trys to (im assuming here) load the object's collision it blows sky high. Switching to it directly instead of going through the control center if I wasn't already close to it has the same effect.
  10. I'm not sure this is the right spot for this post so please forgive me if it's not. I placed a large lander on the Mun that is my drilling rig/refinery/fuel depot/refueling point that consists of 256 parts once landed. Now, with that said I'm trying to drop a fairly decent sized base near it that acts as a habitat/solar farm. Problem is on landing my base, when ever I get within 300m-500m of my drilling rig it shoots off to like 17k away and then blasts all of those 256 parts across the Munar landscape. Is there a setting or mod that I am unaware of that will allow me do this sort of thing without it going thermo-nukelear on me? Many thanks in advance.
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