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ImpulseSpaceCenter

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Everything posted by ImpulseSpaceCenter

  1. humm sad, just to make sure, the idea is not to replace any of the current interface/object in game, just add more. like adding more easter eggs, having an interface that would go with the new features. I would have thought that since the tracking station can access the position/info of the craft it would have been possible. I haven't checked if remotech have a source code available, but they do have a way to detect if non loaded ships are linked for communication. It's a whole kerbal way ... trial & error. I don't mind programming (didn't study it for nothing) as long as I get documentation for the functions available to me. I was more hoping on adding to the base game not replacing what is in it. I guess I will have to wait and hope for KSP to support better modding. I may still poke around if I can find good documentation on what's available. EDIT (to avoid double post): Good to hear, Easter eggs like model is what I want to add (so more things to explore. Will have a look at all that thanks. I guess it could work, it's really to have a more intuitive interface than having to load a vessel. I more or less need two sets of coordinates, orbits coordinates and the addon module that is on it. So it should be doable, no ressource flow (except may be electricity if possible)
  2. Hey, I have an addon idea, and I have a few questions about addons development and it's flexibility. First part is, is it possible to: - Add static objects to the world (like adding more building around the KSP center?) - Create an new full interface (like traking station, VAB, SPH, Space Center)? -have vessels processing data even when they are not loaded? (I think that is possible). Where can I find documentation on the "API"? I have looked at the empty wiki (http://wiki.kerbalspaceprogram.com/wiki/Plugins), ok but not that usefull forum link (http://forum.kerbalspaceprogram.com/showthread.php/25013-Compilation-of-modding-information-links-for-0-19-0-20-Last-updated-17-06-13). Everything is about creating new parts not acturally adding freature to the game! I guess that would be it for now, since it's mainly what I need to decided starting the project. (those two features, and a place look for documentation) Thanks in advance PS: just for info, I would like to add more exploration features to the game... and so more things to explore!
  3. Could be: - Not enough fuel as you said - not enough thrust from you engine. - Engine not designed for atmosphere or vacumm (check ISP) If you toggle your (A)SAS on, then the goal is to have the rocket keeping the same direction so you wont move! (EDIT: until next update at least [0.21]) If you toggle your (A)SAS off and still can't control it, then you may need more torque, RCS, Control surfaces, engine gimbal (which works only when engine are on) Just in case: T -> Permanent toggle, F-> temporary toggle Could be: - no engine?! - Not enough thrust from your engine. Also mainsail directly under a orange tank will overheat, put one of the grey tank under the orange (the smallest will be the best to avoid overheating) What to do: - Start by launcing the game -> start game -> training -> do all 4 in game tutorial. If you stuggle with them, look on the wiki for additional tutorials on the theme. - Want to practice more? try the scenarios also, it will "validate" your knowledge of construction, orbital mechanic. - keep on playing, start small, and slowly build your way up. - Don't hesitate on following up your questions when you have more, and remember a picture is worth a 1000 words, so don't hesitate to post one from your design that have problems.
  4. Read the OP post or don't bother answering! For the OP: Sadly it is not possible to transfer crew between module. You will have to EVA to transfer your crew.
  5. I would says that this is due to the fact that the game engine only allow one parent to an item. so the fuel only flow from one docking port, and the other docking ports are used as struts. may be you could try to play with fuel line to get all the fuel diverted to the center, and the engine to use fuel from the center, so hopefully it would work better.
  6. the screens are not from his current craf he is building! read what is after. Imortalvalk, I would suggest you check your center of Mass, center of lift (just a bit behing the center of mass), and (very important) the thrust vector must be align with the center of mass.
  7. Or it's related with the KSP news to reopen KSPTV http://forum.kerbalspaceprogram.com/showthread.php/32948-KSP-TV-Broadcaster-Applications-CLOSED
  8. Everyone have asked question when they started that game! it's one way to learn True, effect of that is call torque. Different command/probes have different torque value (check the wiki for more details) Exactly, it only stop the roll ASAS stop the roll, yaw and pitch so you keep pointing the same direction. It will use command torque, thrust vectoring, RCS and control surface for that (I used specific keywords so you can wiki them to know what they are exactly) Neither SAS or ASAS are require to steer the ship. Not sure what you mean. SAS and A-SAS are both SAS (Stability Augmentation System, Spin Auto-Stabilizer, Sickness Avoidance Solution) they allow you to avoid unwanted ship "move") I dunno. A part that is not yet develloped or not usefull. on a big ship you probably want ASAS anyway. plus the big ASAS is a lot of weight compared to the small one. I rather radially atach the small one and keep my weight low. Not sure, I have not seen a difference on my designs, but then I rarely SAS, mainly only ASAS. It is certaint that having ASAS and SAS on the same ship, only the ASAS will be used. I don't think command and probe have a better place to at on the ship as I have found for the ASAS.
  9. @creator I am design big spaceships that I want to have huge Dv on them, and to keep my Dv I need to reduce the dead weight as much as I can obviously. So to choose between using consumable heavy RCS and "renewable" lighter command pod! the choice is all done for me (plus POD add kerbal storage and energy) and I will be able to use the RCS to refuel the utility I am docking on my ship. I have already done the torque/weight for each command and strangly the OKTO2 is the best while the MK2 cockpit is just behind. Because even if the cupola have 30 torque it does add 4.5t! while 4 MK2 cockpit add a total of 40 torque for just 4t (it does add 4 time more part cout too, but 4x more kerbal storage). I will have a look for the 1 torque for 10 tons, and I will set my desired number starting from that.
  10. That sound like a nice challenge. I don't think you could find much information about it for KSP, but I guess it's doable if you know a bit how orbit and rendez vous works. first think you would need to calculate the real KSP days for it (because 60 days are for our solar system, kerbol one hav different timing). Then you will need to figure out how much Dv your return stage need and your lander need. The timing will be important so you don't loose too much Dv, to rendez vous with the return stage. Now I am not sure it would be an efficient way to do it. as you would need still need the Dv to get Duna SOI, plus the Dv to rendez vous in sun orbit. and the Dv for the return stage to rendez vous back with Kerbin. While normally you wouldn't need the Dv for rendez vous around the sun as you would do a direct Duna->Kerbin. Now who care about efficiency if it's a fun challenge?
  11. it had a persistant save file (your game) and a quick save save file (so quicksave don't overright the persistant) Game close / end flight / autosaving -> save to persistant quick save -> save to quicksave End flight only end the flight of the current ship and so just it's part. it wont delete other flight in progress. It doesn't reset anything, just delete the current ship.
  12. Did you activated it? (key T) Edit: I guess I missed a part of the post sorry!
  13. It's not a bug, I know sometime, after dedocking the magnet does not goes back online and you need to saveload the game to have the magnet back (never happened to me if none of the port were docked before) Definitly. Junior ports together, senior ports together, inline/shield/normal togethers (don't forget to toggle the shielded/inlie ones) They need to be facing each other. on the wiki page (http://wiki.kerbalspaceprogram.com/wiki/Parts#Docking) the docking side of the ports are the side that are at the top of the images. I don't think so, as you can put docking ports on debris to deorbit them. probe or manned, it doesn't matter. Not needed, it can help to align, but not neccessary no. Avoid using (A)SAS if possible. Make sure yo approach with low speed (0.1 0.2m/s) else it will bump. Using chase camera can help. Using the nav ball and camera can help for the alignment. A screenshot of just before or after it bump can help also.
  14. thanks, I know about those settings, and I don't want to modify part, I just want to know if my uderstanding that command module torque are added to have ship torque, or if only one module torque is used.
  15. Please accept my sincere appologies for disrupting your game experience by trying to have a better understanding of how some parts of the games works. You see, the way I want to play aint reallistic, see I like the fact that I control green people and not realistic humans, I like the fact that I don't have budget, I don't have a gouvernement blocking me, and I can time warp to get further than what realistic people on realistic earth have been able to do. Now if you excuse me, let's not play a party together and keep it singleplayer so we can both have our fun the way we wants it.
  16. Hey, I would like to have a confirmation that my understanding for the amount of torque for the ship is correct. More (A)SAS = More dead weight (just need one of them) - preferably close to the CoM More probe/command = more torque to turn the ship (torque value add per module) and also allow (A)SAS to use that torque to stop the ship from spining? Any preferable position? If it's the case, I guess we could arrive to a ratio torque/mass to allow the ship to be nicely controlable without rcs? Answered
  17. http://forum.kerbalspaceprogram.com/showthread.php/33838-Lowest-orbit?highlight=Highest+Terrain
  18. It is possible to do it, just make sure of few things: - your child item is not already attach the the parent from somewhere else as the game does not support that feature (yet?) - sometime your camera placement make the whole differences! moving it can allow it to work. - I have found (mainly with senior ports) that the game is not sure where it should attach it and so the clamp is switching back and forth between the good place and a place where it overlay the first port. Often happening when I build upward. I have found that making that port connection building backward and then moving the 2 ports attached together where I want then work lot better.
  19. On the picture of the wiki, the part that face the top of the picture are the "dockable" parts, the parts that face the bottom are the attachment to the ship. http://wiki.kerbalspaceprogram.com/wiki/Parts#Docking another way to know, it's to put the shielding docking port on a ship, open the port and you will see what part dock. You also need to make sure the ports are the same size else they can't dock together Large: Clamp-O-Tron Sr. Docking Port Small: Clamp-o-tron Jr. Medium: Clamp-o-tron Docking Port, Clamp-o-tron Shielded Docking Port, Hull-mounted Clamp-o-tron
  20. If they bounce off, I think there is 3 options: - You are really not align! consider something like a 5° cone max. - your port are not on the facing the good way (possible with the senior port, less possible with the 2 others) - You are going too fast (I think it would be that one), try 0.1 0.2m/s max I don't think there is any part that avoid the clamp to work. to be well align, I would use chase cam, kill my velocity when I am next to it, and work with rcs to align just one axis at a time.
  21. I have watched and practice with his 3 docking videos for a while to be able to dock nicely. It can help you with better rendez vous.
  22. Edit your first post, go on advance edit and you can change it
  23. All of what rowns said, you have a lot of youtube tutorial for that ( , http://www.youtube.com/user/szyzyg, and lot more). The wiki can help with the parts (http://wiki.kerbalspaceprogram.com/wiki/Parts). And trial and error which is more or less what the game is meant to be play. Unless you use some mods they are just for role play and fun. You can also use them learn mun/planet transfer without having to send a kerbal. Back to rowns, play the game vanilla first because it is important to know the basic flying. Then few mods can help you send bigger stuff to orbit (Mechjeb/Kerbal engineer, as they do and display the math). Back to rowns - Know to play with your orbit. - Know to do a transfer (start with the mun/mimnus) - know how to land (vacum and atmospheric) and relaunch. - then only other planet can be done. (I have 180+ hours of game and still haven't been to other planets, I could but I want to play with big ships first). Edit: as you replay to rowns, To dock you need the clamp'o'tron (there are 3 sizes: small "Jr", medium, Large "sr"
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