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Wurmfist

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Everything posted by Wurmfist

  1. Also, I would change this thread to "answered" if I knew how to do that.
  2. Thanks all for the suggestions. I was just experimenting with the Smart ASS, it would still wobble and break apart even with everything, and I mean everthing, turned off. It seems to not be a problem if only one side is connected so I will just have to rethink a bit in my design. Thanks again for all the suggestions, much appreciated!
  3. Thanks for all the help. The pic isn't entirely accurate because I was trying to turn the ship in the pic, but it lasted about 20 seconds before it flew apart. 2 out of my 3 attempts, as soon as I docked the front module, it immediately started wobbling and broke apart, and again, that is with everything turned off, everything, mechjeb, SAS, gymbals, reaction wheels, everything. Other than a couple KAS winches and the mechjeb, everything is stock. I currently don't have any other pictures because I got frustrated and just de-orbited the entire thing. I have not tried the kerbal joint reinforcement, I will look into that, thanks. I know the long ships can be done, LOL_Lobster on KSP TV build very long ships and seems to have 0 problems with them, and he plays completely vanilla.
  4. I'm sure this has been answered and maybe I'm just a little searching-unsavvy but I could not find anything here on it, although I'm certain I'm not the only that has experienced this. When building long ships in orbit as soon as I attach the front finished module to the build the entire thing start to wobble and jerk catastrophically until the ship breaks apart. Even with everything turned off (SAS, torque, etc.) it still does it. Suggestions? Seems odd that this happens because when I build large spacestations, the station does not exhibit this issue.
  5. I realized I can't play this game at all without Mechjeb, I (yesterday) modified the tech tree settings for Mechjeb so I can have it at "start" in career mode.
  6. Does anyone know if the new unity update includes better support for joy (flight) sticks?
  7. Ok, so I see on the latest build that MechJeb is supposed to work with .21... What's the trick to get it working? EDIT: Ok, nevermind, I figured it out. I can't have KSP installed to my program files folder, something with permissions effects adding mods. I changed my install location for KSP and MechJeb is working. Don't know why this was a issue, but that's what fixed it.
  8. Excellent! Thanks all, keep em coming. As for the question about a flat spot, try getting into the bottom of a big crater, they tend to be flat. I did my speed test around the Mun Arch (but I won't reveal where that is) but it is rolling hills in that area. But (HINT!) if you actually do the speed test while going down a hill it may yield better results. In a little while I'll edit my first post with all the speeds set thus far. Thanks!
  9. As long as you use at least 4 wheels and they are on the ground, yep.
  10. This has been probably done before, but I have failed to find it, and since we have a newish update it might be nice to revisit. Especially since our Kerbins can steer them from external cockpits now. A couple of us on Facebook have been working on this challenge so I thought I would open it up to the public. Thanks to hackman127 for the idea, it was all him. Rules: 1. Mods allowed. 2. Any method of propulsion is ok, however the rover MUST have a minimum of 4 wheels. 3. Screencap fastest speed recorded with all wheels on the ground (account for shock absorber bounce is OK, the screencap may show one of the wheels slightly off the ground) or it didn't happen. 4. Must be on the Mun (Duh). Bonus (optional) -- No crash after reaching maximum speed (stable). -- External Kerbin cockpit Reward: Sense of self-accomplishment and bragging rights. Maybe a title (if I think of one). Example: (This did crash shortly after this max speed pic, so no bonus for me. I'm sure others will do much better)
  11. Yep, I learned that trick, I just was wondering if there was a way to trick the game to ignore altitudes when time warping, but I understand it is probably because they don't want the physics to crap out when you are near a planet because there can't be any other forces acting on your ship when you do the time warp (not physical time warp.) Thanks for all the replies, much appreciated!
  12. I've been looking through the forums and haven't really found anything clear-cut. Is there a way to change the time warp to where it doesn't check for your altitude and caps you out at, for instance, max of x50 at a altitude of 120km or less? Thanks! Me <(== newb
  13. if you were going to the trouble to cheat like this... why wouldn't you just check mark infinite fuel?
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