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White Rider

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Everything posted by White Rider

  1. To answer several questions at once: 1) The plane is manned so it shouldn't need power. It has a probe part on it but it is being fed by three RTGs. It has more power than it could ever need. 2) Reloading didn't fix. 3) Switching vessels is the first thing I tried. That's how I found out that the station and probe both had torque still. No change. 4) Docking ports are attached to solid objects (fuselages/fuel tanks). One thing I didn't try was sending another plane of the exact same design up and docking it to the station then dock the probe again. (Basically start from scratch sans station) to see how replicable the issue is. I'll need to try that when I get the chance. Sadly I'm not at home tonight so no KSP for me. :'(
  2. Literally nothing touched with settings.
  3. That's my primary space station. As you can see there is a spaceplane docked to it. This craft used to be able to move but no more. It flew up no problem, docked no problem, has undocked and flew fine and re-docked so docking it to the station hasn't caused any issues. As you can see I am using a few mods but as stated, they haven't caused me any problems. What has happened is; I sent a probe up to the station with intentions to dock it to the plane and use it later. The probe uses entirely stock parts. I docked it to the station and undocked the plane so I could move it into a good dock position, but it won't turn. It's quite agile normally but for some reason it has suddenly lost all will to turn EVEN using rcs... All was fine before I docked the probe to the station. Both the station and the probe have full maneuverability both together and independently. Only the plane is affected. Anyone ran into this? (Yes I know this should probably go in the bugs section but I thought is investigate first.)
  4. What's unrealistic about spaceplanes? They are not commonplace on earth for the same reason they are not common here. They are hard to build. You should look up Skylon Project.
  5. Slight update on the TIE SSTO design, made it lighter, added more engines: failed to reach high altitude but flew stable. Added more weight and removed a set of engines: still very stable... Have to be very careful when gaining altitude and try and gain as much speed as possible. She's a big girl and takes a while to gain velocity. Think I pushed it up too hard to early. Had to nose down at about 12k to gain speed. Flameout at 22k. Remained stable. Managed to get sub orbital at 80k with some fuel left for the jets. Ended simulation.
  6. Don't just add struts between outer and inner tanks... Add struts between tanks in the same column. Basically what you want to do is "stitch" them together with struts. If you have for example a command pod at the top, then two fuel tanks and finally your engine; what you want to do is place struts on a x2 symmetry between the very top of the fuel tank above the engine and the very bottom of the fuel tank above that. That should solve the problem.
  7. Apologies, it won't happen again. I think I made my point.
  8. Its a pain. Mainly keeping it balanced and giving it enough power... To maintain its shape I pretty much need to use the large variant fuel tanks which are heavy. I'm using 4 sabre style engines just now, but even that is awkward at the moment. Ill get it working... Its just going to be an engineering nightmare.
  9. I'm in the process of turning a TIE fighter into an SSTO. Retaining its shape while keeping functionality is proving... Difficult.
  10. Left 4 Dead would be my #1 all time. As far as recent played KSP is #1
  11. My Jeb is overseeing construction of Atlas Station, my flagship orbital command centre. Once it is complete he shall be returning to Kerbin to design a large modular Mun base complex and the rovers that will aid its construction once on the surface. He seems particularly excited about the rovers... He's sent in multiple requests to KSC's R&D department already for lots and lots of rocket engines.
  12. I keep getting clones of all three. Its rather annoying actually. It seems if you have more than one kerbal of the same name (Jeb for example) in the same ship, the game bugs out and doesn't show the clones in the bottom right making it hard to keep track of and use them. This becomes a problem when building large ships in orbit or space stations.
  13. Craft files literally are just text pages... Just paste it in your ships folder
  14. One of us! One of us!... Yep, MOAR BOOSTERS and MOAR STRUTS is usually the answer to kerbal engineering problems, usually with hilarious results. Welcome to the forum.
  15. What are you trying to ask? Your question made no sense.
  16. Not possible. Unless you plan on actually docking to the MB and actually becoming it. Even with minimal drift those numbers would be wrong. An estimate sure, but that's what we have already.
  17. As was your original post. You're effectively calling people liars based purely on you not being able to find it and because some guy is known to use hyper edit. Going by the change log it hasn't been removed.
  18. I give you "Atlas". My first real attempt at a large scale station.
  19. Waaaah! Waaaah! I can't find it so it doesn't exist! Lol. Get a grip. Look harder.
  20. The Buran arms are fine as far as wobble is concerned. ive used them before and they're fairly solid. Those Canadarms though... first time using them. They DO wobble, aren't the most aesthetically pleasing and are so sloooooow to use compared to the Buran arms. depending on my mood i may detach that section and send up a version without them tomorrow.
  21. Hit a few obstructions whilst building a new SSTO... So i decided to build a space station instead: Current Specs: - 5 Cupola module bays for the stations staff to work. - 8 Gigantor solar panels and 8 packaged 1x6 solar panels to maintain power. - 4 Radial dry docks. - 1 Large cargo bay capable of holding up to around 8 small sensor probes, or extra snack supplies. - 2 Canadarm style robotic arms to reach snacks that may have fallen into the structural part of the bay. - 2 Buran style robotic arms to salvage what's left of the snacks the larger arm has undoubtedly just crushed. It's still not quite finished. I need to add one more section at least for use as an RCS/Fuel station. The four radial docking ports will be more than enough for now, and the cargo bay can store a bunch of sensor probes for future use. I do like the new Cupola module.
  22. Mechjeb, kethane, isa mapsat, robotic arms (canadarm/buran), cargo bays, quantum struts... I think that's it...
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