SweetAbsinthe
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Help With Node
SweetAbsinthe replied to Countrykris's topic in KSP1 Gameplay Questions and Tutorials
I just tried to do this as well, it seems to be a bug. I can attach the Rockomax Hub to the side nodes if the hub is rotated. Basically it won't accept side->side connections only side->top. Not sure what can be done about that. One option would be to create a separate I-beam where the top and bottom nodes are the side ones and then alternate. That's really not ideal though. I think most parts with side nodes have that issue, certainly the Hub and the small Micro Hub both have the same problem. Sorry I can't be more help. Edit: Tried swapping one of the side nodes and top nodes to see if it would allow side->side attachment. Still no luck. It only made it harder to get a valid attachment to the swapped nodes. Edit 2: Seems to be a known bug. Related thread. Hope they rewrite the node system soon. For now you'll have to enable Surface Attach in the attach rules and try line up the side manually. -
Help With Node
SweetAbsinthe replied to Countrykris's topic in KSP1 Gameplay Questions and Tutorials
I spotted something by googling from an example here. Specifically: node_stack_bottom = 0, -1.2, 0, 0, 1, 0, 1 node_stack_top = 0, 1.2, 0, 0, -1, 0, 1 node_stack_left = -1.2, 0, 0, 1, 0, 0, 1 node_stack_right = 1.2, 0, 0, -1, 0, 0, 1 node_stack_front = 0, 0, -1.2, 0, 0, 1, 1 I think your Up X and Up Y vectors are reversed. I'm not a modder but try changing them around to: // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_right = 0.27, 0.0, 0.0, -1.0, 0.0, 0.0, 0 node_stack_left = -0.27, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_stack_top = 0.0, 0.53, 0.0, 0.0, -1.0, 0.0, 0 node_stack_bottom = 0.0,-0.53, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 attachRules = 1,0,1,1,0 Edit: Do the side nodes not work on all rotations? -
I think he's suggesting that you disable part clipping in the editor when designing your base. Press Alt+F12 and click "Allow Part Clipping in Editors" to enable/disable it. This will let you design ships with parts that overlap. I think it would be a good idea to make the bottom part of the headquarters wider so that it can't tip over so easily. I would also suggest you add some struts to the 'headquarters' part and join the top and bottom structure. Other than that, there's not much that can be done. Good luck! Hope your next base works out better.
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Poll: Kerbal Space Program's Mun Landers
SweetAbsinthe replied to AncientAstronaut's topic in KSP1 The Spacecraft Exchange
Here's a two stage lander I did today. I put the Mun lander module into orbit on a separate flight and then joined it with the command module. -
Help with transporting rovers
SweetAbsinthe replied to mordin86's topic in KSP1 Gameplay Questions and Tutorials
I usually attach my rovers to the delivery vehicle with decouplers, though you can use the clampotrons as well. Here's my skycrane: Side view showing decouplers. -
Stop my ship from rotating :c ?
SweetAbsinthe replied to Bobiii11121's topic in KSP1 Gameplay Questions and Tutorials
That does narrow it down. I can see you have some wings at the bottom of the orange tank, which would help in the atmosphere. My guess is that the craft's center of mass is slightly off balance. In the vehicle assembly click the light green weight icon at the bottom left of the screen, under the list of components, and see if it's centered somewhere in the middle of the rocket. Even small imbalances can cause rotation, so symmetry is your friend. If your craft is not symmetrical you'll need to find out where and either make it symmetrical or add an equal weight component on the opposite side. -
Can't find .20 subassembly loader?
SweetAbsinthe replied to zekes's topic in KSP1 Gameplay Questions and Tutorials
The .20 Compatible and Incompatible incomplete mods list has a fix listed for the subassembly loader in version .20. Note: it's only a temp fix for now, the mod-maker will likely release a compatible version sometime. -
Stop my ship from rotating :c ?
SweetAbsinthe replied to Bobiii11121's topic in KSP1 Gameplay Questions and Tutorials
Could be, that's a lot of engines for what seems like a relatively lightweight craft. Also, did you remember to run fuel lines from the middle tank to the smaller tanks with the engines? They're the yellow pipes found in the Propulsion section. To answer your other question a stage is a section of a rocket that is later discarded. If you've watched any rocket footage you'll see that as fuel tanks empty they are decoupled from the rocket and the next stage is ignited. The ascent stage is the bottom part of the rocket that gets you out of the atmosphere - though it can be multiple stages. I was commenting under the assumption that the lower part of your rocket was designed to fire first and then break off. Edit: whoops, ninja'd. -
Stop my ship from rotating :c ?
SweetAbsinthe replied to Bobiii11121's topic in KSP1 Gameplay Questions and Tutorials
Which stage is rotating? The ascent or the top stage? -
Is it possible to change the FOV?
SweetAbsinthe replied to lyndonguitar's topic in KSP1 Gameplay Questions and Tutorials
From what I can tell the FOV is hardcoded for now. There are a few camera variables in the settings.cfg file but nothing that I can see which would affect the camera view angles. Odds are they'll likely add it sometime down the line. I've googled the forum for suggestions but couldn't find any so it might not hurt to throw out a suggestion in the Dev Forum. -
activate sas without activating asas?
SweetAbsinthe replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
Have you tried activating fine controls with CAPSLOCK? I was under the impression that activating SAS without an ASAS module installed would only kill rotation, but I might have read that wrong. -
activate sas without activating asas?
SweetAbsinthe replied to kurja's topic in KSP1 Gameplay Questions and Tutorials
If you don't want to use the autopilot your only other option is to kill the rotation manually using the Q and E keys. You could also try tapping the F key, this will activate the autopilot only when held down and should help slow rotation. It all depends on whether you have enough SAS and the severity of the rotation. -
If you've downloaded a ship with the .craft extension you need to place that file inside inside your save-game's Ships directory. The directory structure is Kerbal Space Program / Saves / [Your Save Game Name] / Ships / Under ships you have two directories: SPH [space Plane Hanger] and VAB [Vehicle Assembly Bay]. If the ship you've downloaded is a rocket it'll go into the VAB, if it's a spaceplane put it in the SPH directory. Once you've copied the file, load your savegame and you should be able to load the craft inside the VAB or SPH and launch it. The only other thing to bear in mind is that crafts with mod parts require you to have the same mods installed. I haven't got much experience with mods myself but if you have any issues I'm sure someone here can help. Good luck!
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Where to start with a rover?
SweetAbsinthe replied to Diggydug's topic in KSP1 Gameplay Questions and Tutorials
Here's the Rover megathread: Rovers ahoy. As far as creative design goes I've found it easiest to mimic either real world vehicle examples or animals. A crab-like rover is quite good on the surface of low-gravity moons since the wide base prevents it flipping over. Always build and test your rovers on Kerbin by taking a spin around the KSC, it'll help you spot silly things like forgetting to put batteries or solar panels on the thing. In terms of deployment, I've always used a skycrane, where the rover is held beneath the delivery vehicle and deployed when it touches down. I then usually send the skycrane part off into oblivion with the fuel that's left in it.