Bothersome
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SSTOs! Post your pictures here~
Bothersome replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Thank you very much. I worked on it a couple of days just tweeking it here and there till I got it satisfactory to my liking. I have noticed a slight buggyboo in the game with it sometimes though. Sometime when I take it out for a flight, I notice SAS flies it straight and sometimes not. Sometimes it will fly straight without SAS on and sometimes not. Yet this is without changing anything to the craft. Anyone else noticed anything like that with large planes? One time I could fly it straight as an arrow without using SAS (just trim only) and when I turned SAS on, it would slowly start banking to the right. Every time for that flight only. Restart flight, without changing anything, SAS would fly straight. F3 screen showed no damage like broken strut or anything. -
Here is a tough one for all you guys that need a real challenge. Requirements: 1. Must be Mobile. Needs to be able to drive around like a car or rover. 2. Must be able to obtain orbit. 3. Must be vertical take-off and landing (VTOL). 4. Must be able to dock and be refueled in space. 5. Must be able to land on Kerbin being refueled in space and then go back up for more fuel. This is to simulate landing on Laythe and going back up for return trip. This means SSTO. Original intention is to explore every Laythe Island. 6. Must be able to land and take-off from moons/planets that don't have oxygen or have no atmosphere at all (only planets or moons with 1.0 G or less are required). 7. Must carry at least one Kerbal inside a capsule, outside seats are allowed but Kerbals must ride inside for re-entry. 8. Stock parts only. Extra Kudos for extra accessories that aren't required (more power, more antennas, more lights, sciences, etc.) Yeah, I said it was hard one... but it can be done. Here is mine... This ship in an earlier build has been to Laythe and back up for return trip. Also tested on Kerbin for refuel, down, then back up and then down again. Meets all the requirements above, including 2 CB antennas, TV satellite dish, 4 Jack stand (heavy duty), 4 different science measurement instruments, head lights and tail lights, extra solar panels and nuke charger, power operated ladders for easy Kerbal loading, full RCS control package and remote operations computer. Good luck to all applicants.
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SSTOs! Post your pictures here~
Bothersome replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
I don't know if it's frowned upon to show planes that are already on this forum at another location, so if it is, I'll erase the post, but I've put two nice planes together. I'll just put up two pictures and >> a link to the thread << where you can download them if you like. These are both SSTO. Even though the first one has drop tanks, you can chose not to drop the tanks and it will still get to orbit. The tanks were made optional because: They look really cool when let go and and come off and fall behind the plane. It offers those that would like a little more orbit altitude or more usable fuel on board the plane. The second plane is SSTO also, but looks just really cool. -
I approve of this message. Nothing else needs be added.
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OK, so what's your question?
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Would it have been possible for them to EVA and use the spacesuit thrusters to change their orbit some to avoid the atmosphere? Couldn't they be found and located afterwards if they had?
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Yea here's a good rover/car/buggy/plane design on this thread on this forum. Edit added: When does a rover become a car? Is a rover one made using only the tiny rover wheels? Can rovers be a rover if they are big? Does a rover stop becoming a rover if a Kerbal can ride it?
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OK, here is an easy one. Make a VTOL that can fly and land on the Island Landing Strip Extra kudos to those that also have the ability to: 1 Rover around on wheels 2 Float like a boat 3 Can maneuver on water so it can get out of the water if needed 4 Can take off from the water 5 Can carry Kerbals 6 Has a long range 7 Can obtain orbit (big kudos on this one) 8 Has emergency parachutes (Kerbal lives are important too ya know) Here is mine...
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And just like I already said, if you'd spend a little time orienting the probe core correctly, you wouldn't have the problem with SAS being left on all the time. People keep wanting to say there is a problem with SAS. It is not a problem with SAS, it is a problem with the craft design (or piloting skills).
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OK I just put my "Flying Cart" on the runway just to prove my point since a picture is worth a thousand words. BTW, he wanted SAS on a rover to help keep it from tipping over. It's kind of a useful thing to have. Back to my point. You will notice the nav ball is pointing to the horizon and point east, 90 degrees as placed on the runway. This is how is suppose to be for correct control. The cart is just a rover with wings. I drove it around just a bit to test the SAS and it works exactly as it is supposed to. Without having to take it off, I can turn the craft and SAS doesn't try and turn it back. Why? Because the remote module is facing the correct direction and orientation.
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I did read your last line, you can turn it off... Just hit T. SAS would be off. We gave you the answer to make it work... You just don't like the answer. And yes, I have made rovers that were wrong too and learned the correct way. Just do it like I said, and try again.. You might be surprised.
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It is dependant upon which way your probe core is pointing. If it is wrong in a stock rover, it is still wrong. Stock may not be perfect crafts either. The nav ball should not be pointing straight up on a rover. The controls are not going to work right with it like that.
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OK first thing I notice is your nav ball is pointing straight up.... That is not the way it should be. You need to first design your craft correctly before saying there is an issue with the SAS control. FYI, the nav bal should be looking at your horizon and the direction (North, South, etc) should be pointing the way the front of the craft is pointing.
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Here is a very good test to help narrow down the problem... Those that are having problems should go into the VAB and load the stock craft "Kerbal X" and see if they can get it to orbit. That's a very good rocket and very easy to obtain orbit. I just did it to make very sure it was easy. If you have problems with that craft, then come back and explain what's happening. Maybe then we could help narrow down the problem.
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The new (and improved??????) SAS system.
Bothersome replied to Kerbol Prime's topic in KSP1 Discussion
OK, well then, how do you account for so many of us NOT having problems out of SAS and can seem to just get on with our space programs? Is our copy of KSP somehow different than yours? Mine is full stock from Steam. Is yours? Perhaps it's my hardware that allows KSP to run with no problems. I'd doubt it thought... It's pretty standard stuff in the box... One that I put together myself and tuned and overclocked myself. People have been trying to help you guys out. But it is either, mods, shoddy craft builds, or inputs causing SAS to kick off like joysticks not having a wide enough dead zone, the pilot not knowing how to pilot the craft, the engineer designing the craft doesn't understand the neccesities of craft building, or a combination of some of these. There may be even other reasons but I can't think of them off hand.. But if I had a problem and others didn't, I'd start looking at MY end of things to find the problem. My stuff doesn't seem to have the problems you guys are running into. What do you think it is? Would you rather those of us who don't have the problem just shut up and not try to help? -
How did you learn how to rendezvous and dock?
Bothersome replied to Fox Arcana's topic in KSP1 Discussion
I did it the hard way about 10 years ago on a program called Orbiter. Figure out those computer readout displays and trial-n-error to see what the burn maneuvers were actually doing to my craft. Then it just clicked. It's an easy thing to do once you get your mind wrapped around what needs to happen. KSP has always been a walk in park compared to Orbiter. -
The new (and improved??????) SAS system.
Bothersome replied to Kerbol Prime's topic in KSP1 Discussion
Do you use a joystick? Is its "deadzone" set correctly? -
I also forgot to add, if you're having problems using SAS, it needs to be known if you are also using a joystick. It is under suspicion that joystick centering is partly at fault here.
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No, it wasn't broken. They made the reaction wheels stronger and tightened up the response angles on SAS a bit. I wouldn't say it was broken. They only tweaked some values so your ships won't veer off course as much. There is still one issue C7 is currently looking into. Nothing that will keep your ships grounded though.
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I've been working on a space plane to train Kerbals and other small light load tasks. Here is what I've got so far. Craft File -> https://dl.dropboxusercontent.com/u/54171727/KSP/SPO-1A.craft 93 part count. About 11 tons empty. About 50 m/s takeoff speed. 19,600 meter jet engine cut-off. And still a usuable amount of fuel to operate in orbit. Don't have picture but it can land at 30 m/s air speed (mostly empty of course). But this one is turning out to be the perfect space plane. No excessive part count, light and easy to control. Never has tumbled on me either.
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SSTOs! Post your pictures here~
Bothersome replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
I made a pretty nice SSTO space plane. I've been looking for the perfect space plane that can obtain orbit and dock. No I still haven't found it and this one isn't it but it is getting close. It's light only 12.16 tons in orbit. Only 85 parts. Flies very nice and handles very easy even without SAS turned on. Has regular docking port and CB antenna. If you guys want to give it a try and give feedback. Critic or praise is welcome, here is the craft file compatible with 0.21. Plane is 100% stock. https://dl.dropboxusercontent.com/u/54171727/KSP/SPO-1.craft The only thing I think it needs is a slight amount more rocket fuel to have a bit for maneuvering around. But I didn't want to mess with the fine build it already is. Key's are: 1: parking brake 6: toggle jet engines 7: toggle rocket engine To get into orbit just climb at 30 degrees till 12000, then hit next stage and increase to 40 degrees climb angle. Shut off jet engines at 16,500 or when you see air intake hit 0.11. Keep climbing till 35,000 then start leveling off to prograde marker. I can get it to 90,000 and have a bit left over to de-orbit or dock at fuel station. -
Oh no, KSP is in no way a competitor for time compared to Egosoft's X3 series. X3 Terran Conflict: 2194 hours played. X3 Albion Prelude: 2103 hours played. KSP: 1059 hours played. Am basically done with KSP until something new to do comes out in an update or two. X3 is a space empire building game. There are so many ways to play that game differently it's just mind boggling. Not saying that KSP won't eventually get there. But X3 has been worked on for about 15 years now.