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GarlandMP

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Posts posted by GarlandMP

  1. Is there a way to change how the control surfaces behave?

    As an example, the stock Canard doesn't hit its maximum surface range as soon as you put in full input, it takes a second to achieve it, whereas the surfaces in the B9 pack here are pretty much 1:1 with the stick, or full input at the push of a button with no delay. I'd like the B9 parts to do as the stock ones, since anything that uses them becomes so sensitive they're impossible to fly, unless you use a small one on a large craft. But doing that means insufficient lift. I don't use a keyboard to fly, rather an Xbox controller, and even still they're way too touchy

    Yes, in the VAB/SPH, simply right-clicking on the control surfaces allows you to alter how much force they generate.

    Also, I love those flags you have created. Absolutely beautiful-looking.

    -Garland

  2. Well one of the mods I'm using is Kethane, so fuel shouldn't be -that- large an issue provided I guessed right and I have the dV to reach Moho and slow down. [You know, I laughed rather hard at your solution to the fuel crisis - ram the heavy stuff off and cart the command pod home :D]

    I made the burn out to minmus and I'm currently putting modules onto the dropship's ports via the tugs to go down for the first trip.

    It's funny you mention having enough fuel... For ease of assembly in orbit I launched most of this ship's fuel tanks empty. I also launched the main RCS tanks empty, so the tugs have spent about 95% of their fuel putting the ship together, and just getting modules onto the lander is stretching what I have left. Basically I have 10 units of RCS fuel left between the two tugs :P I did get them all on with it though. All I can say is fine controls are amazing for saving fuel.

    Oh and the dropship is gonna have about 200 units of fuel for one aerospike to land. Buuuut it's minmus *shrug.

    After that's done I can refuel the main ship.

    I designed the X2-200 32 tanks on the drive stage (half orange tanks), to be compatible with the dropship's Jr. docking ports. So I stick a tug on each end of the tank, and dock it to the side of the dropship. One on either side and one on top provide a lot of fuel capacity when you're using a mod like Kethane. That's a problem I always had with my landers. I like them nice and compact, but that sacrifices raw capacity. Bolt-on tanks solve that nicely :)

    It's also the main reason you see 6 reaction wheels on my dropship. Speaking of which, those have to be turned off when docked to the carrier or when you try to turn it snaps the module truss in half (lol).

    I don't wanna gum up your thread with a bunch of modded craft pics lol, I wanna at least keep it related to the dropship itself. My focus this time was on versatility. One ship that does anything and can be reconfigured for the job at hand. I'll definitely throw everything into its own thread when this trip is complete. Goodness knows I've been hitting my screenshot key enough :D

    This image shows the tanks on the transfer stage that are compatible with the dropship (in low gravity situations of course. The Jr. port isn't the sturdiest of things, and you'll probably tear the tanks off if you try to lift off real fast with them full).

    http://i.imgur.com/CTwFjgc.jpg

    What is that inflatable-looking module in the middle of your craft and were did you get it?

    -Garland

  3. Hi guys, I'm having some problems with B9 during the initial loading of the game...

    The loading bar just gets stuck on the file "jet pod medium..."

    I have already follewed some instructions (ie those in the post above) but nothing seems to work.

    Edit: no, it doesen't seem to a problem deriving from B9; I have removed the mod and the problem appears whenever the loading bar reaches more or less 75%..

    Maybe I'll post somewhere esle. Nonetheless, any suggestion is appreciated:)

    Have you installed anything else? My guess would be that you have run out of memory or that one of your other mods is breaking something.

    -Garland

  4. It's actually a mixture of voodoo and telepathy.

    You don't believe me do you? Okay fine, it's just an old film trick, if you look closely you can see where the videos been cropped. As Garland pointed out Kerbcam lets you control vessels while the view is fixed elsewhere, very handy! :D

    Cupcake...

    Having said that, I don't want to take away at all the brilliance of your videos. Just because the tools exist doesn't mean they create the art for you.

    Artistry isn't just having the vision, it's also having the ability to use the tools to properly express your vision.

    -Garland

  5. How in the world do you get those shots of your crafts coming in for a landing or leaving, without having the camera focused on that craft? For that matter, now do you control two Kerbals at once?

    I believe he uses a mod called KerbCam for the filming, which allows you to set a frame reference (i.e., your ship), and if you look closely, both of the Kerbals don't actually move at the same time. When they do, they are attached to ships that have MechJeb, doing the controlling, but that's not to say there isn't a lot of the piloting done by hand, which there is.

  6. Nice :) That's certainly a novel solution - I can picture the call from Mission Control:

    - "This is Mission Control. The lab boys have crunched some numbers down here, and we think your best bet is to ram your craft at speed, and try to knock some bits off...." :D

    Looking forward to the next vid!

    Actually, one of the space shuttle missions to repair and upgrade the Hubble Telescope had something similar-ish.

    To replace various parts and circuit boards, they had to open up giant panels, and they have these massive hand-grab bars. Well, the astronauts could not get the panels closed, and after doing all of these hugely delicate replacement and upgrade procedures. Scientists and engineers are scratching their heads. Nobody knows what to do.

    Finally, the astronaut physically holding onto this bar, waits until there is a brief communication blackout, breaks the bar off of the door they are trying to close, the doors close perfectly, like it up tight, good to go.

    Job done.

    -Garland

  7. Cool! :cool: Next challenge, park them inside the hangers!

    Very strange, perhaps the save game itself has got corrupted, maybe try starting a new Sandbox session and seeing if that helps. :confused:

    Cupcake...

    I did as you suggested and the problem still persists. I will try getting the archives again, just in case they were, somehow, corrupted.

    -Garland

  8. I have a terminology question...

    If you have a mothership, what's another name for the ships that service it that doesn't include the word ship, craft, or "scooter"? These aren't landers or anything, just a generic-purpose helper-craft.

    I guess it depends upon what kind of servicing you are referring to. Are you talking about physical manipulation of parts and modules or something that, say, delivers fuel? If that's the case, I would likely call it something along the lines of a support drone, but now I'm just splitting hairs.

    -Garland

  9. I've only had that happen once, turned out what it was was a Mk-1 lander can on the runway that for some reason didn't get cleared off once the next flight was launched. Maybe just double check to see if the runways clear, if it isn't any new craft will certainly go bang! :P

    Cupcake...

    Yeah, I just double checked. I even tried launching from the launch pad and the runway, both of them having the same outcome. Is there a chance they could have gotten corrupted? I have no idea how, but since it's across all files. I will try one of mine, next.

  10. Hey,

    I was wondering, have you ever come across an instance where your vehicles just fell apart on the launch pad?

    Yesterday, I was playing with the Tadpole LV, managed to take it to Minmus, and today it won't even leave the launch pad. In fact, none of your vehicles seem to be staying together. Looking at them, it's almost as if the struts have become disconnected, even though they are still visible, i.e., not just a single point.

    The only difference between yesterday and today is the fact that I installed the newest version of MechJeb and a texture compression mod.

    Any ideas?

    -Garland

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