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Azazael

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Everything posted by Azazael

  1. Raise the parachute module to a point higher than your Rover body. I would use 4 vertical struts at the point where you currently have the parachutes package. Each vertical strut should have your current parachute at the top and a small separator at the bottom. Also if the drag of the chute breaks something add a Mk25 chute as well as this has Drag 170 and opens at 2500m (Pre slows the decent) Your current 4 Mk2r have a higher drag of 500 and open at 500m (fully slows the decent) Aim to land at <10ms
  2. I hope Bobcat keeps the DEMV mk2 cart. I do find the wheels a bit bouncy as my crane tips when mass loaded with the wheels deployed but is fine with the wheels retracted.
  3. Works great, loads all my old sub assemblies just fine thanks, even better folder management than the original.
  4. Hi Levelord amazing series of craft thanks for sharing
  5. I noticed that some of the H.O.M.E module animations are faulty (work once only) for instance the storage tanks of the admin unit animate once then disappear when you look at them later after leaving the area. Same thing happens with the habitat tube on the recon (rover) module. So I looked at the config files: HOME 3m habitat 1 animation in config file works fine HOME 3m module recon 2 animation in config file animationName = tube_deploy animationName = door_open 1st works once then is not displayed correctly afterwards 2nd animation works fine HOME 3m module admin 2 animation in config file animationName = admin_top_hatch (storage tanks) animationName = admin_living_hatch 1st works once then is not displayed correctly 2nd animation works fine so it looks like if 2 animations are involved in the config file only the last works correctly. I reversed the order of the animations in the admin module config file and the storage tanks worked correctly(now 2nd entry) and the living hatch (now 1st entry) became barfed. Is this a unity issue ?
  6. Thanks Amphiprion Bobcats excellent mods make it so easy to colonise Duna. The DEMV MK2 can be configured for Tankers (RCS/LFO/Kethane) or towing vehicles or as cranes. Everything was landed with Mechjeb and a stock lifter straight from Kerbin. Most stuff weighs around ~30tons except the refinery. Next stop Laythe.
  7. My Kethane factory on Duna. Supplies my Duna base with 7000 LFO. Crane was used to drag base units to factory as it landed 200m from the rest of the hab units. Used SOJUZ151 super heavy refule ship - 280 tons to orbit to get it to Duna. Uses : H.O.M.E & DEMV2&4 from Bobcat, Kethane, DRobotics, KAS
  8. Strange mono propellant works perfectly and fuel/Oxi doesn't ? The DEMV fuel tanker (LFO) can transfer fuel from or to itself via KAS winch to any other unit. Just KAS doesnt work with the Kethane heavy converter.
  9. This set up contains: 1: Kethane Tanker connected to: 2: an RCS tank on the Home admin lander 3: A DEMV fuel tanker 4: RCS tanker The Kethane heavy converter unit works(extend side pods) and transfers mono propellant to the home tank via KAS winch from Kethane tanker to Home lander RCS tank:) Works fine to the RCS tanker too:) The heavy kethane unit will not make Liquid fuel or oxidiser and doesn't extend the pods which ever way it is connected to the fuel tanker via the KAS winch system
  10. Here they are landed on Duna. I had to move them closer using the DEMV crane in the foreground as they landed 100m apart
  11. I sent this to Duna (Vessel to right attached to my orbital station). with 4 Home modules attached and landed them simultaneously
  12. Yes the unofficial update works fine in 0.20 see here in the Damned Robotics thread Originally Posted by astronutkhillips I put a new version on GitHub. I'll remove it once there is an official version. http://tinyurl.com/DRobotics To download click where it says "View Raw".
  13. Psi Korps Kerbals land on Duna The Korps is Mother , The Korps is Father
  14. Azazael

    Hi all

    LOL 39024789879 FPS !! Must be my system then . As when I approach my station in orbit KSP 0.2 drops to < 10 fps
  15. Hi Elbereth I use Mechjeb 2.08 for landing. I have 8 x HOME landers all in a cluster within 100m of each other on Duna. Mechjeb dose a good job of accurately landing as long as parachutes are deployed late. Seems that parachutes deployed early lead to 100-300 metre landing errors. But as you are going for Mun (no parachute required) try a HOME lander with Mechjeb attached which should be good for <100m landing errors.
  16. Thanks Scintillator I'm new too and cant change my Avatar or even post linked Steam screenshots (only 3 posts too go then)
  17. Azazael

    Hi all

    I have been playing KSP since February and cant put the game down. I Love Mechjeb 2, its transformed the game for me as I spent most of my time trying to dock in orbit, Now I am free to concentrate on colonising the know Kerbalverse. My other favourite Mods KW rocketry(thanks Winston), everything DEMV & HOME (thanks Bobcat) and Fustek`s station parts. All I now need now is KSP 64bit version as my 4.5ghz 3770k with Titan GPU isn't fast enough !!!.
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