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seagull42

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Everything posted by seagull42

  1. I don't think they do since there have been changes to the layout of the editor (subassemblies). I'll still try them though, thanks!
  2. I want to use part mods, but I already tried it and I always ended up deleting them completely because I mostly use stock parts and don't want to spend much time on trying to find parts. For example I really like B9 Aerospace but I don't use it because it has too many parts which I would use too rarely. If you know a mod that does this and is compatible with .22 please tell me. Thanks in advance!
  3. I called my first rocket in carreer mode "CASIO I" which stands for "Cheap And Safe Into Orbit I" I was very optimistic when I first launched it, but it instantly fell apart on the launchpad...
  4. It's the Kerbol system with Kerbin highlighted. So other species know who was there I the images of the planets are from the ksp wiki http://wiki.kerbalspaceprogram.com/wiki/Kerbol_System and the backround is the header of the thread for the universe replacer mod http://forum.kerbalspaceprogram.com/threads/44135-0-21-x-Universe-Replacer-v4-0
  5. So first off, I am not an expert on how KSP works and I have no programming skills. All of the instructions below are a result of trying to see what works and what doesn't. I've read somewhere that the order in which the parts are listed determines which part is the root but that's not the case. For each part it is determined what is attached to it, which looks likte this: "link = part x" The root part is the only part which is not attached to anything because everything is attached to the root part. What you have to do: Here the tiny fuel tank is the root part and the strutcube is attached to it. To make the strutcube the root part you just have to edit the file so the fuel tank is attached to the strutcube (I saved it as a subassembly) This was just a very simple example, you can also do it with more complex things such as rovers: I've built a rover with a modular girder segment (trusspiece1x...) as the root part and wanted to stick it on top of a lander (It's VTOL capable so it can decouple and fly away from it). In order to do that I had to make the decoupler the new root part. The decoupler was attached to a cubic octagonal strut (strutcube...) which was attached to the girder segment. I found the root part because I knew what was attached to it, if you don't know what is attached to your rootpart you can't locate it (except there are no other similar parts on the ship) editing the .CRAFT file... now the trusspiece is attached to the strutcube and not the other way round editing the .CRAFT file... now the strutcube is attached to the decoupler and not the other way round. The decoupler now is the new root part I hope I could help you! Have fun PS: A mod that does that would be great, but sadly I don't know how to create mods. If you know how to do it it would be great if you could do it!!! PPS: Sorry for any English mistakes, it's not my first language.
  6. It is an infiniglide challenge, I was just wondering how you managed to get that high up (like flying in circles or just pointing up and spamming q and e or something else) since the glider often goes crazy if it goes above 110 m/s. As for the landing I actually tried to land a couple of times, but since you can't really (or I can't, I don't know if someone else can) decelerate to a safe landing speed after having reached a certain altitude I thought it was impossible to land without crashing. Did you actually manage to land after going that high up? Greetings *EDIT* I've added landing safely to the bonuses. Thanks for helping me out
  7. Here's the new fixed thread: http://forum.kerbalspaceprogram.com/showthread.php/40911-Tadpole-glider-challenge-fixed?p=526360#post526360
  8. Tadpole glider 5 min altitude challenge After several days of developement, Jeb volunteered as a test pilot for the Tadpole "Taddy" glider Mk I. (Un)fortunately Bill and Bob removed the radial parachutes, making the glider incapable of decelerating for a landing and sent him on a very dangerous and possibly deathly ride with the Taddy. The goal is to get as high as possible with this glider within 5 minutes and make Jeb happy before he dies (again) It's not as easy as it seems, it can (and probably will) come to pretty awful crashes. Here's an example (Yes that's Jeb): Your Score is the highest altitude achieved within the flight shown on the flight log (doesn't have to be the altitude after 5 minutes) in meters divided by 10 (f.e. 1000 meters = 100 points) Bonuses for reaching following milestones: [*=2]going faster than 100 m/s below 250m (while ascending) = +velocity divided by 10 [*=2]going faster than 150 m/s (while ascending) = +velocity divided by 5 (below 250m by 3) [*=2]reaching 5 kilometers = +25 points [*=2]reaching 10 kilometers = +50 points [*=2]Not killing Jeb when CRASHING into the ground = +20 points (has to be after 5 minutes, there still needs to be a screenshot at 5 minutes) [*=2]landing safely = +50 points (has to be after 5 minutes, there still needs to be a screenshot at 5 minutes) [*=2]getting into space = you won automatically Bonuses only count when screenshot evidence is provided RULES: [*=2]Must provide screenshots of: the flight log after 5 minutes +/- 5 seconds, if you crash before 5 minutes the screenshot of the flight log must be taken when first reaching the ground [*=2]Use the save file available here: http://www./?ix51nrx3tju1jj3 [*=2]Don't modify the glider in the SPH or VAB [*=2]No other Kerbal than Jebediah can sit in the seat [*=2]No cheating [*=2]No mods [*=2]No save file editing [*=2]Get as high as possible within 5 minutes [*=2]5 minutes after taking off (+/- 5 seconds) press f3 and take a screenshot [*=2]You have to be in the air for at least 4 minutes, if you crash before 5 minutes press f3 when you reach the ground and take a screenshot. your score will be lowered by the amount of time to 5 minutes in seconds (f.e. you crashed at 4 minutes 35 seconds your score will be lowered by 25) [*=2]If you crash before 4 minutes it doesn't count Scoring board: [*=2]Nao with 1277.93 points! http://forum.kerbalspaceprogram.com/showthread.php/40911-Tadpole-glider-altitude-challenge-fixed?p=527697&viewfull=1#post527697 [*=2]- [*=2]- [*=2]- [*=2]- [*=2]- [*=2]- [*=2]- [*=2]- [*=2]- Have fun! My try: 514.6 Points
  9. I accidentally submitted the challenge before it was finished, sorry for the confusion. It's finished now, I hope you like it
  10. New thread here: http://forum.kerbalspaceprogram.com/showthread.php/40911-Tadpole-glider-challenge-fixed?p=526360#post526360
  11. Thank you Thank you Thank you Thank you *repeats 10 times* I was trying to build a launch stage which can bring 80 tons up to a stable LKO and according to mechjeb it had enough deltaV to make it. Then I've encountered some *VERY* serious problems with the fuel not flowing equally but all my fuel lines were attached properly and I couldn't figure out what was wrong so I decided to screw it and search for good lifters on the forums and now I found this I'm now going to use this for future missions
  12. Could you put up the .CRAFT files for the ships in the pictures? They look nice, especially the ships on Laythe, Duna and Eve. Also the pictures look really great
  13. Because the earlier version had some rather serious issues I am now proud to present to you the Hitchhicker shuttle/refueler mk3 It has four nuclear engines for a perfect ratio between thrust and efficiency. With remarkable 6002 m/s DeltaV it is perfect for bringing four kerbals to the Bull's Eye Station and back to the base a couple of times With four rover wheels it is fully mobile and easy to place where you wish (accelerate/decelerate by tapping w/s repeatedly, otherwise it will fall over, do NOT use the brakes to stop. You can use the landing gear to brake as long as you're not going too fast. USE ONLY IN DOCKING MODE WITH RCS AND A.S.A.S. TURNED OFF!!!) It can even do wheelies! http://i.imgur.com/w12IMDM.png It is PERFECTLY compatible with the KepeTech Refueling Station (docks instantly on the Mun) Bonus equipment: *Advanced S.A.S. *Two small rcs tanks and a couple rcs thrusters for translation, for rotation the torque of the 4 Mk1 Lander Cans is more than enough *Four junior docking ports on the sides *Three standard docking ports: Two on the sides (Standard hight, compatible with the refueling station) and one on top *Landing lights *Landing gear (only for the actual landing, afterwards I recommend using the rover wheels with activated brakes since the two standard docking ports are at the standard hight then) *Four Radioisotope Thermoelectric Generators or RTGs Action groups: 1 toggles the inner engines 2 toggles the outer engines 3 undocks both standard docking ports on the sides Part count: 114 Total mass of utility: 39.90 metric tons .CRAFT file: http://www./?vmco66uk5col32t My name is Seagull Aerospace Changes in this version: *Fuel is now always equally distributed no matter how many engines you use *Docking ports now on the correct hight *Added RTGs Have fun
  14. Thanks, this is very helpful! Also, I've used fairing factory (http://nathannifong.com/FairingFactory/) to cover up a landerprobe on my rocket and it didn't reduce the drag at all. Is there anything I could do so it works as it should?
  15. Could someone please explain to me what all the simulation data means and what is optimal for rockets/planes? Thanks in advance!
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