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KerbMav

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Everything posted by KerbMav

  1. I find the landing struts most intriguing ... *tilts head* And: 7. Built a deployment apparatus with Robotics parts
  2. Found these commands in your cfg - are these mod specific or standard? Although putting it in my part.cfg made it fail. Id like to write a part.cfg that deploys twice and uses different sizes for the chute: a small semideployed drogue, a small deployed chute and a bigger real chute - maybe in two colors - for stack and radial. I managed to get the functionality I want, but I fear just the cfg hacking will not be enough for the visuals I want?
  3. Someone said to put the whinch end of the line to "released" so the line could "hang loose" (which it wont visually though) to avoid pulling two crafts closer - but still being out of control after undocking the connector ... hm.
  4. Just built a lander as always. If you only want it to bring the rover down once, use radial engines instead of on big one below the lander and use it as a sky crane the first time you land: drop the rover, slide away, touch down.
  5. Can you take a screenshot in the SPH of the parts you used at the back of the plane? Just pull them of the craft and let them "float" behind it. What is that part (left side of your pics) behind your cockpit with the first fuel lines? But I see two possible problems: 1. Why are you cross-/x-feeding fuel from left to right and then right to left again? 2. the 2-to-2 adapter is - fur sure - only connected to one fuel tank, you cannot build a "loop" in KSP (while in the construction buildings at least). Honestly I am not even sure I understand how you magicked that part onto your craft ... *tilts head*crosses eyes* ... no, cannot tell ... is it even a part I know??
  6. FAR does that?? It would be cool, if Squad could use some simplified physics calculations on parts in atmospheres - or postpone calculations in a "what happened to that stage though" way - but options one seems more likely.
  7. I did not check yesterday and now I wont see my Kerbals till Sunday - was the CoL displacing bug squashed too? And if not I would like to repeat my question: Is it just a display issue in SPH or will the craft actually use this CoL in the game?
  8. Pictures of this wonder-plane and the schematics (craft file ...) would be most interesting!
  9. Revert - most likely not. But you can try and find the old installation files.
  10. Further experimenting with new parachutes and hacking them to my needs. And some spaceplane building - beginning to think I should practice with small and light more first ...
  11. This THING only wants to take off if I boost speed with the rocket engines on the runway - and it only takes off because the runway drops at the and ... and then it wants to pitch over in a backflip ... I know I should move the rear landing gear closer to the CoM, but then it will sit on its tail ... the back is quite heavy. An earlier design had half the fuel behind the cockpit, but that made it even more impossible to raise the nose for takeoff. http://imgur.com/a/jBItN#0
  12. Found these commands in the Kerbal Parachute Mod from Kreuzung / Vanguard Technologies - are these mod specific or standard? Although putting it in my part.cfg made it fail to work.
  13. Thank you, my friend! And sorry for ... whatever stone I got rolling in your thread ...
  14. There would be the same amount of fuel and atmosphere, there actually is while flying horizontally, which is what I am doing (to play with the game engine) I turn the rocket 180 an suddenly the thrust seems to crush the tank - accelerating to 500m/s should be the same as slowing down, it is the same change in momentum.
  15. So I thought, why not pack a normal parachute under a drogue and use one part for both - well, I took the Module call from a drogue and slapped it above the Module call of a normal parachute - it works! Success? Somehow it doesnt feal right. When opening they seem to semi-deploy both, then at 2500m the drogue deploys fully and at 500m the normal parachute - but I THINK they add their DeployedDrag? Or is it always the higher number? If they add up, I should lower the second value so the sum is right in the end. I would also like both chutes to look different and maybe have different sizes - can I avoid fulfletched modding for starters and hack in some values and pointers to textures from other parts? Funny thing: The open parachute part right click menu shows the Cut Chute option twice - if used once the parachute is "invisible" but continues to function. // --- asset parameters --- mesh = model.mu scale = 0.1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, size node_stack_bottom = 0.0, -0.020649, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, -0.020649, 0.0, 0.0, -1.0, 0.0 // --- FX definitions --- sound_parachute_open = activate sound_parachute_single = deploy // --- editor parameters --- cost = 400 category = Utility subcategory = 0 title = Mk25-2n1 Parachute description = The large Mk25-2n1 combines the drogue with a regular parachute. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,0,1,0 // --- standard part parameters --- mass = 0.4 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 3100 breakingForce = 100 breakingTorque = 50 stageOffset = -1 // ----- DO NOT EDIT BELOW THIS POINT ------ MODULE { name = ModuleParachute invertCanopy = true autoCutSpeed = 0.5 capName = cap canopyName = canopy semiDeployedAnimation = semiDeployLarge fullyDeployedAnimation = fullyDeployLarge stowedDrag = 0.22 semiDeployedDrag = 4 fullyDeployedDrag = 170 minAirPressureToOpen = 0.007 deployAltitude = 2500 deploymentSpeed = 1 semiDeploymentSpeed = 1 } MODULE { name = ModuleParachute invertCanopy = true autoCutSpeed = 0.5 capName = cap canopyName = canopy semiDeployedAnimation = semiDeployLarge fullyDeployedAnimation = fullyDeployLarge stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.01 deployAltitude = 500 deploymentSpeed = 1 semiDeploymentSpeed = 1 } }
  16. Is it FAR or DR that lets my fuel tank burst when my test rocket makes a 180 to retrograde to slow down at full thrust? LV-T45 Liquid Fuel Engine AIES MER-6 Fuel Tank probe core, SAS, parachute
  17. I too get the displaced CoL - is it just a display error or will the craft use the wrong CoL when launched? What I also have, is that my action groups forget one half of my plane. I set them up to control intakes and engines - which have been placed with symmetry - but when I pick up the parts, single or just in a portion of the craft, on the runway the action groups only control the original parts and wont control the symmetrically attached parts on the other side. And: Which parts get "modded" by FAR? I am using the SpaceJunk Cargo Bay, will it get FARs drag and shielding?
  18. TAC Part Lister for VAB counts parts, shows total mass and lists every part with its mass, clickable to highlight and identify faster on your craft. Kerbal Engineer Redux is a really useful tool during construction and to view inflight information, I like it for its simplicity. MechJeb is another one with loads of optional autopilots.
  19. If you never landed on anything, built your lander first, hang it a few feet above the launch pad with the clamps, let it drop to see if the landing gear can carry your lander and you have enough space under your engines. Especially useful if you plan to bring a rover along and want to transport it under your lander. Also try to get a Kerbal out of the pod and back in - believe me, I thanked Kerbol for my patience to do so, had to redesign my first Munar lander several times before I found all my mistakes! Basically test and train as much on and around Kerbin - at least if you are roleplayer enough to care about your Kerbals and the (not yet existent) budget of your agency, else you can just fire up and kill man and money - and time - as much as you want.
  20. http://kerbalspaceprogram.com/tac-part-lister-0-2025may/ Counts parts, shows total mass and lists every part with its mass, clickable to highlight and identify faster on your craft. Also good to find the odd bugged double-part-in-same-place.
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