Jump to content

CaptainKipard

Members
  • Posts

    4,002
  • Joined

  • Last visited

Everything posted by CaptainKipard

  1. You can try using docking ports instead of decouplers, and assigning them to action groups, but that's not available to you from the start.
  2. Docking ports can have fuel crossfeed disabled outside the VAB
  3. I could be a real a*#hole right about now, MaverickSawyer. We're living in an information age, there's really no excuse for not knowing a simple shape like the tetrahedron. Also I really don't understand how anyone could possibly think that a three-satellite coplanar arrangement gives you complete coverage. To be fair, your answer and that of docfish is perfectly valid, it's just that it's an answer to a different question than the one I posed.
  4. I've found this thread and I'd like to use this for my comsat network but putting it into practice without simply rendezvous'ing with existing markers seems a little difficult. Has anyone done this? Can I deploy this network with a single mission or two missions at most? If so, how? I can achieve the eccentricity and inclination with no problem but I'm not sure how to get the true anomaly timed correctly for all satellites. Thanks for helping.
  5. Has anyone noticed that if you manually create a node with only a prograde increase and print nextnode:deltav:mag and nextnode:prograde, those two show lightly different results? Well I could but I'm not really in a position to know what's right and what's not without playing with it first. It begins with me reading something and then getting frustrated because it doesn't work as advertised. The best I can do is report bugs, which might turn out to not be bugs at all but obsolete code.
  6. how do i get the dv of a node that was created manually? node:deltav:mag doesn't work for me. EDIT Nevermind, it's nextnode. All the documentation says "node". Terrible.
  7. Having multiple docking ports along a stack seems to confuse KER. Is there anything I can do?
  8. Thanks for the quick response. Let's say I make the AblativeShielding amount really small. Will the pod burn up after the shield runs out? Also does the @ symbol make that value supersede the the default value?
  9. How can I add FAR and Heatshields to other pods like the FASA pods etc?
  10. Yeah I've seen those, but that doesn't really help that much. Additionally I use FAR so they don't even apply to me. I realise it's a very difficult question. I've now worked out that if I keep burning the last lifter stage while pointing just below the horizon, it allows me to keep the ApA fairly constant while increasing the PeA a little untill it runs out of fuel. Thanks everyone for trying anyway.
  11. Congrats. With practice and better ship design you'll be able to shave even more off of your dv expenditure. Google asparagus staging, and check out Scott Manley on Youtube. He's got a few KSP tutorials for beginners. Alternatively use Kerbal Engineer and manually keep your Atmospheric Efficiency at 100% at most.
  12. 8688.54 m/s is almost twice the amount you need for Low Kerbin Orbit. There could be any number of reasons you're not getting up there: 1. Bad/No staging. The ship in the pic has no radial decouplers at all. You need to drop empty tanks. 2. Bad launch profile. instead of going straight up, and then straight at 45 degrees, try to slowly turn so that you're at 90 degrees by the time your ApA is 75km. 3. Too much power. If you're launching at full throttle with 5 engines, then you're just wasting fuel by trying to fight atmospheric drag. Keep your thrust-to-weight ratio at about 2 in lower atmosphere. You should grab Kerbal Engineer and design your rockets more intelligently with it. Also nose cones don't do anything unless you have Ferram Aerospace Research installed. In fact they just add dead weight.
  13. This mod allows you to make notes in KSP itself. It's still in development but eventually you'll be able to load images in it as well, like the Kerbol dv map.
  14. That's not entirely right. Both PeA and ApA above the atmosphere means a stable space orbit PeA in upper atmosphere and ApA in space is useful for aero braking but after a few orbits will result in a decaying orbit and crash/landing PeA in lower atmosphere and ApA in space will result in a crash/landing probably after one orbit. PeA under ground and ApA in space means a crash/landing 100% of the time obviously A sub-orbital flight means ANY orbit which intersects either the atmosphere or the ground.
  15. Oh well I guess I'll just have to determine it experimentally
  16. I'd like to be able to circularise orbits without interruption by leaving behind my final lifter stage on a sub-orbital trajectory while circularising with my ship. How can I calculate the dv required for my lifter reliably for all bodies? If that's too difficult, at least then what is the required dv for a kerbin sub-orbital flight
  17. Everything with the exception of RCS thrusters is modelled and unwrapped, that includes nose gear and main gear, cargo bay doors, and side doors for kerbals. All the doors are now rigged. I managed to make a realistic cantilever bay door mechanism and plug door mechanism of which I'm quite proud. The landing gear could have been rigged a long time ago except I'm still not completely sure how to make things work in unity. It's not as simple as I'd like, or maybe people just aren't explaining it well. I don't see the point of using existing wheels. Afterall if Bac9 can make them then I should be able too and if I used his wheels I'd have to mod them anyway. Actually a detailed noobie gear tutorial is something this community REALLY needs including all the components like: - Shock absorbers - Working torque arms (I've never seen those in KSP) - Turning functionality - Deployment animation (parenting, constraints etc) - Free rotation with constraints for multiwheel gear axle beams. (because if they're rigid, they look weird when you pitch up on take off, or land) The reason is simple. Real planes have their gears hide inside the fuselage and wings. That means custom gears for each addon. Anyway, I still have the following to do - Model, and unwrap RCS thrusters - Finish rigging animated parts - Animate parts - Import and setup parts in unity - Texture everything - Create configs - Test - Test - Test Finally I'm not updating the thread right now simply because most of the work in the past several weeks has been done on things that you can't really show in a screenshot. I'll post a render of the whole plane when I finish rigging. Then I'll be able to show the animations too.
  18. Sorry if this has been suggested already, but could you have the plugin remember positions for each individual scene the way the plugin button window does? Also resizeable window and maybe a drop down list of notes. Also thanks, this is very useful.
  19. That's not what I'm talking about. I think you're confusing airlocks with hatches. An airlock is a separate structure that allows for depressurisation before EVA, while keeping the rest of the inner atmosphere intact. A hatch is basically a door that leads to the next section or out into space like we have right now.
  20. I'm not really sure what's going on here, but I've been quietly hoping for loss of pressure functionality and actual working airlocks for a while. Is this relevant/possible?
  21. One of the weird thing about Skylon is that the the the engine exhaust vectors are not parallel to the spaceplane nose direction. This will make piloting the plane very difficult in space. Is it possible to specify a prograde direction of a command pod part whilst still keeping the geometry aligned to global axes?
×
×
  • Create New...