Jump to content

Sirrobert

Members
  • Posts

    2,630
  • Joined

  • Last visited

Everything posted by Sirrobert

  1. Good point, that also works. My way is for when you want an entire craft (or part of craft that includes the root) in the subassamblies, 5thHorseman's way is for when you want a part of a craft (that does not include root) in the subassamblies
  2. It took me awhile to figure out what it is that you actually wanted out of your suggestion, but you want a Kerbal Alarm Clock. It keeps track of upcoming SOI changes, planned manouver nodes, that sorta thing. That's a much better solution than trying to mess around with timetravel
  3. After you load a subassambly, the ROOT part of the craft that you saved as subassambly will be the only part with available connection points. By default, the root part is the part you placed first. So when you make something a subassambly, either build it as sumbassambly (so start with whatever you want the connection point to be. Most likely a decoupler or something), or use the new VAB gizmos to change root part. The 4th gizmo lets you do that. Select it, select the craft, than select the desired new root part. After that, drag the craft by it's new root part to subassambly save.
  4. Or, just add a new tiny probe core in the desired orientation. If you have a 200 part rover, an OKTO2 isn't going to change anything about the ballance anyway
  5. Remember that Duna does have a very thin atmosphere, so you'll need more parachutes to safely land than you would on Kerbin
  6. Are you sure it's based on root part, and not the orientation of the controlling part?
  7. Multiple craft files, everything I build in the past few days it seems. I also think they all contain some modded parts. I will take a look and see if I can replicate the problem with a stock rocket and upload that file, though I can't imagine how the payload would influence Mechjeb's staging. Clamps are not a factor here, they are part of the launch stage
  8. No, if you're going to make it that complicated you'll go right back to the old, shelved resource system with 10 different resources, and 20 ways to mine and refine them. It needs to be simple. Mods can add complexity to it, but the base system needs to be simple. It needs to be possible to make an entirely closed loop system for Kerbals to live on, at a large cost in electricity and weight. Something that might be to heavy to just bring along on missions to planets, but would allow for permanent independant crafts (station and ground base). It needs to still be possible, if difficult, to leave a station on LKO, timewarp to Elloo, and have the station still be active
  9. I... what... how... Is it even possible to rack up several gigabytes in only text files? How many do you have?
  10. Use the comunity tech tree to better organize all your part mods in the tech tree. And we have plenty off sorting options already in the VAB/SPH. Use those In short: mods can be used to do fix problems caused by mods. Use them
  11. You can't mount something sideways in space. Only way to reconfigure is with docking ports. But you can put the tanks on sideways and launch as usual, with docking ports on top and bellow the orange tank (so you can make it even bigger in space). Remember, you'll probably still need a few more engines than just 2 per orange tank
  12. This mod is awesome. Funny side story: I currently have 2 boxsats en route to Duna to serve as my Relay satelites (1 for Duna, 1 for Ike. AnteannaRange, so that's enough). While building them, I saw I had unlocked a new box science part (the accelerometer). I figured, why the hell not, extra science. It wasn't until after they were already en route to Duna that I launched and tried out the same satelite for the Mun, and remembered that, duh, accelerometers are useless in space. Facepalms all around
  13. Nope I can still quicksave and than revert just fine. I'm pritty sure revert is disabled once you switch focus to something else (quickLOAD, switch ship, go to space center, that kinda stuf)
  14. What the hell is that green sack at the back of the rocket at seperation from the plane? http://youtu.be/BOaJWoVLhAc?t=1m2s
  15. So completely unrelated to the discussions, but it is to the video: What the hell is that green sack you see when the rocket seperates from the plane? http://youtu.be/BOaJWoVLhAc?t=1m2s
  16. You can actually use a docking port as decoupler in this scenario, and completly skip the decoupler/seperator
  17. So I have started running into a very weird bug(?) with the accent autopilot. The autopilot consistently keeps staging the first stage (after liftoff) mere seconds info the flight. While the stage still has MORE than enough fuel left. This happends both with Autostage on and with Autostage OFF. Screenshots: Before After Even entire half rockets I am the latest devbuild. I am also running NEAR, and the NEAR Mechjeb plugin
  18. I'm pritty sure there is a thread somewhere in the tuturial section explaining a fix
  19. Shadows are an intigral part of graphics options, in all games
  20. I just rename them to debris, so I don't see them. They are still there, I just don't need to give a crap about them anymore
×
×
  • Create New...