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Bottle Rocketeer
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I didn't mention it in the video, but the second video was posted in 4x normal speed. And all the mods I used are in the description of each video. (I keep all the original downloaded mods in a separate folder in case I have to reload them) @MisterFister, thanks for the writeup, you have some interesting points. And just so everyone is clear, I "built" this station because I learned how to dock ships. I in no way had any vision of it getting this big or even trying to move it (the tanker/main engine was a huge after thought). I was not surprised that at first the station was unstable at first. But thanks anyways for taking time to help me through this problem, it is much appreciated. And now just for fun I'd like to see if I can get this thing to work stably And if anyone wants further details whether is be more video or the .sav files (gota learn how to post those), let me know. The "new" tanker I sent up was almost exactly the same as the original one minus the QS. Only thing different was I added those out-jutting supports (that I jettisoned) and moved some lights around. And yah, I know my troubleshooting technique went out the window with this one, but I didn't take this problem to seriously. I can certainly launch the QS version of the tanker and see if the problem reoccurs. And are you saying that I can set the QS to an action group? I did not know I could do that but I will try that when I launch the tanker. I know the station is not the most stable design (again, I never really intended this station to be built this far), but I will see what other stability options I can get from other parts. @MarvinKitFox, I over engineer EVERYTHING Maybe 8 QS per support arm was 1 to many, but now I know that As for the double stacked docking ports, thats a mess upon my part. I'll try removing one of them. Thanks again for the help and support with this seemingly (to me) not important problem.
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I turned SAS off one time and it still wobbled itself to death. Plus I don't think that would stop the forward movement. I'm realliny starting to think its a mod causing the problem. As for moving the station, that's fairly simple. The main engine in the rear does a fine job of moving the station. But I do think I will send each piece out to Minus by itself.
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This station is meant to move. It will eventually go to Minus. I did not initially use the struts, and when I fired uup the main engine the two side capsules would break off. Hence the reason for the struts. The design was not thought very well , I. Was just making a stsaion at first then I decided to try and move it to Minus. But I do think your right, I'll removen the struts and see what happens. Can I just uninstall the quantum strut mod and try re-docking? Or do I need to "land" the tanker send another one up without the struts? Sent from my POS phone
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This is the 5th or 6th time I've reloaded and tried re-docking. I thought it was a glitch the first time because I docked rather hard. In the video you can see me throttling backwards away from the station just as the docking coupler starts to pull me in. I did this in an attempt to slow my docking speed and to see if pulling backwards would stop the accelerating...it did not. I've left SAS and or RCS on in the past even after I dock and the oscillations get really bad almost immediately, but if I turn them off the start them back up its not too bad. One time, as soon as I docked I went into time warp and I did not accelerate but the wobbling got REALLY bad and I broke up almost instantly. When my station broke apart, most of the parts fell "down" (in relation to the planet, not towards the planet but parallel and downwards). So maybe I could un-dock all my station parts, the re-dock in a different order? That could prove to be fun I'll give it a shot and see which part is causing the issue.
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Hope this is in the correct section..... I recently learned how to dock ships in orbit (thanks Scott Manley ), but now I am having issues with my station wobbling and eventually rabidly deconstructing itself. Here is a video to explain it better. In the end I fired up the main engine to try and move since all other attempts where unsuccessful. If I had dont nothing the stations would eventually wobble until it broke apart. Does anyone have any idea what may be causing this? Here is a list of the mods used, KSP v.23 Kerbal Alarmclock v2.7.3.0 Editor Extension v1.1 Procedural Fairings v2.4.4 Engineer Redux v0.6.2.3 Docking Port Alignment v3.01 Quantum Struts v2.0.3 KW Release Package v2.5.6B These mods where a suggestion in one of Scott Manley's videos except for Quantum Struts. I recently added that mod because I was having structural issues with my stations. Rather than redesign the station, I opted out for a mod
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Satellites not communicating
TheGamingVortex replied to TheGamingVortex's topic in KSP1 Gameplay Questions and Tutorials
Well this has been very helpful, thanks everyone. So basically I need more dishes (or I could have a bug, which is not to likely). I dont mind building bigger probes with more hardware Now I have the fun task of knocking the existing satellites out of orbit and watching them burn up. Even when your best plans go wrong you can still have fun in this game -
Satellites not communicating
TheGamingVortex posted a topic in KSP1 Gameplay Questions and Tutorials
I'm having a problem making my Kerbin-stationary satellites communicating and routing other coms through them back to HQ. I have 3 geostationary satellites around Kerban (and 1 in a polar orbit at 2,868,750 ish). Each Comsat has one antenna dedicated to "active vessel" and one or more antennas pointed to the other Comsats. The satellites will communicate if they are specifically targeting each other, but if they are set to "Active Vessel" they will not synch up. I thought you could just set these things to "Active Vessel" and it would auto synch to any active antenna in range. I tried sending a probe to Minus after my Comsats where in place in the hopes of constant communication. After I left the range of the space station the probe locked onto one of the Comsats, but I still lost communication to the space station. The map showed a communication line from the Minus Probe to the Comsat, but I had no control because it was not routing the signal back to the Space Station. I thought this was just a bug or glitch so I reload and re launched with the same results. The Comsat in question shows that it has a signal from itself to the space station, but it wont rout the Probes signal to the Space Station. I dont know what to do anymore. I didn't think that setting up satellites would be this difficult. I am using all the mods Scott Manley is using in his Interstellar Quest videos, that that matters any. Thanks for any help you guys can offer. -
Show debris in map view in 0.20
TheGamingVortex replied to nothke's topic in KSP1 Gameplay Questions and Tutorials
Does anyone actually collect debris, and is there any point in recovering trash? I'd like to go clean up my orbit just so I can get good as rendezvous and "docking". -
It would have been awesome if Scott could have said "Fly safe" to the last manned NASA flight crew.
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Show off your awesome KSP pictures!
TheGamingVortex replied to NuclearWarfare's topic in KSP Fan Works
These are only "awesome" because this was the first time I'd ever been to the Mun and back (this was in the demo about 3 ish months ago). I know everyone has done this and seen this, but I did this and thats what makes it awesome..to me -
Component Space Shuttle V 5.0.1 (July 14, 2013)
TheGamingVortex replied to Cepheus's topic in KSP1 Mod Releases
New forum member here and new-ish Kerbal player (only a month old ), but will this shuttle work in version 0.20.2.186? I ask because I tried one version (CSS Space Shuttle v 4.0.0) and it looked like the texturing wasn't right (it was covered in grainy lines). I dont know to much about modding games, but Kerbal is strait forward (and my brother is a closet coder, so he helps me out). I am running a few mods already (about 8-10 and 99% of them came from the space port), so I dont know if any of them are interfering with the CSS mod. Please kick me in the direction if this has already been answered/fixed. I apologize if I'm bringing up an old topic, but I am new to this forum and new to KSP.