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    Bottle Rocketeer
  1. Hey all I'm having a hard time designing a lander that can bring three kerbals to and from Eve low orbit. I'd love to see some successful designs form the community! Looking for stock ships that can deliver three kerbals and science gear to the surface, then bring them back. I'm having a hard time designing with the DeltaV and TWR readouts in the VAB, as the readouts dont seem at all accurate when testing the craft. Any and all uploads are welcome! Thank you!
  2. Hey all I'm having a hard time designing a lander that can bring three kerbals to and from Eve low orbit. I'd love to see some successful designs form the community! Looking for stock ships that can deliver three kerbals and science gear to the surface, then bring them back. I'm having a hard time designing with the DeltaV and TWR readouts in the VAB, as the readouts dont seem at all accurate when testing the craft. Any and all uploads are welcome! Thank you!
  3. In real life turbojets are very different from other types of jet engines. The "Jet" engine works best at 5km up, while the "turbojet" works better higher up for the aforementioned reason. The turbojet also delivers more and more thrust at higher speeds, until a max at around 2000m/s
  4. It's already been done. Search it on youtube. The guy basically had to point down just to stop himself from flinging himself away from kerbin
  5. A backlit picture where the plane is completely blacked out isn't very useful to us.
  6. Well, this is supposed to be second nature to you after playing for only a few minutes. You realize that you can only attach objects to one another with the attachment points of the object you picked up. The "root" object. If you have a stack of tanks, and you pick up the top-most tank, with all the others below it being selected, then you can only attach that selection with the attachment points of the TOP tank.... so the inference isnt too hard to make that since you, the player, can only attach parts with the root's attachment points, the subassemblies will work in a similar way. IE., command pods wont work. I hope it doesnt sound like im trying to sass you, because im not.
  7. Like you said, the command pod isnt allowed. So dont have it! Picture a rocket with a command pod on top, two orange tanks below, and a mainsail attached. Pick up the top orange tank, (along with it, the bottom tank and the engine) and drag them to the sub assembly to save it. It's that easy. This means that if you have parts attached above AND BELOW the command pod (like your rocket below, and an escape ladder above) you'll have to save them as two separate sub assemblies. A crown piece, and a bottom piece. Also, the game is not incorrect in saying that the craft has no attachment points, as docking points are not considered attachment points. You've picked up the command pod, which indicates that that is the main piece. That piece has no attachment points. In my example, the orange tank that you plucked off, does have some.
  8. Hit Alt + f12 to open the debug menu. Load the "What-a-Kerbal" Use it for what it's name implies. EVA kerbals from the ship, shoot em till they pop. Problem solved.
  9. Well the "root" is the command pod. They're part of the payload and are left intact (not to mention its the first part on the list) so.....?
  10. Hey all, I had a glitch with Editor Extension, so i had to resort to editing the .craft file to manually delete parts. The only thing I wanted to save was the payload of the rocket, so I deleted a sizeable chunk from the bottom of the .craft file, then saved it. Problem is, when i load the ship in-game, im forced to pick a new cockpit, just as if i was starting a new craft. Then, when i go to pick up the remnants of the old craft, as soon as I pick them up they turn red, and there's no attachment nodes, so they're useless. Basically, no matter how much I "Trim" off the .craft file, it corrupts the rest of the ship. What gives?
  11. Gorgeous bastard. Well done, well done.
  12. -If you survived, you did something wrong. -Remember, more explosions. -Putting more boost in the boosters -Commanding the command pod -Briefing Jeb -Cleaning up debris -RELEASE THE KRAKEN
  13. Well im wanting to release this build to everyone on the forums, as it's a hyper-realistic Apollo landing module, but I don't want them to have to worry about staring off with the crew in the lander. Theres only two crew members available that way, plus their in the wrong part of the ship at liftoff. The real apollo mission had 3 crew and they started in the Mk1 command pod. That's what I need to switch. I want to set the Mk1 command pod to be the Main pod in the ship, while having the lander can as an additional, empty command pod.
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