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Tinyboss

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Everything posted by Tinyboss

  1. Ahh, so you can't control right/left and shallow/steep independently. That makes sense.
  2. How do you get two dimensions of output (right/left, shallow/steep) out of one dimension of control input (roll)? Genuinely curious.
  3. It's a unique tank that I've always enjoyed using. I'll be disappointed if they go through with this.
  4. Pretty sure mine was a capsule on top of an SRB. Not sure whether it had a decoupler or parachute.
  5. Sounds like the OP has this sorted, but for anyone else who comes here looking for help with these missions, here's my routine: First, I do an EVA at the space center and put down a flag. Then I turn flags on in the tracking center view, so I can easily locate the KSC. I line up my view so that the camera is in the plane of the target orbit, i.e. the orbit just looks like a straight line. I run time acceleration until the KSC is just crossing the plane of the target orbit. I make a note of roughly which direction the target orbit is (e.g. north by northeast), and then I go do my launch, doing the gravity turn in the direction I noted earlier instead of straight east. Then as Sirrobert said, match periapsis and apoapsis. It usually requires a very small adjustment after that to get everything matched up.
  6. You could call it complaining, or you could call it doing the tester's job. Up to you!
  7. With the "Outsourced R&D" strategy, it's trivial to max the entire science tree without leaving LKO or running a single experiment. Put it at 25%, do enough easy missions to get up to solar panels, then stick a guy in orbit, and farm "science from space around Kerbin" missions for easy funds and science. Once you have enough funds to upgrade your admin building, put it at 60%, and easily pile up enough science (10k) to never have to worry about it again.
  8. This is AWESOME! One question, though: I'm still unable to attach a wheel to a Not-Rockomax Micronode. I had hoped that forcing surface attachment with alt-R would let this work (it would be a great and space-efficient way to attach wheels to the ends of robot arms), but apparently not. Am I doing it wrong, or is it still not possible?
  9. I did a quick test and SAS torque appears not to have any effect on a Rotatron. Here's my test rig: I tried it with SAS on and off, and with "control from here" set to the probe core under the Rotatron, then the one above it. Rotation rate was identical in all scenarios.
  10. When I started my latest sandbox game, I used Kethane's debug mode to reveal all deposits rather than building and flying a scanning satellite for the dozenth time. Also, I regenerated the deposits until there was at least one on the Minmus flats near the equator.
  11. I just had another pie-in-the-sky idea (I'm sure someone has had it before, but a "kas" search in this thread didn't find it). It sure would be amazing if we could have a part that acted like an EVA Kerbal for the purpose of grabbing and attaching KAS parts! Then we could have modular bases that assemble themselves with the help of a robot arm with this little "artificial Kerbal" on the end of it. Maybe it's impossible? Maybe something to ask the KAS guy(s) for? Just throwing it out there.
  12. Awesome, awesome, awesome! And the video doesn't show it, but does adding some more parts onto the pile work as expected after the hinge has moved? To reiterate: AWESOME!
  13. Your pistons are probably attached backward; the intent is that the bulk of the piston is clipped inside whatever you're mounting it to, and just the head is peeking out. The gantries function a little differently that you might expect, due to a limitation of moving parts in KSP. You can only attach one stationary object to the gantry. Everything else, no matter where you attach it, is going to move when the gantry moves.
  14. I made a...whatever this thing is...with the rework parts today. It's surprisingly driveable!
  15. I apologize if this has been brought up in any of the previous 4320 posts, but the "click-through" behavior of the IR GUI is just killing me. I can't count how many times I've grabbed a bunch of parts accidentally as I interact with the IR group manager window. I think it would be a huge improvement if clicking on the IR window didn't also act like a click on whatever's underneath it. This thread appears to have a solution. This is my favorite mod right now! I'm having so much fun with it. I hope this bug can be fixed as easily as that thread seems to indicate.
  16. Today I made a stable, one-Kerbal rover with nice widely-spaced wheels, that unpacks from a space about the size of a FL-T400 fuel tank. It's really fun to drive on Kerbin, and I hope to try it on Duna soon. To deploy, hold L until it stops moving, then hold P. To repack, hold O until it stops, then hold K. Although KSP couldn't care less, I wasn't satisfied if the legs clipped through each other at all during deployment, hence the two-step process. .craft file: https://dl.dropboxusercontent.com/u/1189614/Rascal.craft
  17. Today I built the "Rascal" rover, a small but stable rover that packs into a tiny volume. It needs Infernal Robotics (Rework parts) for the, well, robotics, and the fairing is from Procedural Fairings. I used of TweakScale to get the small wheels, headlight, and RTGs. The Rascal works great on Kerbin, but it's not worth using on Minmus (only two places I've tested it). I bet it would make a good Duna rover. I might try that tomorrow. Even though KSP doesn't care, I took the trouble to make sure the legs don't clip through one another while deploying. That required two separate motions, one to twist the legs away from each other, and then the one to swing them down to the ground. Rotation limits are set so that it can be packed back up into "travel mode" after deployment as well. <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="//imgur.com/a/g537P/embed"></iframe>
  18. Oh, now that's exciting! Making origami rovers and Kethane refineries that pop out of small(ish) procedural fairing pods would be so much less fiddly.
  19. So I've read several times that moving parts in the VAB is not on the to-do list. For the things I've wanted to do, a "procedural wedge" part would do the trick. Just imagine a hinge that's stuck at whatever angle you set it to in the VAB, and doesn't move after that. Or maybe just a non-procedural set of "shims" with useful angles like 45, 30, 15, and 5 degrees. If that's something KSP can theoretically handle (stack nodes that are angled) then I might even try that myself, since it's just a few dumb parts.
  20. Wow, these rework parts are GREAT! Exactly what I was trying to do before, super easy to assemble, and much better-looking, too. Time to get building again...thanks for all the help!
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