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LoneRider

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    Rocketeer
  1. exactly. I did not check whether only the kerbals are missing, or the recover process as a whole fails - tried it in sandbox mode and did not check the refunding for the parts. When recovering the decoupled part, the recover window pops up but the mod switches to the main vessel before i can click "done" in the recover window. Maybe that is the problem.
  2. I just tried it for 0.90, but when i recover my not-main vessel, the pilot is "missing in action". Here is what i tried: 1st: TakeOff. 82.3 tons total weight, 4 seats for transporter, 1 in shuttle rocket. Park brakes, fire up 10 TurboJet Engines, release Break when engines turn orange. Liftoff at 110m/s. http://www.directupload.net/file/d/3839/bdkhf8vq_png.html Bring the Plane up to 20.000m at 1.100 m/s and hit Hotkey 1. Solid Booster start, decoupler decouples, and the upper 4 engines of the plane are switched off. Since the rocket is mounted a few degrees up, it immediatelly starts flying upwards away from the plane http://www.directupload.net/file/d/3839/gulsds7b_png.htm Land the Plane somewhere safe. Note the Plugin showing the decoupled rocket. http://www.directupload.net/file/d/3839/wkkdxinq_png.htm After landing, clicked the Button below "Stage 3" with the ship name. http://www.directupload.net/file/d/3839/5t7s25jw_png.htm Game will go back in time to when the ship was decoupled - fly the rocket into orbit (the solid boosters are almost enough): http://www.directupload.net/file/d/3839/dcwb2wbe_png.htm http://www.directupload.net/file/d/3839/fd3nttic_png.htm Reentry into atmosphere for landing. Unfortunatly the rocket is build really bad and too nose-heavy, so it can't be landed. Has no landing gear anyway: http://www.directupload.net/file/d/3839/32s2jsdd_png.htm So just use the parachutes to land savely http://www.directupload.net/file/d/3839/t5amj7rl_png.htm After landing, I clicked "Recover" on the top of the screen (as usual) http://www.directupload.net/file/d/3839/8c7xjfci_png.htm Game went back to Spaceport and immediately switched to the main vessel (no recover screen for the decoupled rocket): http://www.directupload.net/file/d/3839/ofj6theg_png.htm Recovered main Vessel. Unfortunatly something is wrong with recovering the decoupled part - pilot is "missing in action" and parts are not recovered. But at least i could fly them both, and besides the recovering it all worked great
  3. Here are some Pics: 1st: TakeOff. 82.3 tons total weight, 4 seats for transporter, 1 in shuttle rocket. Park brakes, fire up 10 TurboJet Engines, release Break when engines turn orange. Liftoff at 110m/s. http://www.directupload.net/file/d/3839/bdkhf8vq_png.html Bring the Plane up to 20.000m at 1.100 m/s and hit Hotkey 1. Solid Booster start, decoupler decouples, and the upper 4 engines of the plane are switched off. Since the rocket is mounted a few degrees up, it immediatelly starts flying upwards away from the plane http://www.directupload.net/file/d/3839/gulsds7b_png.htm Land the Plane somewhere safe - note only 6 engines working, 4 offline. And the Plugin mentioned above on the upper left side, showing the decoupled rocket. http://www.directupload.net/file/d/3839/wkkdxinq_png.htm After landing, click the Button below "Stage 3" with the ship name. http://www.directupload.net/file/d/3839/5t7s25jw_png.htm Game will go back in time to when the ship was decoupled - fly into orbit (the solid boosters are almost enough): http://www.directupload.net/file/d/3839/dcwb2wbe_png.htm http://www.directupload.net/file/d/3839/fd3nttic_png.htm Reentry into atmosphere for landing. Unfortunatly the rocket is build really bad and too nose-heavy, so it can't be landed. Has no landing gear anyway: http://www.directupload.net/file/d/3839/32s2jsdd_png.htm So just use the parachutes to land savely http://www.directupload.net/file/d/3839/t5amj7rl_png.htm After landing, just click Recover on the top of the screen http://www.directupload.net/file/d/3839/8c7xjfci_png.htm Game will go back to Spaceport and immediately switch to the main vessel: http://www.directupload.net/file/d/3839/ofj6theg_png.htm Recover main Vessel. Unfortunatly something is wrong with recovering the decoupled part - pilot is "missing in action" and parts are not recovered. But at least i could fly them both, and besides the recovering it all worked great Cost: 2 Rocomax BACC solid boosters, 1.2k liquid fuel for the carrier plane, and 300 fuel for the rocket. Quite cheap to get a kerbal into orbit this way... besides he is missing now ^^
  4. ...IT WORKS! Just as it is, with 0.90, tried it a few minutes ago. edit: well, almost. Recovering does not work correctly it seems... pilot is missing in action.
  5. Hi everyone, I just built a carrier plane for a small rocket, intended for simple experiments or personel exchange on stations. The intention is to fly with the plane as high as possible and then launch the rocket for the last meters into space. The Plane itself weights 63 tons and can fly up to 20.000m at 1.100m/s speed. On top of it there is a tiny rocket with two solid boosters (24 tons in total), mounted on a TT-70 decoupler. When the plane reaches 20.000m and the desired speed, the next staging decouples the rocket and starts the solid booster. Since the rocket is mounted in a small angle on top of the plane, it starts going upwards and gets speed rapidly. It would easily reach a suborbital flight route. When the rocket reaches 2.000m distance from the plane, it disappears, and so does the kerbal inside. I know I could build my "plane" that can get out of atmosphere and decouple there, but thats not the intention. Current real life projects are also building carrier planes that bring small rockets up high, and i would like to build that too. Is there a way (a mod or something) to avoid the part deletion in atmosphere at 2.000m distance? If the part that gets decoupled is manned, it should stay alive and be calculated as a new ship, just like in space. The solid boosters in my case are strong enough to get the ship into at least a high suborbital flight so there would be enough time to land the plane and switch to the rocket. Or is there any other way to handle this? Regards LoneRider
  6. I was playing a multiplayer game on a local server, dev version with 0.25 and BTSM. I accepted a mission giving me 700 credits in advance, and now i ONLY have 700 credits - the rest vanished, all gone. I cannot do ANYTHING, no rocket can be built with 700, i cant even take a weather survey mission since i already HAVE an open weather survey mission, and only 700 credits... Anybody has a hint for me? edit: If you have a problem with standings or money, go to the server directory -> Scenarios -> Playername. Here you can edit Money and stuff.
  7. We just tried Server and Client yesterday, and at first it seemed to work. Then i brought a first station part into orbit, started with a ship and tried to dock the second station part. Every time i came closer to the station, the was a little loading time and the station jumped away. And although i was the player ahead, the client showed me the option to sync, and every time i synced, the station jumped even further away. So i disconnected and a friend of mine docked at the station, installing another part. When I reconnected (and he disconnected) i could dock at the station, but his part was not attached - and after i while i found out there were TWO stations now, about 600m from each other, one with his part attached, one with mine...... strange...
  8. And to start Mechjeb you have to add a module. It can be found under the CONTROL tab.
  9. Yes, additional Pods are not filled up automatically. But i think it would be an easy task just to save the crew settings with the vessel. Last time i had to launch my rocket more than 1 time (since i had to revert... it broke apart at some time), and every time i had to change the crew settings again. You start, something goes wrong, you go back to VAB, add a few struts or something, start again - end the number of kerbals has bin changed to max in the first Pod again. It's just a small thing, but it should be right as easy to fix.
  10. Hi, i have build a "pickup taxi" rocket to pick up kerbals that stranded on other planets or whose rockets ran ou of fuel, or just to get kerbals down from my station. Unfortunately KSP does not remember the number of Kerbals I want to have inside the rocket - when you go to the VAB and load a rocket it will always fill the main pod with the maximum available kerbals (at least that's what I experienced). I am using the 3-man-pod but only 1 seat should be filled, leaving the 2 others free for passengers to pick up (there are 8 at my station waiting). Since KSP of course cant save which kerbals to place inside (because maybe they aren't around) it could save the NUMBER of kerbals that were assigned at the moment of saving the rocket. So when you load a rocket, and it has saved "2 of 3 slots manned", it will use the next 2 kerbals from the astronauts building, leaving the 3rd slot empty. Until now i have had 3 successful starts just to see that i forgot to move the kerbals out again. My fault, since i should have noticed on the launchpad, but it would have been easier if KSP hat placed only the number of kerbals inside that were inside when i saved the rocket. I hope this is not nonsense for you Regards LoneRider / Markus
  11. I think it should be possible while maintaining the only-one-parent rule (which is technically required) to add a field for cross-connecting. Like a part has only one parent (sure) but can have other connections to parts up the tree (just a data list with ids of parts). It is just needed to ensure that physics will apply from these cross-connected parts to the other parts as well. It would have to be a side-implementation (as breaking the only-one-parent rule is not possible) but should be possible. Even if you remove the real parent, one part from the cross-connection list could become parent. Which one shouldnt care, because physics are applied for the cross-connecting parts as well, so it just does not matter which one is the "real" parent on engine-side.
  12. You can use Action Groups to shut down a few engines controlled while having the others still throttled up. e.g. on a 4-engine design, when reaching too low air intake, shut down 2 of the engines so the other 2 will work on for a while - now having the double number of air intakes for themselves.
  13. Sometimes when i switch to a lander e.g. on the mun, it gets loaded, then the terrain loads and the lander starts bumping around, sometimes it even crashes. Maybe this is also caused by landing struts being into the ground?
  14. The space center looks great at night... but if you go in the VAB building to build a rocket, look out of the door - it is daytime!
  15. Well, this might be useful, but personally i dont think i need it (have done over a dozent docks without any help like that). You can see when you are not in line with the direction of the docking port and use RCS to burn sideways to correct it by looking out of the window. If it was just a small dot like in your example, it would be ok, but not any bigger please. hmm... might be a help, yes... hmm...
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