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Dawun

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    Bottle Rocketeer
  1. Thanks for the quick reply, the part I want is from the mod "MK3 Fuselage Expansion Pack", I only really care about the Mk3 Cargo Bay and the MK3 MSM (Mission Support Module) parts, the rest aren't worth the time imo (adapters, fuel tanks, etc). I believe the Cargo bay would just need rescaling, however the MK3 MSM part has fuel cells that convert fuel (unfortunately Liquidfuel/Oxidzer) into power and it's probably not balanced for RO. Thanks for taking the request!
  2. Hey guys, I'm sure its been said before but thanks again for the great work you're doing here. I know its been said many times that "unsupported" mods receive no support but I suspect my issue is a simple one and I just lack the experience to fix it. I believe that the RO mod itself scales up all the stock parts, no? I've looked around in the config files and I'm pretty sure I'm seeing some kind of scale factor. I had thought that downloading an extra part (an mk3 cargo bay, which is "kerbin sized" - smaller than the RO parts) and then scaling it up would be as easy as adding another line to the config file scaling up the stock parts, and I've spent several hours trying to get this to work but haven't managed any progress. Am I skipping some simple step that would let me tell the RO mod to scale up an extra part or is it not as simple as that? If it would require major tweaking of the mod I'm totally willing to let it drop. Thanks!
  3. I haven't done too many rockets - which sounds like what your probe uses to be launched - but I have had the same problem as you. For interplanetary travel you pretty much need nuclear engines, they are over twice as fuel-efficient as any other engines (except ions). I've found that the best way is to have some big engines, depending on how heavy you are at that point, can be the LVT series or skipper/mainsail, to get yourself into orbit. Bring along a pair or two of nuclear engines as well. This is a case where I have found that there isn't one engine for the job and that its better to have multiple. Here's an example of my ship's engines: http://postimg.org/image/dqpovaz0r/ It reaches Kerbin orbit with more than enough fuel to make it to Duna orbit, despite how heavy it is. You get fairly long burns (~12min) but if you divide it like you did with your 2x lunar assist then it works out well. I can't answer much about which engine is good for each stage because I pretty much have done only planes :/. But I use jets to get to around 30km, then turn on the big Skippers and the nuclears to get to Kerbin orbit. Once I'm in orbit I use the nuclears for everything. I do recommend you use the moon of Duna to slow yourself down when you enter Duna's orbit, its the same maneuver as with the Mun but backwards
  4. Thats a good idea, but in the end turns out that SAS doesn't work properly even if you turn it off and back on when you switch. It works okay for a few seconds, but then tries to re-orient the plane again >.> I gave up on the multiple cupola idea, instead I removed the bottom and rear cupolas, put a normal cockpit in the front, and stole an idea from the AWACS aircraft and put a command post thing on my plane. Might be draggy but oh well. It looks like this: http://postimg.org/image/4wglhj1p1/ http://postimg.org/image/jcwlkzmtl/ http://postimg.org/image/dqpovaz0r/ http://postimg.org/image/zawmksu2r/ It started out as just the cylindrical fuselage thing, but then as I wanted to carry more and more mass up into orbit I started adding on. I have a competition going with some friends to get a spaceplane to Duna's surface and back to the KSC without dropping any parts, refuelling, or in general any assistance. I can get this plane up into orbit with just under eight thousand oxidizer and the corresponding liquidfuel. According to some calculations I did that isn't enough for my Duna trip :/ It might not be too visible, but there is a pair of nuclear engines right below the skippers. You can see them in the third link.
  5. Hey guys, I've been building spaceplanes here for a while (although I haven't posted here before) and I've come across something that might possibly be considered a bug. I've searched around for other people with this problem but I couldn't find any useful information. I have a rather large plane now, and challenged myself to fly it into orbit fully in IVA mode. Since the plane is so big I have four Cupola command modules with a kerbal in each, one each on the top, bottom, front, and back of the plane. I think having so many views is a much nicer way to fly (and easier for dockings/landings). I do the ground roll and takeoff from the runway, set my pitch at roughly fifty degree and turn on SAS. This is all from the front cockpit. The SAS is now set to point, say, fifty degrees above the horizon (I believe the default direction is East?). Then I switch command pod using the "v" key and I'm looking through the eyes of the bottom command pod. This command pod, naturally, is pointed roughly ninety degrees downwards from the front command pod, and this appears so on the navball. The SAS, however, now wants to point this cockpit 55 degrees above East, and the whole plane starts to rotate such that the bottom cockpit is facing the way the front one was. This means that the only way I can switch views while flying my plane is to hit v and then very quickly double tap t, to reset the SAS to the new cockpit direction. This doesn't work very well though, and makes switching views a pain. Is there any way to have this done automatically or avoid this?
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