

MrUberGr
Members-
Posts
97 -
Joined
-
Last visited
Everything posted by MrUberGr
-
Same for this... It's got an OCTO 2 core, and can't get any simpler...
-
Nope. They don't have any sort of control. Just "stop/go". They don't even ignite by staging...
-
Yeah I forgot to include it. Edited the first post.
-
So I made this small vehicle to take up into space for fun. The problem is that it has no pitch or roll control. Yaw works fine, roll works like a slow yaw and there is no pitch whatsoever. Any ideas?
-
I'm looking for a mod that can introduce a small size reaction wheel part. The size of the FL-10 RCS tank for example. Is there such a thing?
-
Does the mk2 crew cabin not work? I can't see the kerbals to be able to EVA them. P.S. Still using 0.23.5 and the corresponding version of SP+
-
The problem is hat when you make a small craft you often don't have enough space to put the gear "more to the back". This problem doesn't occur with the ingame MK1 cockpit. It just snaps perfectly straight into position. BTW, this (or the fix to this actually) would be really cool.
-
RCS thrusters control?
MrUberGr replied to MrUberGr's topic in KSP1 Gameplay Questions and Tutorials
Whaddaya know. Mechjeb does this. If you untick "use RCS for rotation" at RCS balancer, then pitch, yaw and roll don't use RCS. -
Do your spaceplanes launch normally? And by normally I mean straight without having to put heroic efforts to keep it straight?
-
RCS thrusters control?
MrUberGr replied to MrUberGr's topic in KSP1 Gameplay Questions and Tutorials
I expected of some sort of configuration, like you can do for aerodynamic control surfaces. Eh well... -
Is there anyway to control what commands the RCS ports follow? For example, I would only want them using "I" and "K" while letting the rest to the reaction wheel.
-
I edited the post saying I got it. I hadn't taken the folders out of SP+ Gamedata, and into the KSP Gamedata. I just put the whole thing there. Now, I've been playing around with it, and I've noticed that when I make a small jet with SP+ parts it goes unaturally fast. It reaches 320m/s really easily at 300-400m. Is that how it's meant to be? Second problem I've encountered is that I'm not sure whether the landing gear attaches straight on the MK2 cockpit. Every launch I do, swerves either to the right or to the left, and I have a rather hard time keeping it straight. Finally, I reached ~300m/s by tail wagging. Wasn't that fixed in KSP?
-
hi! I got this addon and I have to say it looks really sweet. My only problem is that I'm missing half the parts of it for some reason. I got it from curse yesterday. I tried removing and re-downloading twice. Today, I dowloaded from this link, from dropbox. Still, I dont have the: - 4 Fuselages - 3 Mk2 to 1.25m Adapters - 2 Mk2 Cargo-Bays - 13 different Wing segments Any ideas or suggestions? Edit: Got it... Didn't know I had to take out another folder out of the one you download
-
I'd like to ask if there is a mod with a MK2 pit of some sort, (meaning in the shape of the mk2 fuselage). Also, I've read about KerbPaint. Where can I get it from? --- heh, the word was filtered out... *place from where you steer a plane*
-
From the description I figured it was some sort of "arm" that will extend in order to catch the other aircraft. I touched the two and it worked.
-
So, I just downloaded the newest version of the game, and the grabbing system seems to be very interesting. The only problem is that it doesn't work... As you can see here, it won't grab the other vehicle. Does anyone know why?
-
little wonders workshop: all my best planes and more
MrUberGr replied to eorin's topic in KSP1 The Spacecraft Exchange
Thanks alot! -
little wonders workshop: all my best planes and more
MrUberGr replied to eorin's topic in KSP1 The Spacecraft Exchange
Awesome, though I had some problems. First of all, I can't load the UFO SStO for some reason. I got V0.23.0.395 I think Secondly, there is no action group for the mantide jet car. Dunno if it's supposed to do something more than toggle the jet engine -
Mun Rover Design review!
MrUberGr replied to MrUberGr's topic in KSP1 Gameplay Questions and Tutorials
The rover is meant to rove . I got a space station orbiting Kerbin. Soon I will get one to orbit the Mun. Then, I want to build a small base on the Mun. In the mean time, I want to get a couple of rovers to run around on the Mun. And, basically, to be able to go through the craters and not around them! -
Mun Rover Design review!
MrUberGr replied to MrUberGr's topic in KSP1 Gameplay Questions and Tutorials
How could I increase the weight of the first rover? It's already crammed up, pretty much no more space left on it. 1) Tbh, in turning, it's doing much better than plenty of my other designs. Exactly because it IS so wide, it's nearly impossible to flip. The problem that I did have is that it would go head-over-heels when braking, but, I solved that by disabling the breaks in the front wheels. -
So, some time ago I started a mission to for the Mun. All went smoothly, until my two rovers hit the ground. I was using the "RoveMax M1" wheel, and six of them, on a relatively small and light rover. The result was a rover with barely any traction. So, now, I managed to get some time and built a new rover. It's a weird design. It started out to be an 8 wheeler and a rather large one too, but, on the way I accidentaly hit "Launch" and saw that it was pretty decent as it is. So with a few improvements I believe it's mostly ready to be sent up to the Mun! I would like a "review" of a sort because I don't want all this and more effort to be wasted when I reach the surface of the Mun. Any suggestions for improvement are welcome! Failed try: So, here is the first idea: The "Mistake": The pimped up: A look under the hood!
-
Rover not getting any traction?
MrUberGr replied to MrUberGr's topic in KSP1 Gameplay Questions and Tutorials
How can you designate which wheels will brake or not? There is a lock/unlock steering option, but no lock/unlock braking . I made dis: What do you think? Pretty steady and when it happens to liftoff I can manage it in the air with the reaction wheels before it lands. Plus turning on SAS will most likely prevent flying in to the air on a hard turn. -
Rover not getting any traction?
MrUberGr replied to MrUberGr's topic in KSP1 Gameplay Questions and Tutorials
Hmm, indeed. The suspensions are barely flexing at all... I used these ones because on Kerbin they do so much better, plus they are faster than the small ones. So you suggest either smaller/less wheels, or heavier rover? -
So I built this rover and sent it to the Mun. Now that I'm there it seems to be completely useless. It takes to long to steer and it's acceleration is crap. Why is this happening?