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Commander Wilmot

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Everything posted by Commander Wilmot

  1. Ok. I think I did a roll that was to the side but also involved one of the forward corners, but I might try adjusting things. Maybe use a radial dis-connector instead of two docking ports and possibly dumping the trailer at some point. I could also reduce to six wheels by removing the front two from the trailer. I really don't need to break though, the land route is going to be long enough as it is.
  2. I have a design, but have no idea where to go except north. Any one got better directions? What is happening in the album: I made a hum-vee-like design using an old rover chassis, but it was way too big. So I made a small vehicle with a similar shape for the challenge. I had a pain with it with having to get the kerbals inside and then it flipped. Bob (or was it Bill?) was unable to get out and flip it. So, I went back to space center and removed the old one from the map, added a trailer and I sent it out. I found I was missing a wheel (and left Bob out,) but pressed on to rescue (it turned out to be a design issue and not damage while driving.) I then lost the trailer and two kerbals in a roll because of it. I then had no means of picking him up and reverted to the hangar. edit: embeding album not working: use this link until fixed:
  3. If the turn based system remains, I think there should be a difference between short and long range guided missiles, or there should be a difference between long range and short range firing. For example, a short range missile like those I have seen some players make with an srb engine won't get as far and is more point and shoot when it comes to aiming. It might be nice to add a probe control unit to the missile to slightly improve aim, but since you can't kill the engine you only get one shot and less range. Alternately any missile can be launched in one turn (perhaps only under a certain range) but can't be guided in. A player would launch the missile, rotate the missile as he thought necessary to properly aim it, and then would engage the throttle and engine, but would not be able to control or adjust it's flight path after activating the engine. Either way there would not be an unbalanced advantage when launching a guided missile from far away as it would still require two turns giving the opponent a turn to attempt to move and evade or intercept, but would also allow guided missile ships some means of defense if they were fighting in close rather than the waiting two turns to score a hit. Guided Missile ships like mine or zeke's would still probably be at a disadvantage in close range as ships with dumbfire weapons tend to have more armaments from the designs I have seen.
  4. I haven't played any of the wargames yet, I wanted to try some so I made a design. So I can't comment on the rules. I am still trying to get it ready for a prototype stage so I can figure out if it works. It had too many parts, originally the count was 403 which would make it too laggy. Hopefully the fuel tank I put on as a warhead helps with damage, I saw another person's ship later that had similarly designed missiles but without the extra fuel tank. I realize orbits are complicated, but is hitting a nosecone really easier than hitting a frigate/destroyer sized ship on up?
  5. Thanks for the replies. I am using the LV-909 I believe. I will try to do the plugin tutorial and re-watch and reread the Scot Manley and wiki materials on orbital docking maneuvers. I think this pretty good for a first attempt at setting up a docking. I would like to keep this thread open in case I have any more issues before I resolve this.
  6. I am in this orbit, but I can't arrange an intercept closer than 2.5-3.1 kms. Can anyone figure out if I am doing something wrong?
  7. I have a destroyer I am working on finishing and then I will need help testing. I intend to upload it to my spaceport account and the KIDA thread, but I was wondering if anyone here would be interested in testing. This ship might be a bit different as it carries four of these cruise missiles. (See Image Below) The provisional name for the class of ship's is the Flail Guided Missile Destroyer. My idea is that these missiles would be launched and manually guided to the target, targeting would be similar to docking, match orbits and try to catch up with the ship and then colliding. Would this ship's weaponry be against the rules concerning ramming (I don't think so, but if it is I can rearm it)? And would it be too difficult to use the weapons? I haven't heard of anyone with this system, but maybe that's because the missiles don't work that well within the rules of the game?
  8. Ok, I didn't know that you could zoom in as I play on a laptop and don't have a middle mouse button so I never realized that. I guess I will have to start using my usb mouse more often. The rest still stands as having improved cockpits would be nice for the aesthetics of technology improving over time, but I also think having digital readouts would be better than reading analog dials and gauges.
  9. A small number of stock craft would be fine, but they need to have a subfolder in the selection screens, I personally find I have enough of my own craft to clutter up the load save windows in SPH and VAB and the selection screen for the launch pad without having stock craft mixed in.
  10. For the IVA view, could we get better consoles, possibly as upgrades? Currently the IVA dashboard dials can be too small to make out in detail (I have a 1280 x 720 resolution for the screen on my Envy 6) it would be nice to be able to zoom in by double clicking like you can on the window in the Mk. 1 capsule. Furthermore, ultimately it would be nice to be able to get, either as upgrades or as new command modules and cockpits, or both, a control panel with glass (digital) avionics and readouts or with a Heads Up Display that would allow easier access to the information. In career mode, they could be balanced as an upgrade or module by having less weight and being better with regards to user interface with a suitable addition to the cost. Also some selections of remote cameras would be nice, such as some drone cams for probes and satellites with a heads up display or some other way of giving flight information so that probes and satellites would have an equivalent to the IVA view; (maybe a computer screen with this information and footage from the camera so it would seem one is sitting at desk "cockpit/control panel" in the KSC?) maybe a telescopic camera for surveying terrain and landing sites from orbit with probes, satellites, and space craft, last possibly a general camera that be selected from either internal or external views for docking, looking around with turning the ship and wasting fuel, or providing a view into a ship's blind spots (especially with capsules like the mk. 1 or mk. 1-2).
  11. You are the one who wrote the rules. I keep having my rover pull to the side so I have been messing around with the fins that you put on rockets to try and keep in straight on the run way.
  12. If you put fins on to stabilize it like a dragster, do they count as wings?
  13. Boomerdog, I agree with you that it is not a big deal, but when the parts are grouped because they were fitted symmetrically (the only time they group together for me) it does not make sense to break them up. In that case, it makes more sense to keep them as a whole and make multiple symmetrical groups instead if you want them separate. For example, instead of placing a group of 6 radial decouplers and boosters then breaking them into three groups, why not make 3 groups of 2 decouplers and boosters?
  14. It pitches even with sas on, but I will try using trim in the future thanks.
  15. Thanks for your patience, here the urls: Plane 1 Plane 2
  16. I was having trouble making a good jet (my designs were unmaneuverable and would tend to pitch up or down) so I tried a new design. It worked but the landing gear was too low and it still tended to pitch slightly up (see first picture of three engine jet in album). I tried to fix the landing gear, but that tended to damage the jet's balance even more. I finally removed the two bottom engines and made it a single engine (See second and third picture of album.) That was better as presumably because the CoM and CoT were closer together. I had issues with it going into a death spiral when ever I tried to brake after leaving the runway. I then created my last revision, (see SPH screenshots and shots of it in flight) which was an improvement as I could keep the death-spiral under control and once or twice regained control. When I finally regained control with it facing the KSC and killed the engines to land I was about to overshoot the land. I had to turn and death-spiraled for the last time (See last photo.) Is anything obviously wrong with the balance in the photos from the SPH. I will try to upload the latest model and maybe the one before it to the space port, would anyone be interested in looking at it to see what I did wrong and whether the design is salvagable? Thanks, sorry about the long post. edit: thanks for fixing the album
  17. Nice, but the files have been deleted. Is there any chance you could re-upload it?
  18. Hi, I had picked up the last free verison that was put out as a demo and then I went and updated to the new demo. I finally bought the game a few days ago and I was wondering if there were tutorials or how to threads on docking and space plane construction. I have put the beginning of a station in orbit around Kerbin but I don't know how to dock other modules so that I can complete construction and get some kerbals on board. I have made some jets, but they all have a habit to pitch up or down and sometimes the reaction wheels can't do enough to help and if they do then when I have to turn the problem ensues as I generally have to turn off the SAS to maneuver. I have seen various threads touching somewhat on the topic of docking, but I was wondering if someone could refer me to the best ones on these topics. I currently have the beginnings of a space and a half-dozen satellites/probes in orbit (I say slash because a couple of them have enough fuel to possibly go somewhere and I haven't decide where to send them.)
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