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KBMODIGITY

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  1. Its ugly as all hell but that did the trick,, thank you Yasmy you are the man, or woman,, not sure what you are . Edit : posted your response in the steam forums too incase it may help others down the road. You are a genius though.
  2. problem is I have tried building a brand new vessel. The limitation comes in when I try to put the radial decouplers on the side. I need to reverse them so they don't leave anything on my hoppers and stay attached to the ship itself. When I try they don't allow for that reverse connection. - - - Updated - - - a radial stack separator would be nice but all combinations of what is available do not work.
  3. I have tried the steam forums but with no success so I will try here. I am trying to make a mun lander that has 2, what i call hoppers, on it. Hoppers are tiny vessels that can do , well, short hops in a local area to do some of the contracts that require this. Here are some screen shots of what im talking about. http://images.akamai.steamusercontent.com/ugc/518259462780483242/BFEE9ECA0444F3CF48F93513BB943571BFE19BF2/ http://images.akamai.steamusercontent.com/ugc/518259462780483435/BE069676F1CC5D50F5307AA21B8554A19003B762/ As you can see it has a radial decoupler which would drop it from whatever vessel it is attached to. It then has another decoupler to detach the other decoupler from the main ship. I have saved this design as both a subassembly and as a ship. The problem I am having is that when I try to attach this to a ship I have built it wont let me. It basically sinks the whole design to the center of the part im trying to attach it to. Not sure if that last sentence made sense but the best way I can describe it. I have tried radial attachment points, all the structural parts possible and yet it wont let me attach it. The only way I have found that is a possibility is to use one decoupler and turn it around. This though would leave the decoupler attached to my tiny little vessel and would move the center of mass off to that side which i dont want and would add mass thus lowering its D/V as well. I hope this makes sense as it was hard for me to describe. Either way if it does any suggestions would be appreciated. Thanks in advance. - - - Updated - - - the steam discussion is here if it helps http://steamcommunity.com/app/220200/discussions/0/598198356166304614/
  4. This is exactly what I use them for. Go to Jool with mapping and scanning probes and can hit all the moons with no problems.
  5. I remember that there was a featured video from the devs. I think at the time when they only did the Tuesday notes, where it had a kerbal amusement park video. Was awesome. I've been looking all over for the past 20 minutes and can't find it. If someone recalls this and has a link post it. I think it would be a great way to get kids interested in the game.
  6. Wow. I forgot I started this thread. Now I see 8 pages worth of replies. Thanks all. Thought this would be a thread that got quickly buried in the forum somewhere. I got a few LOL's out of some of the responses to people. Impossible not to love this community at least on the official forums. Steam forums are another thing. Most importantly, it is true. NOONE WANTS TO SEE SANDRA BULLOCK IN A DIAPER!!!!! (That part of the movie I'm glad they got wrong)
  7. Not sure if this should go in the mod forums or here but either way let me explain the situation. I recently tried using the station science mod (Awsome mod BTW). It told me to complete experiment X in orbit around the Mun. I built a science station around the Mun with all the required pieces and ran the experiment and let it complete. I then clicked on the finalize results button and gave me the option to keep or transmit the data. I chose to keep the data. After this it did not recognize that that part of the contract was complete. I also realized after that I was supposed to bring the entire experiment module back to Kerbin which I was unable to do because I had made the experiment itself a static part of my station. Maybe that was what caused it. The reason I am asking about minimum altitude is that I have read in other threads that in some cases although you are in orbit around celestial bodies with atmospheres you need to sometimes be slightly higher than what the actual atmosphere height is to get credit for certain contracts that require you to be in orbit. If so is this the same case on the Mun although no atmosphere? My station where I did this was at an altitude of 15000 meters. I am wondering if I need to be lets say 20000 meters or higher for it to count. The truly sad part about this is that by building this station I used up all my money getting all the pieces there and was counting on the 1.5 million credit reward to keep funding my space program. Since I can't remove the needed module there was nothing I could do. I had no money to launch any additional missions to send up another module. I ended up deleting that game decided to start fresh. On a side note has there been any word that if .25 will break our saves? I would rather wait until it releases before putting dozens of more hours into building my space agency if it will all be wiped out when it arrives. Thanks in advance.
  8. opps,, I think I did read it wrong, Sorry im so used to steam trolls trashing games. What threw me off was him saying "I am annoyed at" and then went on to discuss KSP. My appologies
  9. Wow, I play A TON of EA games and KSP is by far the BEST one out of all of them. Hell when I bought the game back in I think .19 I would have bought it as a full game and been completely satisfied. The bugs are to the average player pretty much non existant. The replayability with the mod support is through the roof. Just started my I think 14th career tonight. As far as unsatisfied customers, you are the first one I have ever seen on these forums. Then again we were bound to get a troll here eventually. If a mod could please remove that persons quote and this one and have this be a constructive post I would appreciate it.
  10. I have been playing KSP for well over a year now. It has taught me SOOOOOO much in the way of, well, rocket science. When I first started playing I thought if you just went straight up hard and fast enough you'd reach orbit. Wow was I wrong. Every aspect of this game has taught me how things in space work, from planetary captures, to the principles of docking, to even the simplest of things such as thrust to mass ratio. My point of this thread though is I was watching the movie "Gravity" tonight. Because of KSP I was able to point out so many flaws with the movie itself. Granted I did love it and know that Hollywood will never go off of true realism. But there was one scene that really bothered me. It was where where Sandra Bullock was tethered to a space station by some parachute ropes to her leg. She caught George Clooney and stopped his momentum so he didn't float away. He decides let me go because he says he's pulling her away. With my knowledge of motion in space all she had to do was give a slight tug on the cable between them and he would have drifted towards her thus saving himself. It drove me nuts watching this. Yes I know, just a movie. Before playing KSP I would have never have known this basic principle. All I can say is thank you KSP for making me a smarter person (although getting me mad at the occasional movie )
  11. Wow. The module manager was absolutely the cause. Everything is working fine now. Almost too fine. I think some of the aspects of FAR weren't fully implemented as it is like learning to fly all over again. I am using the same plane and before at max thrust I would get up to 400-500 m/s and it would disintegrate due to stress. Now with max thrust I cant get above 250 m/s at low altitude. I just hope this doesn't change how some of my rockets fly. Some, like my interplanetary engine assembly are HUGE and barely made it to orbit. I hope I don't have to redesign stuff like that. Also, I made it to the island runway and "almost" landed. Bounced once and then came down too hard. This is because I need to get used to the aerodynamics again. Was a heck of an improvement from before. I am wondering too now that if those old module managers were messing up some of my other mods I have tried in the past. I have always wanted to use the EVE mod but every time I have tried it crashed my game. Even went and built a high end comp to try to fix these issues but with no luck. Anyways. Thanks everyone for all your help. I'm going to change this to answered.
  12. Just checked my module manager and I actually had 3 of them in my game data folder. The oldest one was actually 1.5.6. I deleted all those and downloaded the newest one. Thanks for the link. Gonna go give it a whirl now.
  13. First, maybe my problem is with the module manager. When installing mods I just put in whatever they have in the package but I can imagine that I possibly put in an older one and over wrote a newer one considering some of my mods are no longer being serviced. A link to the most recent version would be appreciated. Second. Although I've landed and returned on 75% of the planetary bodies in the system (rockets were never my problem). I do have to say I've never understood what "drogue chute" has meant . Is that a non fully deployed chute? So basically set the chute to fully deploy at 0 altitude? Get the drag without ripping me apart? Third. SRV had mentioned that I have a light and speedy craft. Yes its true. I don't know if this design is called a turbo jet or if they think I'm using a turbojet engine. All I have is the basic jet engine to clarify if it was a misunderstanding. Forth. Just out of curiosity. From the description, the spoiler that I am trying to do is called flaring in real life terms, correct? and lastly fifth. Thank you all again for your help. It has greatly improved my knowledge of this game which I thought I was pretty good at. Turns out I'm still a noob. Oh well. All the intricate aspects of this game are what make it so great and with an incredible community like this is what keeps it going so long.
  14. When I right click on the part it does not give me that option. All I get is to activate or deactivate pitch, yaw, and roll. Here is a pic of the craft and shows what I get when I right click on the control surface http://cloud-4.steampowered.com/ugc/531745346181440979/675EA518073C1FE6DA17929CE268D0DE3BFA20FC/
  15. Ok. I'm back in game at the hanger trying to set up these spoilers you guys recommend but I can't seem to figure out how to do it. I was able to disable the front end braking. As far as parts all it is a cockpit with 2 MK1 fuselage attacked with 2 radial air intakes. 1 delta wing on each side with a standard control surface. And 1 delta deluxe winglet to act as my rudder. I do have some solar panels and a few science things on too and a battery. My thoughts were to use this as a Kerbin biome science grabber. Anyways, if someone could tell me how to set up the spoiler it would be appreciated. Thanks.
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