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g0tchas

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Everything posted by g0tchas

  1. I hope someone can help. I'm at my wits end here. I'm trying to get to Duna, but I keep on running out of fuel. All the maps, wiki's, etc. only specify how much Delta V is needed. Well, that's pretty useless. I have a 13-stage rocket to get me there - each of the stages has twice the required Delta V for that stage (so I can do a return mission). None of the calculators specify how much TWR/Thrust is needed. To explain: I have a Delta V of 1123 to break away from Kerbin orbit. This should be enough to reach a Minmus transfer. But how much TWR/Thrust do I need to break orbit? I have a TWR of 1.44, so that should be enough. Oh no. I run out of fuel after 1m 15s. And please don't tell me "you need more fuel". I could stack every fuel tank in the game together, get a kazillion Delta V, but if my TWR/Thrust isn't enough to break away from the gravitational pull, all that Delta V means squat! So, is there a calculator somewhere that tells me for my vessel mass, who much Delta V AND TWR is needed for each stage. Any help please, because this is turning the game into all frustration and no fun/entertainment.
  2. It's funny how the first response on this forum is always 'you have run out of menory' :-) As it turns out, that is not my problem as I ran .22 with far more modsthan I do .23 and didn't have any memory issues. So I'm inclined to go wirh smunisto that the isdue is with the B9 pack, as that is what my testing revealed too.
  3. Grrrr - took out the B9 pack, and all is working again. Put it back, and it stops responding when loading the file GameData\FusTek\Parts\KuestLegacyAirlock\model. That's it. Bye-bye B9.
  4. My game ran fine, then I decided to install the B9 pack. Now, my game stops responding when it's still loading. But here's the thing. It doesn't stop responding when loading the B9 mod. No. First it stopped responding when loading the files located in GameData\JARFR_CRSS\Parts\Structural\JARFR_CubeStrutSplitterTube. Now it stops responding when loading the file GameData\FusTek\Parts\KuestLegacyAirlock\model. These aren't even part of the B9 pack. Can anybody shed light on what's going one here?
  5. I second this. Having played another sim game (which will go unnamed for fear of ridicule :-)), I find it frustrating that the camera is locked to the CoM. I'd like a true free moving camera. In the VBA and SPA it would make construction much easier being able to zoom in/rotate around a specific component, rather than having to struggle to move the camera at a peculiar angle in order to see. At least there should be a keyboard shortcut to unlock/free the camera.
  6. I agree. The in-built Subassemplies is awful. There is no scrollbar once you have more components than what can be listed on screen and even if it did, you would have to scroll through them to find the landers between your lifters between your probes. This mod is far better than the in-built one.
  7. Another thing I've found with the IACBM's: they are extremely unstable. If I use them, my rocket parts wobble out of control, yet when I use the stock Clamp-o-trons, I don't have that issue.
  8. Urg. Never mind. I'm a complete idiot. Just realised my problem. I had the IACBM attached to a standard Clamp-O-Tron docking port. No wonder they couldn't dock. (Facepalm!)
  9. Both are the 1.25m Yes, I have. I had it set to hatch mode, as in docking hatch. I didn't try it with Active. See above. Also, in the pic on the left, that's my "Ops Module" with the Kupola Observation Module. Whenever I tried using the "in-built MecJeb" on the Karmony Node Mk III, (even though I have the docking port set to "target", the Karmony module kept on trying to dock with the top of the Observation module.
  10. I must be doing something wrong because the IACBM's don't connect. They won't dock to each other like docking ports.
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