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AcidEric

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Everything posted by AcidEric

  1. like this one I sent to Minmus recently as you can see the clamps are quite short Deployed with some extra bits left over from my last base at this location (they were expensive lol) with the resource tab open just more pics and the next project can be seen in the back ground (the massive kit being built) AE
  2. I tend to set them up on launch clamps as if they are going to be launched, Set the clamps so the base can fall a meter or so between the clamps. Build the kit, finalize it, then when it appears its on clamps attached to the ground ready to 'launch' (no jumping). you then have a choice - stage the clamps let the base settle to the ground and disassemble the left over clamps. or leave the base on the clamps to act like legs (particularly useful on slopes and uneven ground). Hope this helps AE
  3. @RoverDude I saw this Skylark science rocket today at the National Space Center in leicester and my first thought was 'oh there's one on RoverDude's sounding rockets'
  4. @ Roverdude Nice new bits Minor note the fins aren't in the USI manufacturers tab but are in Aero still. do you want an issue raising?
  5. The Pre-release download file can be found HERE
  6. I've been using IR for some time now without tweakscale and not encountered any major issues (or minor ones for that matter) Can recommend the IR reworked pack that is on th IR thread first post
  7. By download do you mean copy the cfg text into the relevant cfg in my game folder?
  8. done Updated the same is happening for the Ore, Monopropellant, Uraninite & Rocket parts honeybadger cargo pods & jumbo cargo pods
  9. the banking system collapses, nobody gets their bonuses, and the public foot the bill. No actually you get paid the 2.2 million for launching it. this means you can string a few together on wheels drive them off the runway (or blow them up) and make masses of cash. Now I know how to fund my career MKS program
  10. The prices are in negative numbers in SPH/VAB for some of the Kontainers if you empty them of resources this affects the Ore, Rocket part, Metal, Chemical, & Polymer Kontainers, Kontainer MKII's and Kontainer pods. I've double checked that I have the most recent versions of the mods with AVC. The worst is the chemical pod that costs 3,800K£ full but minus 2,285,572K£ empty (-6% because I've got the aggressive negotiations contract running which is adding another -137134 to the cost) this explains why my cargo run/money grab ended up costing me money ( 257000K£ ish) to recover a load of resources
  11. you have to be careful to get them connected the correct way or the part that rotates is on the wrong end. I was pulling a 150 tonne land train, because I was using the unpowered hinges it shimmied quite a lot and tended to jacknife easily. they never broke even when the rest of the vehicle fell apart around them. there was a fair amount of flex but welding them together into a single part 'might' fix that. dunno about the scaling thing I don't use tweekscale.
  12. I've made universal joints by attaching 2 hinges together at right angles to one another.
  13. I don't mind no stop points. I've managed to cobble something together with the free washer but its a bit too flexible a hinge would also be more elegant. Its a bit of a monster but it does have space for 15 kerbals and nearly 100k rocket parts so I can build my MKS base onsite as one piece
  14. As promised ta-dah my base built on one go thanks to EL & Taniwah. Not sure if I have stakes fully figured out and I'm pretty sure the problems I was having before were down to the base craft. Did loads of testing and it was only that craft that was spawning wrong.
  15. Hi just a quick question (i Hope) I could really do with an unpowered tall hinge ( like the free rotating washers but as a tall hinge). I've tried searching the thread but didn't find anything. I have a big heavy rover that breaks going onto hills or off the runway what would I need to change in the part config to achieve this (if its even possible) I'm pretty clueless when it comes to this sort of thing so a post I can copy and paste would be great. Cheers AE
  16. no worries Taniwah. I have been using origin stakes, I tried to use just an origin stake first, then I tried with an origin stake and a +X, then with an origin a +X and a +Z,and finally with origin +X +Y thinking the vertical direction might be messed up on the base, none had any different results, I then moved over to sandbox mode to do some testing. I could build other vessels with just an origin stake and they would spawn on the origin stake no problem. Tested again with the base and got the same result as before, it spawned on the 'pad' (my FTT badger) not the stake and was still 90 degrees off with what should be 'south' actually being 'up'. Then it was midnight and I had work today so now I'm back in I'll get the new version and try again lol. I did notice that all the stakes need to be placed by the same kerbal preferably on the same EVA. Am I correct in thinking that :- Origin stakes - set the datum point with +X as east, -X as west, +Z as north, -Z as south, +Y as UP and -Y as down (as spawned if launched from VAB/SPH) +X stakes determine user defined East -X stakes determine user defined West +Z stakes determine user defined North -Z stakes determine user defined South +Y stakes determine user defined Up -Y stakes determine user defined Down Cheers AE
  17. It's not centering on the stake at all its centering on the pad I'm selecting the correct stake, EL ui is highlighting it, Its in the dropdown list it's just not finalising on it. The problem is orientation not facing see below I'll try again with origin, +X & +Z stakes see if that makes any difference Edit** origin, +X & +Z stakes didn't make any difference still centered on the pad not the stake's Edit 2** tried again with another vessel, built fine and centered on the stake not the pad and oriented the correct way. think it must be the base is wrong somehow will play with it and come back.
  18. ok think I'm still doing something wrong finalising my build the craft is being built but is appearing on the honey badger (build craft) not the survey stake (origin) its also appearing at 90 degrees off the vertical (bottom of vessel pointing south, top north, south Up, north down,east -east, west -west). I've tried adding a x+ stake to define East my origin stake is 99m away from the build vessel (the limit is 100m right?)
  19. TY again taniwha the root of my base is in the NE corner so I should be ok Ill post a piccy when its built
  20. with survey stakes does EL center the Vessel on the stake OR does it center the Root part on the stake? I'm about to complete a big base and not 100% sure 99m away is enough lol
  21. Cheers Taniwha I'll check my engineers, It can see the parts so I suspect the engineers are the problem. Yes it was a crew problem too many scientists not enough engineers - removed the scientists build started just fine Now i just need to wait 1 year 88 days for it to complete - need to add smarter engineers I think.
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