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Anquietas314

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Everything posted by Anquietas314

  1. Fire-Dragon-Dol: btw, you know alt+print screen is a thing right? It takes a screenshot of only the active window. Also, I know I said you needed more intakes... but holy **** dude. you don't need THAT many! Especially not for just 4 turbojets! lol
  2. I'm not familiar enough with infernal robotics, sorry. You could try using Kerbal Attachment System's winch to lower the docking port into place gently.
  3. You forgot the / in the closing tag, but I guess that will do I think the problem there might be that your robot is too inflexible to allow the magnetic docking clamps to take over, plus the robot's port is not aligned properly.
  4. Docking, I can kind of see; I don't have too much trouble with it as-is, but I know some people do. Landing?! I'm not sure I like the idea of a fixed camera when I'm trying to land on the Mun... or heaven forbid Tylo; It's harder to see slopes...
  5. That's a fan made comic... we can't take it as canon
  6. PSST. It's twice that on hard difficulty, but that isn't a wildly unreasonable price considering the previous upgrade (in normal) is ~500k. Too much, yes. Insane, no.
  7. I think something's gone wrong with your image ZtheCdr. It just shows the little error icon on my screen. Upload the screenshot to imgur and put the URL in tags. It should look like this (without spaces): [ IMG ]http://i.imgur.com/gZSZx4v.jpg[ /IMG ]
  8. I'm not really convinced the Kerbals are advanced enough to have robots, at least in that sense. Compared to humans they seem to be maybe late 90s to current tech by the end of the tech tree. Would maybe be cool as a mod though
  9. Also somewhat related: http://forum.kerbalspaceprogram.com/threads/104193-Abusable-Contract-Mechanics, although this might be sufficiently different to both to warrant its own thread
  10. You can only have one of each experiment+biome+situation combination (so, one "temperature scan in flight over Kerbin", for example). A science lab can hold as many of those as you want.
  11. Use something like http://imgur.com/ to upload them, then put the URL in the tags. I don't use those mods though, sorry
  12. The images in that thread have quite an ugly font o.O It makes my eyes hurt a little reading it.
  13. In stock 2-3 seems to be enough for a small plane, but you probably do need 4 for a large one. I don't know about FAR seeing as I haven't used that mod.
  14. From the contracts window, your inclination is supposed to be 180 degrees. My guess would be that you're going in the wrong direction; 180 degrees inclination is retrograde (going west on kerbin) EDIT: damnit, ninja'd Also, sal_vager: between the screenshots his contract is clearly visible in full. There's no requirement for instruments.
  15. Planes have been in the game since long before 0.90. The only things that changed last update were that we got new, bigger parts and the editor got an overhaul that made it easier to use. The basic idea is that you need engines of some kind - preferably jets or turbojets, liquid fuel only (there are special tanks for this) and air intakes if you're using jets, or liquid fuel/oxidizer tanks if you're using rockets, wings and landing gear. I'm going to assume you'll be using jets for the rest of this: You should typically add at least one intake for every engine you put on the plane, but for a basic first plane just one of each is plenty. Either the ones you attach via nodes (these provide more intake air, but are more awkward to attach), or the radial ones are fine. For a very simple plane, you can attach 2 of the liquid fuel tanks (1 is enough, but 2 will give you more surface area to attach to, without having the plane be too heavy at one end because all the fuel's there) to the Mk1 Cockpit, and then attach your engine to the back of that. Next, attach a pair of wings; the Wing Connector Type B and Structural Wing Type B are both decent choices for wings early game - the wing connector provides double the lift (which means you can fly slower) but also makes it a little harder to balance a small plane. Neither look very pretty but that has no real impact on the performance in stock (yay stock aerodynamics). You want to turn on the center of mass and center of lift indicators, and you want to line things up so the center of mass (the yellow/black sphere) is just slightly forward of the center of lift (the smaller, blue/black sphere with an arrow pointing upwards). This will ensure that the plane is stable in flight, and as fuel drains the center of mass shouldn't move in a way that makes the plane so unstable it's uncontrollable - you may have a slight issue with it wanting to pitch up or down though. Don't bother with this too much though until after you're done placing everything else on the plane. You can adjust the wing positions either just by picking them up and re-placing them, or you can use the new "offset" gizmo. Next, you need to add control surfaces. Attach 2 of the "Elevon 1" parts to the back end of the wings, rotating them so they line up neatly. Right click them, and then click the buttons so that only "Roll" is Active. These will be your "ailerons" - the things that let you do barrel rolls . Next, you'll want actual elevons - the things that let you pitch up or down. I recommend using the AV-R8 Winglet for this. They don't provide much lift, but they rotate by quite a large amount, which gives you a nice agile plane. Stick them on the back of the plane in line with the main wings, and do the same thing as you did with the ailerons, except this time make sure only "Pitch" is active. Lastly, add a 3rd winglet in the middle, on top of the plane with symmetry off, roughly in line with the elevons - make sure it's perfectly vertical. This will be your rudder, set it so that only "Yaw" is active. Lastly, you want intakes and landing gear. For the intakes, stick 2 of the XM-G50 Radial Air Intakes in symmetry mode between your elevons and rudder. The exact placement doesn't matter too much, but they need to be behind the center of mass because they have a lot of drag. If you place them too far forward your plane will want to fly backwards (more of an issue on larger planes - this small one probably won't matter). For the gears, lots of people like to go with a 3-wheel design, but I've always found those to be quite prone to flipping out on the runway at high speeds, so I would recommend a 4-wheel design. For this small plane, you should place 2 wheels just behind the cockpit, and 2 just in front of the engine. I recommend starting off by placing the wheels very splayed out, and then rotating them back to almost vertical. This way the gears will be nice and spread out, which helps to keep the plane stable on the ground at speed. When you're done, it should look something like this:
  16. Yeah that's a nice idea. Though.... I would always check the lander legs after a rough landing just in case
  17. In that case, the kerbal does need to get quite close to the experiment for it to work. You also can't transmit the experiment when you get it or that will render the experiment unusable (which is what cleaning them is for).
  18. You have to actually run the experiment first The science lab can be used to reduce the penalty from transmitting science (but it does need to be manned) or to clean an experiment that has been used to allow it to be used again . Both operations consume a significant amount of power and may take a while to process if there's a lot of experiments.
  19. I think a single button for doing all your experiments is way too simplistic - I frequently have multiple experiments of the same kind on a ship, almost always with the intent of getting the science from different locations. Guessing the player's intent would be quite difficult to do well in general. Plus, "one button to do all the things!" is a bit boring. Repacking chutes seems like something you should need to get out and do This is a great idea
  20. In 0.90 you require a pilot or a probe(better than stayputnik) to use SAS. A pilot is a specific class of kerbal, not just any kerbal.
  21. With 4 lander legs you should be okay there. Plus, Kerbal Engineer gives a readout of the slope you're above, which will let you find a suitable landing spot on the way down
  22. I hadn't noticed that seeing as this is the first thread I've seen you do it (I think) but biplanes are a little different from this case - there's a gap between the wings on a biplane, there isn't here.
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