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psyper

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  1. If you hover the mouse over the altimeter you'll get a recover option there too - how far away from KSC you are will then depend on the percentage you receive back from the parts and fuel you recover.
  2. Thats the one, thanks Taki117, I just learned that you can click on a resource and it gives you all the values around the ship (like the original) but it has them away from the ship with lines pointing to each tank - when you click on them it highlights the tank in blue so you can see it and it also gives you the control to move the fuel in or out of the tank (like you do when you alt+click on two tanks).
  3. Test TR-18A Stack Decoupler - alt: 5100m to 6600m speed: 460 - 660 m/s I really need to take more notice of these as this one was really hard to do - oh I'd be at that speed by that altitude on a normal launch should be easy - nope it wasn't!! even building more and more elaborate rockets just resulted in them spiralling out of control at half the speed needed for this. I thought to myself I'm gonna need wings on the rockets and then realised that I should use my trusty SSTO - so I launched it with the decoupler stowed underneath. I couldn't reach the right speed at 6600m even with all engines (nukes and jets) running so decided to hit my flight ceiling get some speed up and then dive full power for the ground. First go I barely missed so tried again and just managed to get both ticks and staged the decoupler successfully. Here's me on my 2nd go: Afterwards Jeb managed to pull up and gain control of the craft before spashdown and headed back to KSC
  4. I'm having a few problems with my current save so decided to start a new one. My base game is a tonne of mods including fineprint. I also add a load of science and max out the tech tree (in my game I'm running along the lines of today's company contracts - we already have all the parts know-how down). I got my first run of contracts of getting in to orbit etc etc and went in to mission control. Gene had this big grin on his face as he dumped 12 contracts on to my lap! Most of them were tests (the one I didn't do for this mission was a rover to investigate some anomalies which I'll leave to my drop-ship rover copied from my previous save). So I'm faced with this: And I think to myself... yeah I can do all of those!!! So I drew up a spreadsheet (in the album at the bottom) of all the different criteria for each test and put them in to groups. On the ground, in flight, in orbit and spashdown. Yeah this is gonna be easy - I just need to plan the missions in reverse from the ion at spashdown, rescue mr kerman in orbit, orbital tests etc etc and work my way down a rocket. I ended up with this monstrosity: The hardest part was keeping Bill out of the cockpit every time I did another failed launch and it was back to the drawingboard!! I ran all the tests on the ground and launched the rocket (in the album). I had two decouple tests half way up which had a very tight window where their tests crossed - I had to get between 21,500m & 21,800m and a speed of between 480 & 610. After a couple of attempts I managed to do it - first time I forgot to kill my engines and sent my lower stage crashing in to my rocket sending both in a mad spin --- ooops! Finally getting my sub-orbit height up enough to do another test, circularize my orbit, and do another test and then get a rendezvous with the Desdred. However I forgot to put solar panels and batteries on my pod - rookie mistake I know but I'm sure we've all done it - esp in light of all the staging I had to arrange right!... right? So anyway once I was within 2k of Desdred I switched over to him as you can only control the stranded kerbal once its physics have been loaded and got him to go from 150m/s to a decent relative velocity to catch-up. I did a bit of a Sandra Bullock from Gravity move and just thrusted my rcs straight at the capsule - a couple of lateral manoeuvres and I was soon on top of it anyway. getting in the capsule I regained control and headed back home. Fingers crossed the 'chute on my pod slowed me down enough that the ion drive survived and was the final test.... heres the album:
  5. as Epthelyn stated - you need to click on the nodes which has the modded parts and then click on each mod part within that node to 'purchase' it (it doesn't cost anything in kredits or science). Either that or install a mod called ResearchThemAll which will automatically do that whenever you add a new mod. For those parts without a tech tree entry open up their part.cfg file and enter: TechRequired = start entryCost = 0 and that'll put them in at the start node.
  6. Giving this another whirl straight from work... Fresh Install #2 Installed just ksp from scratch with Kerbonite mod (includes modulemanager). No problems at all :/ Exit out of the game Installed Mechjeb & KAS Resumed game. Launched new rocket - keeping old rocket in orbit aaaaand no problems. Fresh Install #3 After that I thought I'd go all out and install all the non-arty mods (I could live without clouds, distant objects and dust storms if its functional) Installed KSP from scratch with the following: Toolbar 1.7.6 Aligned Currency Indicator 1.1 Bolt-On Screen Shot 2.1.5 FinePrint 0.58b GoodSpeed Fuel Pump Kerbal Attachment System 0.4.8 Research Them All 1.1.0.0 Mechjeb2 2.3.1 NavyFish Docking Port Alignment 4.0 Select Root Stage Recovery 1.5.0 TAC Life Support 0.10.0.12 Kerbal Alarm clock 2.7.8.2 Alternate Resource Panel 2.5.1.0 Karbonite Fired it up. Ground around KSC looks good. Create a new rocket - fire it in to the aether - no problems. Get in to orbit - go to the dark side of kerbin - absolutely no issues what so ever as far as I can see. Its getting late now so will try more tomorrow - I have all these installs kept so if anyone wants any logs etc please let me know - I've got a dropbox waiting for your call Right off to bed but if anyone has any suggestions for me to try or any info they want me to find out please please let me know!!
  7. you should be able to set up a custom action group to toggle the rcs thrusters - go to the launch pad - toggle them off - launch and then when you stage toggle them back on again
  8. perhaps flashbacks of when she was training and they are teaching her orbital mechanics
  9. Kerbonite is a big deal for me so it needs to be installed so if it is that then its time to diagnose the issue. However, its been happening prior to kerbonite ever being invented and it seems strange that if I uninstall kerbonite the problem is still there. Its only when I create a new game does the issue disappear on both saves (new one and the one with the problem)
  10. So I've had this issue for about half a year on ksp but it was a bug I could get around - it bothered me a lot but its not a game breaker. When orbiting on the nightside or sitting on the pad during the night from some angles my ships would vanish. - like ghost out: Pretty stealthy huh? So its been happening in the last two versions of ksp - even before contracts and science! so I just assumed it was my graphics card or something... Anyway fast-forward to today. I have ksp 64-bit installed and a load of mods and the situation is getting worse and a few other bugs are creeping in: When I come back to some of my ships in orbit or mun bases the 1x6 solar panels look broken - right clicking on them show they are taking in sunlight perfectly fine. I select retract and they jump to being fully out and then close - reopen them without problems - come back to them later they are broken again (looks like they are retracted but at an odd angle) - its happened sometimes on the large panels too but thats very intermittent. Then my engines started to act up - for no apparent reason one random engine will start to spaz out and sending my ships in a spin - I get clicking/static noises from the speakers - setting its twin to 70% thrust seems to solve it but who wants to fly around on 70% thrust!? So I thought to myself lets solve all these so I can get back to playing this really really awesome game (coming up to a year anniversary!) So I check my graphics card and download the latest drivers for it. Then I download the latest version of KSP - 32 bit version this time. Extract it and run it. Launch a simple rocket in to orbit Let it go around the back of the planet observe it for any fading No problems - works perfectly Install the latest Mechjeb Do the above with a mechjeb unit attached to the craft (old one still in orbit) no problems - works perfectly Do the same for KAS & Module Manager no problems- works perfectly Install Kerbonite Getting the ghosting. I knew it was a problem straight-away as the border around the KSC was black (the grassy ramp between the center and the flat terrain) and a newly launched rocket faded around the back of kerbin. So I thought HA-ha resolved but .. but Kerbonite is new and I've had this problem for agggeeess. soooo... must be a texture or something. Remove all the textures from kerbonite - still getting the problem. Uninstalled kerbonite altogether and .... still ... getting the problem :/ what? Remove everything from the save (bear in mind that I'm exiting out of the program, removing something and coming back in for each uninstall). So now I've removed everything back to the original KSP and it is still happening .. okay odd it must be something to do with the save file. So I exit back to the main menu and open up a brand new game. Problem has gone. So its gotta be something with the problem save right? Fire up the problem save and now its fine again. So now I'm back to a very odd problem. I'm gonna delete this copy and try again - this time leaving out kerbanite and see what happens. But has anyone come across this before? Can someone shed some light on what is the cause? Where to look?
  11. iirc (I really need to watch it again!) didn't they have only half an hour or so of oxygen left compared to 'a lot' of delta-v in the jet pack. therefore a hoffman manoeuvre, although efficient, will not get them to the station in time before they oxygen runs out. Also the orbital mechanics involved in calculating a manoeuver such as this would be too much for george to calculate - its not like he can drop a manoeuvre node in to his orbit and adjust it until he gets an encounter - much better to just point and click like our kerbals do in eva when transferring from one ship to another.. Yeah I totally forgot about that. I'm going with the naive assumption that if you throw enough equipment in to the air that eventually you'll have something that works. Not enough lifesupport? Throw some more oxygen and food in to orbit. Not enough mass in the bones? throw a centrifuge system in to orbit - I'm not talking about something huge like 2001's ship but just two living quarters connected by a long enough central column and spin them up should be enough for long term transport (would it be doable to slowly slow them down to acclimatise to mars gravity and not get any ill effects?).
  12. Technically you shouldn't be able to land on Jool as it "shouldn't" have a solid surface - much like its analogy in real life - jupiter or saturn - no probe is able to land on it and should be crushed by the atmosphere. Saying that there is a KRAKEN who lives down there and if you're very lucky he will let you land upon his back but its only at his whim and for no reason he will crush your tiny ship in a snap.
  13. I'm going to do a real newbie thing here and just read the first two pages and comment on something from the first post that may have been suggested in the last couple of pages but... Regarding Gravity: I've been trying to get my head around its inaccuracies and looked at it from the point of view of 'are the inaccuracies deliberate'. There are several things that annoyed me with it: 1) When Sandra and George are travelling from one SS to another they burn prograde to the target at full pelt to reach it. We all know from playing ksp that you need to burn prograde to your orbit to raise it higher in order to allow the target to catch up to you. I believe the reason why George did this was because time was more important than delta-v - he needed to get them both to the next station asap - burning away from the target would bring them to the station too late and they'll die anyway - at the point where they are rendezvousing with target George does mention that he's out of fuel (using it all up on the way there). If you want to get to a target using the least amount of delta-v - do a hoffman transfer. If you need to get to the target asap you thrust full pelt at the thing and hope you can grab hold of something on the station along the way. 2) Sandra's decent back to Earth. I think George says at one point to just point the capsule to the earth and thrust - its not rocket science. We all know you need to point your ship at your retrograde marker and burn to lower your orbit. Again this will take longer. So he's right - it isn't rocket science but thats what he was getting at - Sandra's character is just a visitor (a tourist you might say) - so she doesn't know much about orbital mechanics like we do - shes a mission specialist and have a large crew around her to deal with all the spacey stuff. Teaching her about basic orbital mechanics, how to control the rcs on a capsule, point it in the correct direction on a navball, make sure she gets this exact so she doesn't come in too fast or too slow and burn up or skip out of the atmosphere, teach basic Japanese so she can read the controls - ain't no-one got time for that! Tell her to point at that big blue planet in front of her and thrust like crazy and that should give her enough radial momentum to get her in to the atmosphere and let drag do the rest of the work. 3) And lastly the bit that bothered you with George holding on by her boot. If they are in a stable orbit and he's lower in the orbit by a couple of feet below her then a gentle tug of the rope will bring him up towards her to save him. But, they aren't in a stable orbit. Iirc they are tethered to a station that has been ripped to shreds. There are still probably small pieces of debris (microscopic) smacking in to the station passing on their momentum on to the craft, there is probably all manner of gasses venting from the rcs, oxygen, water tanks like a sieve so the station is probably accelerating relative to it current vector which is causing drag on sandra and george - I had to do a similar thing last night using KAS to lift a stranded buggy off of mun - it was causing the rocket to buck around like crazy while thrusting - in the end I had to give it a large enough nudge with thrust to bring it in to an elliptic and then dethether it so I can bring the rocket back to some kind of control. I can't think of anything else regarding Gravity and I think they got so much other stuff so right on it that these things can probably be forgiven anyway. What really annoys me now that I've been playing KSP for a year. - How hard we make it out IRL to colonise the solar system. Playing KSP I know the hardest part of any mission is the launch - getting enough payload in to low earth orbit. Anything after that is pretty easy. We have docking down with experience from the ISS we can do it with our eyes closed. We can dance with the planet orbits with gravity assists and aerobreaking with every satellite and probe we've sent up - just watching what Cassini is doing around Saturn is just amazing as it skirts around each moon with ease. And yet - we haven't got a colony on the moon or mars - we aren't flying spaceplanes through Venus or mining asteriods and it annoys me - it annoys me so much that all we need to do is get the payload off of the earth and then send a crew up like we do for the ISS and we're good to go. The solar system is waiting for us and we're just sitting on our front porch moping.
  14. The IMC Outposts - Modular Ground Bases Our ground bases are totally modular and can be added and rearranged at any time. They include a crane designed to move the modules around and the IMC Bedford or the IMC Flitwick can be used to transport them to the moon surface. The IMC Outposts - Orbital Space Stations Ideally suited to provide orbital support for your ground operations. Anything from Fuel Depot, Research Station or Craft Hanger; we have it all. Each module is self supporting and can be rearranged as required.
  15. Interplanetary Mining Corporation Welcome. I've been playing KSP for almost a year now and I feel I'm getting pretty good at craft building so I thought I'd put some craft files together and post them here. Critic and suggestions are always welcome - also if there is any info that I need to add to the craft details please let me know in the thread and I'll add them here. I'm going to post one or two but hope to have a whole fleet of different ships if the interest is good. I'm a resource player hence the name of my ksp company - you don't need kethane, kerbonite or any mods to use any of my main craft but I will supply some subassemblies that may need them for which I'll clearly state. So check them out and let me know what you think. The IMC Bedford Introduction Codenamed the MULE (Multi-Utility Lander/Explorer) the workhorse of the mining corporation known as The IMC Bedford has proven its worth in several situations. Its able to be configured at the space centre or in orbit for whatever job its required to do. The Bedford has multiple docking ports where modules can be attached and detached as the need arises; whether its moon exploration, fuel/life-support transportation, kethane/kerbonite mining, craft delivery or space/ground habitation module the Bedford has been a proven success time and time again. The craft comes in 3 different models; Light, Medium and Heavy - custom made for different gravity and delta-v requirements. Screenshots & Descriptions Stats To use the craft files place them in the VAB subfolder in your save game craft folder and you can build your launcher around them. You can also place these in to your subassemblies folder to pull out when required. IMC Bedford - Light: Cost: 70,551.2 Funds Craft File: VAB ¦ Subassemblies IMC Bedford - Medium: Cost: 55,051.2 Funds Hot keys: 1 = Toggle LV-T45 Liquid Fuel Engines. Craft File: VAB ¦ Subassemblies IMC Bedford - Heavy: Cost: 40,911.2 Funds Craft File: VAB ¦ Subassemblies Modules: Place these in your subassemblies subfolder to use on the Bedford. Following is listed in the download folder: Bedford Modules Modules.zip file contains all of the below. Stock Only: Crew Quarters - Aft: 5,640 Funds. Mk2 Lander Can for Aft (bottom) docking port. Crew Quarters - Radial: 6,940 Funds. Hitchhiker Storage Container for Radial (side) docking ports. Deployable 2x Seat Buggy: 6,500 Funds. Small 2-seater rover complete with docking adapter for Aft (bottom) docking port. Fuel Canister - Heavy: 11,822 Funds. Jumbo-64 fuel tank for Radial (side) docking ports. Fuel Canister - Light: 3,193 Funds. X200-8 fuel tank for Radial (side) docking ports. Fuel Canister - Medium: 6,891 Funds. X200-32 fuel tank for Radial (side) docking ports. Sr-Normal Docking Adapter: 1,710 Funds. Converts Sr Docking Port to a Normal docking port. Ideal for using the Bedford or Flitwick to deploy MunBases and Buggies TAC LS Mod: Snacks Canister - 6,215 Funds. Large Life Support Container & Large Life Support Waste Container. Kerbonite Mod: Kerbonite Drill - 4,260 Funds. DRT-21 Ventral Drill & 2x KB-350R Karbonite Tanks. Ideally suited on The Bedford's Aft Docking Port. Kerbonite Refinery - 13,380 Funds. BSX-200 Karbonite Distiller, BSP-250 Karbonite Converter & 2x Gigantor XL Solar Arrays. Ideally suited on The Bedford's Forward Docking Port. The IMC Avon Introduction Codenamed Icarus, the Heavy duty VTOL (Vertical Take Off and Landing) 'Tail-sitter' is capable of flying at over Mach 5 with a flight ceiling of 25km (actual top speed and ceiling classified). The plane is air-breathing so you will not go to space with it but it has enough fuel to reach anywhere on Kerbin and back again. It can also be used in Laythe's atmosphere once transported there. Ideal for those recon/exploration missions. Note: Pilot cannot exit craft without a stair car - New in 0.25 you can now connect to the port at the bottom of the plane with a small crew capsule and transfer the pilot that way (its not realistic due to the size of the fuselage but its a way off!) Screenshots Stats To use the craft file place it in the SPH subfolder in your save game craft folder. Cost: 91,008.00 Funds Craft File: Craft The IMC Cambridge Introduction VTOL Tail-sitter which has a deployable buggy and crew quarters for those long term planet exploration. Crew are able to exit the craft where ever it lands and deploy the buggy for long distance exploration. Screenshots Stats IMC Cambridge including Buggy: To use the craft file place it in the VAB subfolder in your save game craft folder. Cost: 82,978 Funds Craft File: Craft IMC Cambridge Excluding Buggy: To use the craft file place it in the VAB subfolder in your save game craft folder. Cost: 78,188 Funds Craft File: Craft IMC Cambridge Buggy: Can be used as a seperate off-road vehicle - carries two Kerbals. Place in your Subassemblies folder to use when required. File includes docking adapter for IMC Cambridge or Bedford. Cost: 4,790 Funds Craft File: Craft The IMC Greenwich Introduction Codename The Elevator. A large VTOL SSTO 'rocket' - Wingless passenger transport able to lift a Hitch-hicker Can to orbit. Jeb insists on playing while going in to orbit.Screenshots Stats To use the craft file place it in the VAB subfolder in your save game craft folder. Cost: 128,986 Funds Craft File: Craft The IMC Exeter Introduction Large Interbody Fuel Transporter comes in separate modules which require construction in space. Engine section can transport 52,020 units of Liquid Fuel and 16,720 of oxidizer. Each 'Carriage' section can hold an additional 12,960 units of LqFuel and 15,840 units of Ox. Landing on a planetary body voids warranty. Screenshots Stats To use the craft file place it in the VAB subfolder in your save game craft folder. IMC Exeter - Engine Cost: 106,045 Funds Craft File: Craft IMC Exeter - Carraige Cost: 64,629 Funds Craft File: Craft The IMC Dover Introduction Medium VTOL Tail-sitter SSTO Codename The Angel - capable of orbital flight outside of the atmostphere. Air breathing jet push it to the very limits of the atmosphere then twin nukes kick in to throw it in to Low Kerbin Orbit. It is then able to turn tail and retrograde back in to Kerbins atmosphere and land using the jets anywhere within the KSC. Has Crew capacity of 2 which is ideal for rescue missions and crew transfers. Screenshots Stats To use the craft file place it in the SPH subfolder in your save game craft folder. Cost: 114,678 Funds Craft File: Craft The IMC Flitwick Introduction Small interbody transporter with radial nukes and landing gear. Able to attach modules from the Bedford Module range. Comes in two types - light for low gravity / light payloads and medium for higher gravity / heavy payloads. Screenshots Stats To use the craft files place them in the VAB subfolder in your save game craft folder and you can build your launcher around them. You can also place these in to your subassemblies folder to pull out when required. IMC Flitwick - Light: Cost: 62,165 Funds Craft File: VAB ¦ Subassemblies IMC Flitiwick - Medium: Hot keys: 1 = Toggle LV-T45 Liquid Fuel Engines. Cost: 44,816 Funds Craft File: VAB ¦ Subassemblies The IMC London Introduction Medium Asparagus-staged Lifter - various versions each with increasing lift capabilities and stages. The launcher is designed with the Debrefund mod in mind - you can still use it without the mod as its totally stock. The addition of the radial parachutes ensures that it you get a full refund for each stage dropped. The final stage of each version has radial thruster blocks and enough rcs to manoeuvre the payload as needed (ie docking it to a spacestation). You can transfer any remaining fuel and monoprop over to the payload if needed and if you leave about 100 units of mono you will be able to deorbit the final stage from LKO (don't forget to stage the final parachutes if you're using debrefund). If you're not using any recovery mod and don't want the added weight of the parachutes they can easily be removed. London II has two asparagus-stages while the London III has 3 enabling it to launch larger payloads or if you just need that extra fuel in to orbit. Snr in the craft file names means they have a senior docking port at the top - this can easily be replaced to suit your needs. Screenshots Stats To use the craft files place them in the VAB subfolder in your save game craft folder and you can build your payload on top. IMC London - II Snr: Cost: 113,266 Funds Craft File: VAB IMC London - III Snr: Cost: 165,134 Funds Craft File: VAB The IMC Tilbury & Tenby Introduction Space Tugs! Yep two different rcs tugs for moving ships, tanks and parts around space-stations and low gravity bodies such as Minmus or Ike. Various docking ports on each provide flexibility. They even have enough delta-v to transfer cargo from one lko station to another - ideal for that pizza delivery. Screenshots Stats To use the craft files place them in the VAB subfolder in your save game craft folder and you can build your payload on top. Tilbury: Cost: 11,210 Funds Craft File: VAB Tenby: Cost: 16,820 Funds Craft File: VAB
  16. 2 contract solution: Test TT-38k Radial Decoupler in flight over Kerbin - alt 7,200-9,800m, spd 70-170m/s Test mk-16xl parachute in flight over kerbin - alt 12,400-17,100m, spd 130-530m/s I have StageRecovery which is why there are 'chutes on the side tanks. Throttled this baby up to about 130m/s and trimmed my throttle to keep the speed steady - reached 7,200 and staged the side tanks - they were about 10% full by this point. StageRecovery got 98% value recovered on both those. Throttled back up as soon as I staged and reached 12,400m and deployed the chute. Sailed down and thrusted a bit near the end for a soft touchdown. Had about 90% of the fuel left over! Decoupler advance - 626 Kredits Parachute advance - 1,760 Cost of craft & fuel - 7,880 Decoupler test completion - 1,315.65 Recovery of decoupled stage - 1,801.694 & 1,801.701 Parachute test completion - 9,524.00 Recovery of final stage @98% - 3,725.76 step 3: ??? step 4: Profit Profit: 12,674.805 Kredits ! edit: and after completing those two I get a TR-18a decoupler test over kerbin - so I could've done with that one and finished 3 contracts in one! damnit Gene!
  17. Just to add to this - you need to install modulemanager for this to work.
  18. its only cheating if it wasn't to get round the bug that I seemed to have picked up - thanks for that
  19. While en-route to Mun to for fill a contract for some reason it had disappeared. It may have been a glitch in the matrix or I had reloaded a previous save which I didn't have the contract. I hadn't realised it had gone until I landed the mun lander to perform it and wondered why it didn't complete. It wasn't listed in the active, archive or to be accepted lists so I just shrugged and got on with the game - I completed 3 other contracts and now the one that had disappeared is back!! So I've accepted it - how do I 'pretend' that I completed it without having to do it all over again. I have the lander on the ground but the contact says it needs to be one built specifically after I accepted the contract. I'm thinking the best way would be to dial back when I accepted it in the persist file but not sure how to do that and if that would trick ksp in to thinking its an old contract or not. thanks in advance
  20. I think its happening to a nuke on one of my ships in orbit now :/ Might be time to create a new copy of the game and download all the mods again :/ Edit: looking closely on the stats on the faulty nuke shows that its flicking from normal thrust to 0 along with the electriccharge meter too - its a flicker but enough I suppose to throw it in to a spin. I can't see anything in the f12 logs or f2. Am I looking in the right places?
  21. Sorry its either getting a bit confusing on this thread or I'm sleep deprived!; is this now working for the latest version of TAC LS (the one with litres instead of units)? Also what is the co2harvesting.cfg file for? I searched this thread and did a google for it and nothing come up
  22. no craft file but I do have the old quicksave for it. I did a copy of the quicksave incase someone asked some questions about it but I rebuilt the vessel over the top of the original but haven't had a chance to use it again (contract hasn't come up for it yet). Heres the quicksave: https://drive.google.com/folderview?id=0B8S2KVucoU9cdjM3MFZiVWtiS3M&usp=sharing Heres a screenshot of it when it happens - as you can see plenty of air.
  23. I took Neither like nor dislike to mean no opinion or NA (I don't use far or near so can't give an opinion on whether i like them or dislike them)
  24. I think I still have the quicksave file of the vessel - it was landed and I saved before I took off and then a couple of minutes in to flight the engine would bug out so I see if I can upload that if it would be better - otherwise you could end up flying it around for hours on end before the engine started causing problems!
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