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Hunne

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    Rocketeer
  1. seems some of the installation was messed up for some reason, after putting all the stuff together again it works...sort of... just did a flight halfway to the northpole...all went well...until at least Valentina and the data survived, turning on FAR helpers in midflight was not the smartest idea after all, but retroboosters and chutes was^^
  2. hehehe just saying, it does not matter if I go slow or not, just keeps breaking up... no matter how well aligned all the CoM/CoT bubbles are, match ´em, put ´em behind or in front of each other, build X-1 or U-2 style contraptions, won´t take off or instantly break up also the statistics window in the hangar shows exactly....nothing, I highly doubt that this is intended @flashblade: I´ve been trying to limit pitch etc. but that did not help at all, if I ever find that mod using the search I´ll give it a try^^
  3. they are? wait a sec...what the...little green heads shall roll for this... so, one issue fixed, what about the breaking up? wings should be added to the fuselage or one wing to fuselage and other wingparts on the fuselage-connected wing? edit: nope, does not work...
  4. Hello ferram4, hello guys, I seem to have a strange issue, my aircrafts won´t take off at all from the runway until they pass over the grassy part and when the landscape banks down, they suddenly do fly...some designs are able to go way past mach 1 and still are glued to the runway until see above also, anything I come up with beyond really basic design tends either to go to the right (not rolling, I think yaw is the proper word) and as soon as I try to lift the nose simply breaks into pieces...with rockets it´s all fine I attached a screenshot of my currently installed mods, so maybe someone has an idea about what the hey
  5. fancy as in aircraft styles I´ve seen, are used today etc., they do look like they should fly but they frankly do not as for mods I use quite a few, I´ll name a few I think which might be conflicting: -deadly reentry -fuel wings -kerbal joint reinforcement -modular flight integrator -procedural dynamics -procedural parts the others are for additional parts for rockets etc. so I don´t assume they´ll play part in this it´s not a bug that crashes the game, only my aircraft as for too little lift: the one very basic design that works has enough lift (since it does fly pretty well once of the runway apart from also generating insane gee forces) but is also glued to said runway until I run over the last short grassy part before the landscape banks downwards well, thx so far, I´ll check out the link to FAR you provided
  6. Guys, I´m really fed up with FAR. Nothing "fancy" I build ever works and instantly either deviates oddly to the right (mostly) or more or less instantly breaks up the instant I try to steer when airborne. Only very basic designs seem to work but generate insane amounts of gee forces even when using the fine controls (caps lock). Lowering the various settings on control surfaces doesn´t help very much. Also, no craft ever takes off properly, it always need to roll past the runway, some going > mach 1 and still appear to be glued to the runway. Is it a conflict with another mod or am I doing something wrong?
  7. this issue only is related to kerbin, I did orbit the mun in polar orbit - took me like 15-20 revelations to fully scan it...maybe something just went wrong...will try again and then make some screenshots
  8. tried that, orbited, e.g. at 45° inclination and waited like a week...no change in the amount of scanned terrain, it always scanned the same path all over again which should not be...very strange
  9. mmmh...don´t get me wrong, I´ve been using ScanSat in previous releases but this one is kinda weird: I´ve been used to simply inject the satellite into a polar orbit and then just wait for the planet under the device to rotate which resulted sooner or later in a more or less complete map - why does this not work? the way it is, it´s pretty much a pain in the arse to adjust inclination every orbit (and a half maybe )
  10. so, now that I´ve gotten like a ton of mods, I cannot return to the SC after splashdown workaround would be to F5, kill KSP and restart which is no problem since it only takes 1 min to restart is there any solution to this
  11. so, any link to a tutorial how to make a model in, say, cinema4d (I got tons of models there even a nice somewhat procedural script for cities (yes, as in major landscape filling cities, but could be a RAM eater)) and then getting this into unity? or how ´bout a joint venture? I do the modelling you do the placing...pm me or something
  12. so I figure there is at least one thing to do with those small to huge thingies - capture them and plaster LKO until no kerbal will ever leave kerbin in a rocket - ever. but how do I track their trajectory? I´ve seen in a Scott Manley video that he had the trajectories but my game only shows the approx. positions with a "?" what do I have to do / research to see where they are actually going? guessing is beyond my delta-V capacity mostly
  13. any good mods for roverparts? I never really get the hang of designing one with good usability with the stock parts despite reading some threads on that topic...well, didn´t try since 0.21 or so
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