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Pecan

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Everything posted by Pecan

  1. Is RT2 working in 0.23.5 now then? I was wanting to add them to my save but thought I'd go with what we've got. Quite prepared to start again (for the fourth time) at this stage but don't want to leave it until the interplanetary stuff is all deployed.
  2. This thread was last posted to in September. The ISA mod is no longer supported either (although it still works AFAIK). You might like to check SCANSat as an alternative.
  3. How are you trying to build this at the moment and what have you tried that doesn't work? Do you know that you can rotate parts using WASDQE in the VAB? With that the easiest way to have several probes on a single launch is to put a quad-coupler upside down on top of the core, add separators to each of the (four) nodes on top of that and build/place your probes on top of the whole thing. Rocket goes under the core in the normal way.
  4. Oddly enough I've just built a sort-of Apollo, starting with the lander can then building the docking ports to the command module. The lander was auto-filled, the pod not.
  5. A whole other thread: http://forum.kerbalspaceprogram.com/threads/76173-Massless-parts?highlight=massless+parts
  6. KER's displays are generally tidier than MJ's to my mind, although both can be edited. The orbit and target (esp. interplanetary) information in KER is generally better too. For obvious reasons MJ's focus is on using the information it has, not necessarily showing it. Having said that, since reference bodies were added to MJ I do find myself using KER less and less.
  7. Much better, thank you for the time [seriously, I'm not being sarcastic]. No, my asparagus staging rarely goes beyond 3 stages (symmetry 2 so 6 boosters) as I want efficiency and aesthetics/aerodynamics at the same time. Yes - actually shifting the fuel is certainly an issue and *cough* 'unlikely' with just little (massless in flight) fuel lines. Drop tanks have been in use since before WWII however, and the Falcon Heavy is intended to use cross-feeds from the booster stages so the fact of fuel-lines is established (not necessarily wrapped around a rocket though, that'd introduce spin). Unfortunately, people sneer 'asparagus' without making the comparison with similar-shaped but differently-staged designs; BAUI (Because Asparagus Is Ugly) is neither necessarily true, nor a thought-through concept. Incidentally, from using asparagus in almost all my ships I have converted to serial and parallel staging over the past week or so, thanks to the ARM parts. Half of them look worse (subjective judegement obviously) and all of them perform worse but not by enough that asparagus is worth the part count and build difficulty in what is meant to be tutorial sequence.
  8. I have now I've made an Apollo-style Mun mission using ARM parts.
  9. SCANSats around Kerbin, just being placed into orbit around Mun, still en-route to Minmus. 'First' landings on Mun and Minmus plus ARM-part Apollo sort-of replica also en-route. Moho SCANSat transfer vehicle in orbit awaiting window. Meanwhile, back at home, 4 Kerbin 'anomalies' found by SCANSat, visited and identified by Bob-who-doesn't-jump-straight-in-the-first-rocket-and-does-all-the-interesting-local-stuff. Stations, tractors and landers standing-by. It's day 2 of my Mapping The System misson, 24 vehicles re-designed for ARM.
  10. Nothing valid to say? Asparagus looks the same as boosters, it's only the fuel lines that are present/different. Well done, I think that's the first double-BAUI.
  11. BAUI: Please explain what is less aerodynamic or effective about asparagus staging than a boring, tall, thin thing with some boosters around it? Or are you just repeating cliche? There are two plausible arguments against asparagus which I have heard so far - part count (a purely KSP artefact) and conservation of angular momentum. So, just because current Earth technology can't do it, what do you have against it?
  12. http://forum.kerbalspaceprogram.com/threads/76173-Massless-parts
  13. Double-click meaning 'launch this like last time' I like Claw. Maybe single-click should mean 'I want to launch something, so show me the menu', ie; the one you get by clicking on the pad/runway?
  14. Or, to ensure one path for all the fuel; 1 -> 2 -> 3 -> 4 top:4 bottom -> 5 top:5 bottom -> 6 top:6 bottom -> centre.
  15. The 'place anywhere' ones are single-output. You can right-click and toggle any thruster on/off - affects them using symmetry AFAIK so you'll have to place them individually if that's how you want to control them. Same thing can be done with action groups. Using the excellent Action Groups Extended mod they are individually controllable, regardless of symmetry.
  16. As stupid_chris points out on the first page you may well want to launch with parachutes unpacked as they generate less drag that way. Once in orbit/docked EVA and repack them ready for the next descent.
  17. They are different things but there is also a lot of overlap. I used to have KER as well as MJ mainly because of KER's ability to use different reference planets, just as Geschosskopf suggests someone might. To that extent it is less useful to have both now. Anyone care to comment on VOID, by the way? I keep thinking that's probably more comprehensive than either KER/MJ but haven't got around to trying it.
  18. Launch by clicking the pad in the Space Centre scene rather than directly from the VAB/SPH. That presents a list of your saved ships and when you click one it shows the crew places and Kerbals to the right. They're keen to go so you have to kick the buggers out every time but at least that way you won't forget. Otherwise stowaways are something we all have to deal with :-(
  19. Yes the cupola only holds 1 crew and, yes, I've always had trouble with it at the top of a launch. If you really want it then try putting the payload upside-down on the launch vehicle so the cupola is lower down.
  20. Mods can do anything (if you have a graphics package and more artistic ability than me ^^): http://forum.kerbalspaceprogram.com/threads/50008-0-23-KerbPaint-Paint-layering-for-parts-%28September-23rd%29-%28Same-Old-Still-Works%21%29 And/or http://forum.kerbalspaceprogram.com/threads/60961-0-23-5-TextureReplacer-1-4-1-%288-4-2014%29
  21. Do you think they might just be scared they can't match your ability Jouni? You do some good stuff :-)
  22. Yes, now that SSTOs can be even more powerful and lift considerable mass in each launch there's even less point in building spaceplanes - just stick with SSTOs.
  23. The easiest way is to go to the tracking centre, make sure debris is displayed then the piece you want to remove and 'terminate' it.
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