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Instant Orbits-- just hit spacebar


foamyesque

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ship was weirdly holding its parts separate but still staying in one piece :( i launched Noyuz

I have.the same issue. I have no idea what causes it or how to fix it, but I suspect floating point issues. I\'m forcing a part to do something KSP was not designed to allow it to do. I did warn you in the OP. :P

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Escape velocity would just be taller than the one for a synchronous orbit. To test re-entry, put it at about 70k. What would impress me would be one that is just the right height to throw you into the sphere of influence of the Mun :o

Great work foamy :)

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OK, figured out Re-entry, escape, and Mun :D

Open (or duplicate) FAKOOM_instantKSO, open part.cfg

Find this line: [tt]node_attach = 300, 28684000, 0.0, 1.0, 0.0, 0.0[/tt]

Replace with one of the following:

Re-entry: [tt]node_attach = 300, 700000, 0.0, 1.0, 0.0, 0.0[/tt]

Kerbin Escape: [tt]node_attach = 300, 40000000, 0.0, 1.0, 0.0, 0.0[/tt]

Munar capture: [tt]node_attach = 300, 36750000, 0.0, 1.0, 0.0, 0.0[/tt] (sends you to about 30k from Mun, you need to burn to go into a stable orbit though).

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OK, figured out Re-entry, escape, and Mun :D

Open (or duplicate) FAKOOM_instantKSO, open part.cfg

Find this line: [tt]node_attach = 300, 28684000, 0.0, 1.0, 0.0, 0.0[/tt]

Replace with one of the following:

Re-entry: [tt]node_attach = 300, 700000, 0.0, 1.0, 0.0, 0.0[/tt]

Kerbin Escape: [tt]node_attach = 300, 40000000, 0.0, 1.0, 0.0, 0.0[/tt]

Munar capture: [tt]node_attach = 300, 36750000, 0.0, 1.0, 0.0, 0.0[/tt] (sends you to about 30k from Mun, you need to burn to go into a stable orbit though).

could you make more parts then? So we could a lko kso or mun parts without reloading the game
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