[QUOTE=Crimor;36331706]What would be the rendezvous options to get two crafts in the same orbit height and angle to meet eachother?[/QUOTE]
I haven't really used any of the automatic rendezvous option with Mechjeb, I just look at the data, but what you need to do is to align the planes, then get into an orbit slightly lower or higher so that you get closer to it. (If you're higher, you'll move slower and lower you'll move faster.)
If you're asking about how to get MechJeb to do it, you'll have to ask someone else.
you know larparnar I think the current durgun download or whatever it is. allows you to have the durgun with the smaller windows which makes it look larger :)
[QUOTE=CardBoardBox;36331774]Durgun ^^ not seen that in some time :D[/QUOTE]
It's a nice capsule.
I didn't use the Failcan though :)
[QUOTE=LarparNar;36331908]It's a nice capsule.
I didn't use the Failcan though :)[/QUOTE]
the failcan is a bit wobbly. I prefer angara too it :)
[QUOTE=LarparNar;36331838]I haven't really used any of the automatic rendezvous option with Mechjeb, I just look at the data, but what you need to do is to align the planes, then get into an orbit slightly lower or higher so that you get closer to it. (If you're higher, you'll move slower and lower you'll move faster.)
If you're asking about how to get MechJeb to do it, you'll have to ask someone else.[/QUOTE]
Mainly trying to understand the 5 km thing the rendezvous thing has, since it doesn't seem to do jack shit and there's no documentation on it.
are there any textures in the files of the textures of Kerbin, Mun and Minmus and Kerbol? I fancy recreating the Solar system on Universe Sandbox...
[QUOTE=HarvesteR]I love the smell of progress in the late afternoon.
[img]http://i.imgur.com/wRJFK.png[/img]
[img]http://i.imgur.com/J5Uec.png[/img]
This here was just a test to see how well EVA objects can be instanced in the main flight scene. Other than a couple of manual tweaks I had to do here, it works just as expected.
The guy on the screenshots was spawned manually here. There isn't any code yet for actually taking a crewmember out of the ship on EVA. It should be relatively straightforward to do though, once the EVA control system is done.
Cheers[/QUOTE]
All I can do is make ballistic missiles. Usually ones that are only good for targets a few hundred yards away. I'm not cut out for rocket science.
I bet you are all jelly that I am in the experimental group :3
[QUOTE=C7]Here's some shots of me testing the lights and internal setup of the part in Unity. Things are going smoothly. I just need to get the textures done. Then I can focus on the switches and control panels themselves. Still a lot of work to do I'll have more textures as I get the Ambient occlusion and textures bakes done.
[t]https://dl.dropbox.com/u/36240098/GameDev/KSP%200.16/UnityTest_1.png[/t]
[t]https://dl.dropbox.com/u/36240098/GameDev/KSP%200.16/UnityTest_2.png[/t]
The lights are mostly just placeholders for now. I'm setting up the rear light to be controllable based on flight condition. We'll see if that feature sticks or not.[/QUOTE]
I broke my game trying to get a giant space station into orbit :(
My computer hates me for this, I can haul my 50 ton satellite up to 70km, now I need a bit more fuel to get it into orbit
[editline]15th June 2012[/editline]
Is there a time limit for automerges?
[QUOTE=jaredop;36335998]My computer hates me for this, I can haul my 50 ton satellite up to 70km, now I need a bit more fuel to get it into orbit
[editline]15th June 2012[/editline]
Is there a time limit for automerges?[/QUOTE]
50 ton satellite? how does that work?
I would suggest you shed some weight before apoapsis ..
It's not actually a satellite, it's a ship meant to travel deep into space, unfortunately there's nothing there yet.
Here's a nice picture of it after the rocket it was on disintegrated at 70k
[img]http://i.imgur.com/k8nbf.png[/img]
(I had to turn the graphics down)
I made a VTOL, once its up off the ground and you adjust the thrust forward it actually flies really well it just needs some work on the take off (the weight distribution is in the shitter) and so it tries to do back flips if you're not careful :v:
[img]http://puu.sh/ApvU[/img]
[QUOTE=jaredop;36337045]It's not actually a satellite, it's a ship meant to travel deep into space, unfortunately there's nothing there yet.
Here's a nice picture of it after the rocket it was on disintegrated at 70k
[img]http://i.imgur.com/k8nbf.png[/img]
(I had to turn the graphics down)[/QUOTE]
When I look at my planet's orbit there is a very thick line of debris around Kerbin, the ship menu no longer scrolls down all the way and my KSC is littered with command pods. These are the consequences of backing up your saves often.
[editline]15th June 2012[/editline]
Also, I really wish things decided to blow up less and fall apart more. Explosions are laggy and boring.
[QUOTE=Pelf;36334788][quote=C7][img]https://dl.dropbox.com/u/36240098/GameDev/KSP 0.16/UnityTest_1.png[/img][/quote][/QUOTE]
Now that there is definitely a docking port on that spacecraft.
Which means they are definitely working towards adding it, but maybe not in this update.
I made an space station that was orbiting at 184k, that was a docking node and a command pod attached,
spent an hour in a rendezvous, and tried to make them dock with that docking lip thing. (4.1 kosmos)
pushed them together perfectly, and... Nothing happened.
I thought the plugins in kosmos were for the docking node, and that you could actually dock.
How disappointed I was, lol.
[img] http://filesmelt.com/dl/sadface14.png[/img]
was really looking forward to spending the day creating a giant station... Oh well.
both have enough RCS to pull them into a descent, so I guess Ill drop them out of the sky as close to the landing pad as possible.
jeez.. no you cannot dock with docking rings.... not yet anyway. my apologies for miss leading you.
I could possible make an animation that would allow for such a thing but. I don't exactly see a point. can just wait for 0.16 :/ not long after it is released you will beable to dock :D providing it is easy to make them dock.
[QUOTE=nomad1;36334542]I bet you are all jelly that I am in the experimental group :3[/QUOTE]
Lol bragging about being able to test unstable versions a week before the rest gets the stable version.
I found some craft called Tiny on the forums in a thread about making the smallest craft possible that could go to the mun and back, then land, then go back into 100km orbit, removed the landing gear, added a launching cradle(or else something on the bottom would get destroyed before you'd be able to launch it) and put a laser on its head :v: Works surprisingly well, now I just need to find out how to get close to other crafts more easily without spending like an hour doing the rendezvous manually.
[QUOTE=cr2142;36331241]That face....its like its telling me to go out to do some exercising :suicide:
[editline]14th June 2012[/editline]
Where are people finding those legs at the bottom of your craft? they look so good.[/QUOTE]
They are the Kosmos expedition legs, and they're okay.
I really want to do a mid-air docking. Anyone have any guides or tutorials? I am going to use MechJeb and Kosmos' docking pieces.
[QUOTE=dArKnEsS_2;36340050]I really want to do a mid-air docking. Anyone have any guides or tutorials? I am going to use MechJeb and Kosmos' docking pieces.[/QUOTE]
> Mid-air
:tinfoil:
What has two thumbs and just put a space shuttle into orbit with stock parts only?
This guy
[IMG_thumb]http://i.imgur.com/p1KwE.png[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/87fYh.png[/IMG_thumb]
Man, I missed this game. Now to see if I can land it
[editline]15th June 2012[/editline]
Oh my fucking god yes
[IMG_thumb]http://i.imgur.com/lkAxb.png[/IMG_thumb]
[editline]15th June 2012[/editline]
BTW, forgot to mention: it takes off like the real world shuttle, not a spaceplane.
[IMG_thumb]http://i.imgur.com/QelsV.jpg[/IMG_thumb]
Attempting to rendezvous manually for the first time:
Overshoot, overshoot, overshoot, overshoot, overshoot
repeat for an hour
rage deorbit
[editline]16th June 2012[/editline]
Right into the ground
angry ground
[QUOTE=blazingfly;36340353]> Mid-air
:tinfoil:[/QUOTE]
Yeah, I just noticed that...
[QUOTE]Well, new update today, I've been poking around at having Kerbals spawning in the main flight scene, and found an issue that needed to be taken care of.
When parts unpack, they reset their rigidbodies in a pretty agressive way. That causes the ragdoll on the Kerbal object to lose references to the root rigidbody, which means the ragdoll joints lose the attached body link, and attach themselves to world space. I don't need to tell you just how much that disrupts normal functioning of the whole system. It's pretty bad.
Fortunately, it was a simple fix. We just needed to reset the ragdoll links that get broken when the part unpacks, and everything worked just fine. Trouble was, the EVA controller didn't know when the part was unpacking, until it was too late. So I set up the vessel and part components to fire off messages when packing and unpacking is being done, to give other attached bits a chance to do stuff.
That worked out pretty well, and I just needed to tweak a few details to get the kerbals packing and unpacking in the game, just like any other vessel. Some cheating later, we had a Kerbal walking on the Mun:
[img]http://i.imgur.com/QdyxZ.png[/img]
That same jump wouldn't get you more than a foot off the ground on Kerbin. Things are a lot more bouncy and fun at 1/6th of
a gee.
That's about it for now.
Cheers[/QUOTE]
It looks like whatever Kerman that is completely indifferent about jumping around on a moon.
..Kerbals are implemented as ship parts?
Can you strap them to a SRB?
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