[QUOTE=finbe;34953127]So how do you become a test subject? Did I have to spam the thread with requests?[/QUOTE]
Request to be one here: [url]http://kerbalspaceprogram.com/forum/index.php?action=profile;area=groupmembership;[/url]
[img]http://dl.dropbox.com/u/43321825/screenshot16.png[/img]
[img]http://dl.dropbox.com/u/43321825/screenshot18.png[/img]
I recommend mixing Kosmos with Probodobodyne to get interesting results. This is the first station I've managed to put in orbit. Now that I have a design that can do this, I'm going to download the new experimental and put it in orbit there.
I finally bought the game :dance:
Almaz is ready. Now to install fuel in Mircore and Ao burn everything else in the pack.
[IMG]http://dl.dropbox.com/u/1417259/screenshot1.png[/IMG]
I got some debris stuck in mid air for some reason, they're like 1 kilometre from the launchpad and just hang in hang in a spot.
[editline]2nd March 2012[/editline]
Odd, this setup first worked, but now the engine ain't starting up.
[img]http://cloud.steampowered.com/ugc/470863048336041807/0310F7BBB39C1AFB48695F3D6D5EA7FD1CB6FE26/[/img]
[QUOTE=scratch (nl);34955528]I got some debris stuck in mid air for some reason, they're like 1 kilometre from the launchpad and just hang in hang in a spot.
[editline]2nd March 2012[/editline]
Odd, this setup first worked, but now the engine ain't starting up.
[img]http://cloud.steampowered.com/ugc/470863048336041807/0310F7BBB39C1AFB48695F3D6D5EA7FD1CB6FE26/[/img][/QUOTE]
Double check fuel lines, they have to have a clear LOS between the parts they connect. If you place something between them and then reload the rocket they'll connect to whatever is blocking them instead.
it works without the rocket underneath it, but when I add the rocket is won't work for some reason.
[editline]2nd March 2012[/editline]
AHA! the rocket somehow uses the tanks that should power the engine.
[editline]2nd March 2012[/editline]
how do I stop making it do so? the decouplers have fuel crossfeed, which causes the tanks to be used :v:
I love this game, but I wish they'd spend some time optimizing it; I'm now on a new, much better laptop and I'm seeing almost no improvement in framerate when building and launching large rockets.
[img]http://cloud.steampowered.com/ugc/470863048343042500/4029324670A38833779A51EDE27BCF40D57A5C4B/[/img]
:dance:
[sp]it bounced and flipped over after I went back to it using the tracking station[/sp]
For those that don't use some other heavy lift system I made a stock launch KOSMOS launch Vehicle tutorial.
[video=youtube;JyQqQQViOm0]http://www.youtube.com/watch?v=JyQqQQViOm0&feature=player_embedded#![/video]
[QUOTE=MC3craze;34952833]That's the definition of hard-coded. Editing a cfg is not modifying code.[/QUOTE]
Uhm, you can easily create shuttle doors. Each leg is made form 2 parts - the "base" part, and the moving part. Each of these has there own collision meshes. You can remodel a new one in, and use the .cfg to change the axis, speed and the angle it turns.
[QUOTE=scratch (nl);34957449]it works without the rocket underneath it, but when I add the rocket is won't work for some reason.
[editline]2nd March 2012[/editline]
AHA! the rocket somehow uses the tanks that should power the engine.
[editline]2nd March 2012[/editline]
how do I stop making it do so? the decouplers have fuel crossfeed, which causes the tanks to be used :v:[/QUOTE]
Don't connect the fuel line to the engine. Connect it to the RCS tank above - fuellines automatically set fuelcrossfeed = true to any part they attach to, so when connected to the engine the fuel goes through it. if you connect the lines to the RCS tank, then fuel crossfeed is enabled for that and not the engine, so the tank won't drain prematurely.
Decided that it was time to take the plunge.
I paid $15 because I'm a nice guy.
Let's see if it will download in one piece...
[QUOTE=st0rmforce;34962960]Decided that it was time to take the plunge.
I paid $15 because I'm a nice guy.
Let's see if it will download in one piece...[/QUOTE]
I paid $114 and I [B]still[/B] got a partial download first try.
Damn, I only got 7.02$ left on my paypal...
I knew I should've bought it when it was only 7$.
[QUOTE=CardBoardBox;34959800]For those that don't use some other heavy lift system I made a stock launch KOSMOS launch Vehicle tutorial.[/QUOTE]
You do realise you're launching against the rotation of Kerbin, which uses a lot more fuel.
Hey, mc3, what's up with rating me dumb? I KNOW you can create shuttle doors, you can change the model, and I have myself meddled with the.cfg params. Not to mention that NovaSilisko made deployable solar panels using them in the probodobdyne pack, and he didn't code the part, he only made the model for it.
All you do is set a few parameters in the cfg such as extend and retract speeds, degrees to rotate and about which axis. Only other thing you need to do is split the model into two and name them obj_leg and obj_anchor (the collider for the obj_leg needs to be named node_legCollider).
[QUOTE=Winstonn;34964713]All you do is set a few parameters in the cfg such as extend and retract speeds, degrees to rotate and about which axis. Only other thing you need to do is split the model into two and name them obj_leg and obj_anchor (the collider for the obj_leg needs to be named node_legCollider).[/QUOTE]
Exactly. MC3 is claiming it's all hardcoded, and you can't make new landing legs from them, even though you can.
[QUOTE=Winstonn;34964713]All you do is set a few parameters in the cfg such as extend and retract speeds, degrees to rotate and about which axis. Only other thing you need to do is split the model into two and name them obj_leg and obj_anchor (the collider for the obj_leg needs to be named node_legCollider).[/QUOTE]
Obviously Harv is planning to expand on this.
...Right?
[QUOTE=Tommyx50;34964780]Exactly. MC3 is claiming it's all hardcoded, and you can't make new landing legs from them, even though you can.[/QUOTE]
That is not what I said.
[editline]2nd March 2012[/editline]
I said you can't go in and fuck with it.
You have to work around the limitation.
I'm modeling a rocket on the side. I'm also going to make payload fairings with a 1m hole in the top for casules to stick through:
[t]http://dl.dropbox.com/u/13781308/KSP/Rocket.png[/t]
It's 2m in diameter, fairings are 2.5m.
[QUOTE=Pelf;34967539]I'm modeling a rocket on the side. I'm also going to make payload fairings with a 1m hole in the top for casules to stick through:
[t]http://dl.dropbox.com/u/13781308/KSP/Rocket.png[/t]
It's 2m in diameter, fairings are 2.5m.[/QUOTE]
reminds me of failcan 9.
someone hsould really make ULA stuff.
Official KSP Teaser!!!
[media]http://youtu.be/l5OhFnq_iKw[/media]
neat!
Finally got it to download! Just restarted my internet and the download didn't fail for the 25th so time.
Does anyone know if the super-bright Mün is a glitch or intentional?
[QUOTE=cwook;34968341]Official KSP Teaser!!!
[media]http://youtu.be/l5OhFnq_iKw[/media][/QUOTE]
Weird, they say they used footage from my video, but it looks like they actually didn't.
Mine wasn't actually ingame, so that could be it.
[QUOTE=cwook;34968341]Official KSP Teaser!!!
[media]http://youtu.be/l5OhFnq_iKw[/media][/QUOTE]
How do I get those wheels and lander in x4? Was it a mod? I haven't really noticed much in the new update.
[QUOTE=The-Spy;34968518]How do I get those wheels and lander in x4? Was it a mod? I haven't really noticed much in the new update.[/QUOTE]
Mod. Vanilla doesn't exactly have a lot of parts.
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