Kerbal Space Program

Anyone got any recommendations for graphics improvement mods for Kerbal? I've seen videos/screenshots showing much improved planet details, clouds etc. But they all look to be for older builds than 0.9 :(

a good amount are in the community mod list, but as you say most of them are not updated yet: http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library

Does anyone have any suggestions to make joints less wobbly on the robotics parts of the magic smoke industries mod without affecting the rest of the game?

If anyone is interested I found a mod with struts that you can reconfigure in flight, which should solve the problem of wobbly robotic parts: http://forum.kerbalspaceprogram.com/threads/85599-WIP-ActiveStruts-Dev-Thread
 
If anyone is interested I found a mod with struts that you can reconfigure in flight, which should solve the problem of wobbly robotic parts: http://forum.kerbalspaceprogram.com/threads/85599-WIP-ActiveStruts-Dev-Thread

Kerbal Attachment System also lets you do this plus a lot more. Having great fun with it :D
Installed a few mods but KAS is the best so far. Made myself a nice new SSTO that has decent cargo and docking abilities. Plus looks cool - which is always an important criteria for me!

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KAS is brilliant and more realistic than some others, as you have to get out and work at it.

The next update is sounding good, new aero and sounds like we will have heat on re entry.

I gave up again, stupidly press reload when I hadn't saved and lost several missions.
 
Here is my effort so far on Career mode, this is my interplanetary ship docked with an SSTO shuttle which was a crewless test flight.

The big ship which carries it's own lab has already been on a mission to Eve where it carried a few probes and a rover which were dropped on the planet & then my attention got turned to a mission to land on Eve's moon where I dropped another probe, a rover (which is semi useless due to next to no gravity) & then set a lander down on the surface for a manned mission. I dumped the lander in orbit of the moon to shed weight for the return trip.

It is now re-fuelled & I am trying to design a lander to go with it that can get a Kerbal to the surface of Duna & back to the ship.

 
So, I went ahead and flew an SSTO spaceplane to the Mun's surface and back. You know, just because I can.

I was very impressed until I saw that you refuelled mid mission, because a friend challenged me to do the same without refuelling, except with FAR and deadly re-entry amongst other mods and its very hard. With the refuelling though its just reasonably impressive :p

Best I've managed so far is landing safely and slightly upside down on the mun with very little fuel left despite a buggy stackable nuclear engine (from novapunch?) which hit the craft with the exhaust, pushing it out of line all the time.
 
I'd be interested to know if it's even possible without refuelling. There's going to be an absolute upper limit on the amount of delta v you can get from a single stage whilst having enough lift and TWR to reach orbit. I suspect that limit is less than the amount needed for a manned Mun landing and return.

Also, not sure why my wing tips sheared off before landing. That hasn't happened before. Speed wasn't particularly fast, angle of attack wasn't particularly steep. I'm just happy they broke off symmetrically so I was still able to land it.
 
I would be very surprised if it wasn't possible even with FAR (which makes jet engines way less effective) judging by my latest attempt. This craft landed on the mun and then got to a safe orbit in a single stage without refuelling:

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The only modded part I would truly miss is the stackable nuke engine, since the rest can be made very similarly with stock. (If FAR was still being used I would miss the sabre engine as well, since it has a higher top speed than the stock rapier with FAR enabled)
 
I also have concerns about those ludicrously oversized air intakes. They look like you can stay on jet power right up until you hit space.

I should try my plane with FAR.
 
I also have concerns about those ludicrously oversized air intakes. They look like you can stay on jet power right up until you hit space.

I should try my plane with FAR.

they may look enormous, but they have less than double the intake area of the stock radial ones. I could just as easily line the sides of the craft with them instead. I haven't really done much with jets without FAR recently, so I honestly can't remember what sort of speeds and altitudes I can get, but from what I've heard the speeds of jets are considerably lower
 
First time doing a trip to Duna and back without using docking ports or nuclear engines. Just a direct ascent with a good old fashioned rocket.

 
Does anyone have any suggestions for making wings that can either be moved on a craft, or attached and detached from a craft?

I've tried anatid robotics (from magic smoke industries) to move the wings as needed. This works fine for very small wings, but big wings will flop around too much to control the plane. they almost go vertical. With many many struts, both super high strength B9 struts and removable active struts, the wobble is reduced from ridiculous to alarming and still uncontrollable.

I've tried using docking ports to attach the wings to the plane, but the docking ports aren't even strong enough to hold the wings. they connect, but as soon as I raise the landing gear to lift the plane off the ground, the wings undock and fall off again

Any other suggestions for the wings of the plane in a cargo bay would be welcome
 
Reaper. What are you doing or trying to do, that requires such a large wing surface area?
Which I presume is causing the wings to flap so much?

Sadly I can't make any recommendations for parts to solve your problem.
But I'd recommend changing your construction technique;

Specifically doubling the wings; One on top, and one on the bottom of the fuselage, and secure them with barely visible struts (Connected to tanks + engines) to hide them.
Slightly heavier but much more structurally secure, and if done correct will totally ellimenate wings flapping.. :)
 
I am trying to get a reasonably large plane (B9 aerospace S2, so slightly smaller than 2.5m diameter) to totally fit inside the MK3 cargo bays (or the identical B9 HL cargo bays). I can create a plane with no moving or detachable parts that functions perfectly. However, When I make the wings moveable using Anatid robotics (from magic smoke industries) the wings flop about all over the place. When i try to make the wings detachable using docking ports (the shielded ones from B9 aerospace) they are not strong enough to hold the wings in place.

I am also using the FAR mod, so I doubt that two wings very close to each other will be of much help
 
Anyone give me any tips on reversing orbits.

Basically I am a fairly newbie and made a school boy error. On a Satellite contract I was spending ages trying to get it in the right orbit. I was in something ridiculous like 60 metres of the target orbit only to realise I was going the wrong way round.

Now I have solved it but in a hugely inefficient way. Basically launch a second probe and into orbit the the other way, it was hugely fuel consuming, must be a better way.

Any help?
 
Don't think there is an efficient way, only option is to just burn enough to reverse it, if you are orbiting at 100km or so you'll need ~4km/s deltav to do it, if you're in a really high orbit it might not be so bad though.
If you have an elliptical orbit, always try and do the manouvre at the apogee (highest point where you are moving slowest)
 
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