![]() Initial testing at 3km/s reentry went very well and stable except for solar panels ripping off(which I foresaw, but didn't care about) and landing at 20m/s which destroyed everything up to the service bays, but slight tweeking has made landing slow way down to 3m/s. However, its a different story with animated parts, IF the moving components themselves clip the flor or ceiling of the service bay. Chutes on top of the 6science Jr as well as a 1圆 solar panel on the sides with some atmospheric modules all around command pod with room to EVA. The only time this causes a problem is if that other part is a docking port, which of course usually dont work with anything clipping into them. cargo bays are just a fuselage with no fuel and a door) or a more space station oriented 'Procedural shapes'. So, basically, a 'Procedural cargo bay / fuselage' mod (i.e. I recently just sent identical vehicles to duna and eve that consisteded of command module, 2 small service bays( first has 4 sets of the smaller science modules on top and bottom, and second has either 12 or 16 goo canisters stuffed inside with minimal to no clipping), a sci Jr module surrounded by six other ones, with the large SAS module on the bottom followed by the large battery and a large heat shield. Yup, while searching a bit before posting, I found this: there doesnt seem to be any cargo bay, but the author was on the track to a 'procedural shape' approach. ![]() Basic early veichle is command pod with chute on top, small bay with a few battery's on the top, about three of each science module minus the science jr and atmospheric module on the bottom, 1圆 solar panels on the outside walls, SAS for good measure, science jr optional, and a heat shield. I use them primarily with my return/reentry vehicle. Wouldn't mind a taller part, however, unless that's the niche of the shuttle payload bays. And for those of us who try to run a 100% re-useable space program. Still an awesome little part, though, especially in light of the new aero physics. I now take extra care to keep things as centered as possible within the bay. Sometimes I need to hit reload a few times before a "stable" version of the craft loads up. I can sometimes stop the spontaneous exponential wobble-of-doom by opening or closing the bay doors. Steps to repeat: - put an OX-STAT solar panel inside a service bay (attached craft is setup for this test). It was a total nightmare trying to dock the lander back onto the main ship for journey home as I couldn't work out if I was travelling towards my target, and in the end had to eyeball it. The OX-STAT solar panel generates power and has a status of 'direct sunlight' inside a closed service bay during timewarp, but correctly shows 'blocked by aero shielding' at normal speed. The whole journey the lines in the map were wobbling and the markers on the navball were jumping, thought it was a bug until I opened the bay to do an EVA and saw it bouncing around inside. I had the bright idea of putting a MK1 lander can inside a 2.5m which I flew all the way to Pol. It's annoying to always need to ensure the nodes are 'plugged' just to get the low drag expected when placed between other Mk1 parts.Yep, that's happened to me. I thought I could put the MEM inside it just like the real Saturn V but there were these huge gray bars inside (and I have an aversion to clipping). It has a (poor) SAS module and tiny storage compartments. Service bay revamp good, keeping old model as variant would certainly be nice (open bay doors have served me well as quite durable landing gear!), but please check what part of the associated code causes that excessive drag when closed and leaving the internal nodes unused. I just did the Munar 1 mission where they insist I should bring this huge SM-25 service module. and yet product quality and reliability seem to keep going backwards instead of improving.Īnyway. ![]() Over the years we have gotten more sophisticated tools, IDEs, prefab components and modules, better standard practices, a plethora of online resources, and we are drowning in processing and transmission capacity, memory and storage. Video games are Software is the only product we buy incomplete that we can't finish ourselves.Ĭorrected that for you, but yes I thoroughly dislike how it's become 'accepted' that software cannot ever be finished, feature-complete, properly documented, or reasonably bug-free on release. Hello Kerbonauts Kerbal Space Program 1.11.2 is live This small patch focuses on fixing a few remaining bugs from the last update that were causing some.
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