[01:27:18] eek [06:53:52] #KSPOfficial: mode change '+o Deddly' by ChanServ!ChanServ@services.esper.net [10:26:41] hey, I've got a design question. I'm trying to make something like that https://i.imgur.com/WPx6zAl.png but I've got problems with the tri-coupler as it will only attach to one cabin. Is there a better way? [10:31:06] #KSPOfficial: mode change '+o UmbralRaptop' by ChanServ!ChanServ@services.esper.net [10:31:34] hatrix: yes and no. [10:31:40] hatrix: Attach the cabins to the tricoupler? [10:31:53] darsie: then the cabins aren't attached properly ;) [10:31:58] but then I'd have to put a tricoupler on the other end no? [10:32:00] parts with looping connections are a hassle [10:32:10] hatrix: the way KSP manages the nodes makes it hard to do such a design [10:32:19] you can use docking ports though [10:32:30] ^ [10:32:41] so add two docking ports to each node [10:33:11] there will be one that is the main and connected from the start, the other two pairs will connect themselfs when loading the craft [10:33:21] *themselves [10:33:57] that's the kind of hack I was looking for [10:34:04] are docking ports sturdy enough though? [10:34:11] Multi-node crafts would be nice. Would make it easier to built huuuuuuuuge things. :D [10:34:20] well, three pairs are. :D [10:34:36] and you can add struts, if you don't trust them [10:34:47] But I sometimes even attach boosters with them... [10:36:19] would putting a tricoupler and move it inside the rocket also work? [10:37:07] You could make a string of cubic struts and attach the cabins there. [10:38:06] from the side then? [10:38:08] https://i.imgur.com/iHLU8Dd.png [10:38:15] Can you attach the struts in the center of the tricoupler? Then you could attach the cabins to the tricoupler and whatever is below to the string. [10:39:35] ok my last screen doesn't work, it's well aligned but not attached [10:43:22] something like that Mat2ch? https://i.imgur.com/dijFads.png [10:45:05] hatrix: http://bksys.at/bernhard/temp/screenshot26.png [10:46:03] I'll add some struts to be sure [10:46:13] definitely easier than docking ports [10:46:56] There's no central attachement point on the tricoupler, so you might have to use fine adjustment of EER to get the strut well centert. [10:47:03] centered [10:47:58] EER? [10:48:07] editor extension redux mod [10:48:14] I'm stock [10:48:38] Can show you part coordinates and allows fine position adjustment. [10:49:25] I placed the tricoupler upside down and flipped it 180° [10:49:29] You can center it manually as good as it gets, but there may be some imbalance left. [10:49:36] and move it up [10:49:56] https://i.imgur.com/k6hmnmb.png [11:00:48] There's also a great mod for this called ReCoupler [11:00:49] https://forum.kerbalspaceprogram.com/index.php?/topic/158136-17x-recoupler-release-thread-monocouple-your-bicouplers-v133/ [11:02:06] yep saw that, but I'm good with stock [11:02:38] I only play every two years, it's a hassle for mods [11:02:56] I also stay with Stock, but man that mod is tempting [11:03:26] Craft made with that mod will actually load and play fine in a stock install, I believe [11:03:48] one mod I'd really like for is to have perfect orbits, I can't make constellations easily in stock [11:40:22] that's an ugly space station but it works, thanks guys https://i.imgur.com/DnwrKTr.png :) [12:00:10] Why so many antennae? [12:00:26] symmetry [12:00:47] I've got a relay network around minmus, a small one would have been enough [12:01:15] Symmetry for aesthetics or balance? [12:01:38] first one :p [12:01:43] ok [12:01:57] https://i.imgur.com/LWsvNvX.png [12:07:35] Communotron 16 is https://wiki.kerbalspaceprogram.com/wiki/Physicsless_part so will not shift COM if attached to a central part. [12:09:09] ah, good to know [12:34:59] hatrix: yes [13:33:55] hatrix: My space station :) http://bksys.at/bernhard/temp/screenshot27.png [13:35:58] http://bksys.at/bernhard/temp/screenshot28.png [13:41:06] ahah [13:41:27] never thought of those seats for a space station [13:45:15] Took some tuning to get it to orbit. [13:45:45] how many kerbal died during the experiments? [13:46:06] None. Unkerbed. [13:48:01] Launch angle, prograde speed, SRB thrust, staging altitude (that was constant at 40 km), final attitude. [13:50:23] 3 TWR, 15°, turn prograde at 30 m/s IIRC, stage at 40 km, at 10° hold 10°, prograde after Ap comes ahead. [13:51:19] I hope you wrote that somewhere [13:51:39] No. I only do that for rockets I launch several times. [18:20:38] #KSPOfficial: mode change '+o Deddly' by ChanServ!ChanServ@services.esper.net [19:06:24] #KSPOfficial: mode change '+o UmbralRaptop' by ChanServ!ChanServ@services.esper.net [19:48:44] why are lf only sstos so hard [20:09:51] lf? [20:21:50] liquid fuel, no oxidizer [20:22:03] wish we had more .625m parts [20:22:09] engines to be specific [20:22:17] and tanks [20:22:22] and tanks [20:22:34] i hate that you need to add so many tanks that increases the part count [20:22:48] yeah and it all gets pretty wobbly at some point [20:23:12] struts are bad for aero, mm [20:51:46] The comments on the forum weren't quite clear whether struts are draggy or ignored [20:53:19] Struts are draggy, autostruts are not [21:08:20] #KSPOfficial: mode change '+o purpletarget|ktns' by ChanServ!ChanServ@services.esper.net [21:47:50] #KSPOfficial: mode change '+o UmbralRaptop' by ChanServ!ChanServ@services.esper.net [22:18:58] My SSTO has 2501 m/s left after reaching LKO :). [22:19:27] darsie, picture? which engines did you use? [22:19:28] I guess it should make a Mun landing and back. [22:20:50] http://bksys.at/bernhard/temp/screenshot54.png :) [22:21:26] One engine. It's an SSTO ;). [22:21:30] 2501 m/s sounds scary [22:21:37] Or 4 if you want :). [22:21:54] Like, my "have decent margin" rule of thumb is 2700 m/s [22:22:49] Wait, you can do *what* with a mammoth? [22:22:51] hahah it's a rocket ssto i zee [22:23:18] Orbit and have 2501 m/s left. [22:23:56] how do you land that thing? [22:24:22] back to kerbin, that is [22:24:24] Hmm, the map says 2640 m/s. I can do it in 2501 :). [22:24:40] Black_Eagle: crash :) [22:24:46] :D okay [22:25:18] I could put a small payload with a chute there. [22:25:18] crumple zones [22:26:28] Or I could add another tank. [22:26:49] TWR wasn't great, but there's space for a bit more. [22:27:20] rocket equation is a... pain [22:27:33] It's ok. But now it's in stock. [22:27:52] Several stages ... is tedious. [22:28:09] nobody wants that [22:30:45] What if we used more power? [22:30:46] I only have a built in antenna, but a great pod with lots of buttons :). [22:31:04] Yeah, I have lots of power, so my gravity losses should be low. [22:31:25] I got myself a UV torch [22:33:00] wavelength? [22:33:27] BLB probably shows you more on money etc. [22:33:37] and is only 2 USD. Or 4? [22:33:44] *torch?* [22:33:55] BLB tube [22:34:25] Action: UmbralRaptop is assuming that Fluburtur is setting things on fire with a UV laser [22:39:48] US $3.07, free shipping https://www.aliexpress.com/item/4000103994467.html [22:41:14] how can I turn on the helmet light of my kerbals while they are on a EVA? [22:41:33] either U or L [22:41:44] must be U, L isnt working ... [22:41:54] is it shift + u or only u? [22:41:56] (at least with en-US QWERTY) [22:42:01] just u [22:43:21] Or with the light button next to the vertical speed indicator. [22:43:34] thank you [22:46:29] yay [22:47:16] sup? [22:49:38] Action: UmbralRaptop pokes KSP with a booster [22:49:54] Action: UmbralRaptop suspects that their 1.8.1 download is bad [22:52:00] Wow, my pod has 75% signal on the Mun. [22:52:06] No external antenna. [22:52:36] I downgraded to 1.7.3. [22:52:52] Started a new game, cause the 1.8.1 files were incompatible. [23:06:46] 769 m/s left landed on the Mun. [23:08:53] whelp [23:09:23] wait, jetpacks and parachutes exist [23:10:29] No crew. [23:11:00] Also this would be staging. [23:12:28] 201 m/s in orbit [23:14:13] Need 272 [23:16:10] I could try a Mun flyby :). [23:29:03] lol.. ended up with a rather colourful launchpad base.. [23:29:10] ya for graphics glitches