This mission required 16 launches, so i am open minded, even i'm willing to use a cheat to put the last piece in. Think its Kerbal's tree hierarchy problem with the two docks when they are trying to connect to the same vessel. Although the rest of the circle is pretty flexible, so my idea was to somehow tighten the gap between the docks and play with the undocked element until it clicks in. If the docks have to connect simultaneously, well than i have no clue how to achieve that. No matter how you combine the elements, there will be a point where you have to insert a piece (with two docks on each ends) into a tight space. The problem is that i have to squeeze the last piece in to complete the circle. I think i dont have a dock misalignment the way (axis) that you think. That's why i launched every piece separately. Which makes a big offset in the center off mass. Which has to be placed on the top of a rocket. Well, yes, less docks with more structural pieces welded together in VAB as you suggested. Welding pieces together will results in that i'll have a big arc. =) I also know that one can put entire space stations in orbit in a single launch, but i found that lame and very unrealistic. Ok, first of all i'd like to make it clear, that i really don't want to rebuild the whole base. Now i am at my workplace, so i have time to phrase my question =) but therefore i cannot provide screenshots yet, but i will if i get home and it is needed. I know that a circular station can be done this way (with docking ports), my question is how to attach the last element for the circle, that has to dock on both ends? They have to dock simultaneously somehow? Tried to make the whole station wobble, so the parts wont cut into each other at least for a second, hoping that way they will dock. Tried to rotate the part with the mod, but still clipping. To be honest they were clipped together (i mean, that the polygons are cut into each other). Back to the problem: i added the last part for the half-circle, but it connects only on one end, the other dock refused to clamp. I know that a clever use of subassemblies can prevent this somehow, but i've decided to use the dock rotation mod to fix it. Soon i figured out, that the parts wont form a circle, because the docks are connecting in a different angle than i wanted to. Then i dissassembled the whole thing and launched every part one by one, and assemled in orbit again with the help of small probes (monoprop + RCS + probe + klaw) and KAS/ KIS. Ive built and tested the the whole circle as one on the launchpad and it formed a perfect loop, the unconnected dock clamped after the physics kicks in in the game. After that i started attaching the parts which will form one half of the circle, but i got stuck with the last element. I attached the core element to my existing space station, added the two spokes with the starter element for the circle on the end of each spoke. The elements are connected via normal sized docks, the core, central element is a FL-T800 fuel tank with two spokes. with equivalent elements on opposing sides of the circle). More details on these features will be revealed at a later time.I am trying to build a circular space station made by FL-T400 fuel tanks, Structural Fuselage and twosome inline cockpits (in a circular symmetry - eg. Soon players will be able to share the challenges of deep space exploration. Multiplayer/Modding: The technological developments made to the foundations of Kerbal Space Program 2 will build on the beloved modding capabilities of the original game, as well as deliver on the long-requested addition of multiplayer. Among them: Charr, a heat-blasted world of iron Ovin, a ringed super-Earth with relentless gravity Rask and Rusk, a binary pair locked in a dance of death and many more to reward exploration. In Kerbal Space Program 2, interstellar technologies pave the way to a host of new star systems and celestial bodies, each comprising novel challenges and harboring secret treasures. Interstellar Travel: Next-gen tech, colonies, and systematic resource gathering all lead to a whole new level of exploration: interstellar travel. Eventually, these colonies become advanced enough for vehicle construction, propelling deep space exploration and beyond. Colonies not only pose their own physics challenges, but also require resource gathering to build structures, space stations, habitations, and unique fuel types. This new tech will not just create novel puzzles for players to solve, but will also enable new feats of space exploration within and beyond the original Kerbolar System.Ĭolonies: Brand new to Kerbal Space Program 2 are colonies. Next Generation Technology: As the game updates progress, players will gain access to a whole new set of next generation tools and technology including new engines, parts, fuel, and much more. Key Features to come during Early Access:
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