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    If you downloaded the craft with the in-game interface you just need to save it.
    If you didn't use the in-game interface just put the craft file into: %APPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\UserData\CraftDesigns\

    +2 6.0 years ago
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    @detroitmoose My guess is that you didn't place the RCS nozzles correctly. Here is what you should do:
    1. finish the final stage (the docking craft) without any RCS nozzles, but with monoprop tank.
    2. add one block (from structural parts), for looks you can size this down to match the size of the RCS nozzle.
    3. add 4 RCS nozzles to that block: front, back, right, left (not on top).
    4. set the symmetry of that block to 4x
    5. toggle center of mass indicator and move the blocks as close to the center as possible (on the surface of the craft, don't move the blocks inside your craft).

    This is a simple design that will allow you to perform all the possible translations / rotations.

    PRO TIP: set the fuel lower in the tank (less then half or the expected value when you will perform the docking). This will help your RCS to cause lower torque on your craft.

    +2 6.0 years ago
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    It seems that 1 unit = 1 meter. Shared crafts have in the description the sizes in meters so you can derive the unit - meter relation from there.

    +1 5.9 years ago
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    use this: https://www.simplerockets.com/Crafts/Search

    +1 6.0 years ago
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    @Tully2001 Let me rephrase the question: Do you know how i can add [Auto Credit] Based on <username>'s <craft name> thing to my craft posts?

    +1 6.0 years ago
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    @CodeCube I made a slight change to your image to demonstrate how to place correctly the RCS: https://imgur.com/a/yMyIood
    Note: "a" should be equal to "b"

    +1 6.0 years ago
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    @eonn44 @JollyMac I don't think it will create lag at all. This is because you only need to make a mathematical model of the distribution of the debris and then roll a dice to find if the craft will be hit or not. Rendering physical objects for this is useless because at 60fps it cross the whole screen in less than a frame.

    +1 6.0 years ago
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    There are no mods for this game right now. The posts that you are referring to are just changes to XML files. They don't add anything new, they just modify some craft or planets parameters (parameters that are not exposed through the game UI).

    6.0 years ago
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    @OldCoach, eonn44 is talking about the "box" that includes throttle, roll, pitch, etc. Almost all UI elements can be moved.

    6.0 years ago
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    Most likely you have more drag on the upper part of your craft. The engine will try to compensate this, but it the drag becomes large enough than the engine will not be capable to compensate and the craft will tip over.
    I don't know much about how the aerodynamic physics is modeled in this game so this is my best guess.
    How to fix the issue:
    - longer burning first stage (this will get your second stage to a less dense atmosphere)
    - larger second stage engine
    - smaller fairing (if possible)
    - maybe fins on second stage

    6.0 years ago
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    You can also use Translation Mode to do fine orbit adjustments. It will help you achieve the "perfect" encounter.

    6.0 years ago
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    @Tully2001 @Caveman999 Thanks.

    6.0 years ago
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    @Tully2001 Thanks, I thought it was a tag. Do you know how I can add it to my crafts posts?

    6.0 years ago
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    @Bmcclory There is at least one and it looks like this: [Auto Credit] Based on <username>'s <craft name>

    6.0 years ago
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    @pedro16797 Thanks for the tip, I didn't think of using subassemblies for modded parts.

    6.0 years ago
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    You are correct @pedro16797, but I'm talking about gameplay balancing. This game (or stock KSP) doesn't have the necessary tools to make ION engines fun to play.
    How you use an ION engine is very different from how would you use an conventional chemical rocket engine and some sacrificing need to be made regarding real life accuracy so the game will be more fun to play.
    I realize that this is not for everyone, but what I propose doesn't need to be integrated in the main game, this is just for some people that what ION engines to be more accessible (and you will need to manually edit the craft XML file).

    6.0 years ago
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    I had to manually rotate the parts for my rover. If you want your parts to align after unfolding you will not have a nice experience (or at least I didn't).

    6.0 years ago
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    @CodeCube The ASWDQE controls work for me... toggle RCS on/off again

    6.0 years ago
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    @CodeCube Here is a comment I made on how to correctly place RCS on a craft: https://www.simplerockets.com/Forums/View/5139/How-to-rendezvous-and-other-informative-information-for-absolute-beginners?showAllComments=true#comment-22931
    This is just a simple example on how to place the RCS nozzles. Unfortunately complex nozzles placement is very hard right now (almost impossible) because we don't have any UI tools to let us visualize the torque induced by RCS.
    Another tip that I can give you is that you can use "Lock Current Heading" while performing the translation maneuver.

    6.0 years ago
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    @AnotherFireFox KSP has two stock parts of this type: struts and fuel duct. I don't remember any mods that added other parts of this type.

    6.0 years ago
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    It seems that RCS only works when translation mode is ON after the first stage. It looks like a bug to me.

    6.1 years ago