![]() Not critical, but makes more sense, and needed if Gravity Turn is doing all the staging, including the initial engine firing The clamps should be in the stage AFTER the engines, not before. I went back (off-camera) and tried the first two again with it, and the results were identical. ![]() Of note - I realized at the third launch that I had not checked off the "Use Gravity Turn" selection. Not gonna post it to YouTube or similar, since it's going away as soon as this discussion does. Here's the video, weighs in at just over 550 MB or so. Thanks - ended up using the build in Shadowplay from nVidia's driver set. Note that I do use parts from KWR, but I don't think that'll be a problem for you. Awaiting any instructions on how I can assist in pinning this down.Ĭraft File here so you can see my exact ship setup. Attempting to activate via spacebar jumps to stage 6, where two of my tanks are now detached.ĭuring troubleshooting, also noted that NOT pre-igniting the engines per step 2 resulted in a normal launch. Launch clamp sounds are heard - launch claps remain in place, craft remains on Kerbin. ![]() Stage 7 ignites as expected at 4 seconds.Ĥ. GT Setup for a 130 Km (though I imagine this doesn't matter) orbit and initial guess.ģ. Countdown Setup at 4 Seconds to pre-ignite stage 7. All five engines will fire at once (Stage 7 in my craft), 4 Launch Claps in Stage 8.Ģ. Multi-stage rocket using Asparagus Staging setup in a 4-Way arrangement. OK - the memory was a large part of what I saw, but the launch clap behavior I described remains.ġ.
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