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About Ketatrypt

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  1. Which settings might you think are interfering? I have basically everything on max, and nothing that I can think of has changed from when they were working? And why would it be that they are only showing up on small, concentrated sections? would they not just be completely disabled?
  2. I am having issues with the terrain scatter issue. Only small rectangular sections of terrain will show trees/rocks. Like this: This is a newish problem that I have had since I updated (complete clean reinstall) to 1622. Same issue is happening on all the planets/moons, and no matter the settings I change, its always the same places that have the scatters. (except when disabled obviously) Any ideas how I can get them to be more uniform? Thanks!
  3. It would be relatively easy in the RC aircraft world.. You can just build the shell to your liking, then add in ballast later to balance it. Its not like you have to work with kerbals weights and balances when you build a model. The hardest thing IMO would be making an authentic looking shell. It would need to be 3d printed or something to keep price reasonable. Otherwise it would take many hours of hand crafting a single design.
  4. BAAHAHAHa your right it actually works! this is hilarious! (sorry bob, he got sick I think) Ended up having to add more wing, and, also, yea, I had to angle the wings much more then I would have thought. And I still should angle them even more
  5. its a old German (bad person era) prototype thing, essentially it is a huge propeller with jets at the tips... But for what ever reason, I cant seem to get lift out of anything like that in kerbal. Is this sort of thing possible? Ive tried a few different designs, but I cant seem to get any lift out of spinning a wing section.
  6. Your right, but, I do think this is something like that. Even in that advertisement pic, the FLIR is looking at what looks like an electrical transformer, which, would be the sort of application for that sort of thing - on the job, you can drop it in the mud, it will be fine, then you can look thru heating systems for leaks, or electrical systems for hot wires, etc. I could really see that being the 'ipad for the construction supervisor'. Not something that all the workers would have, but something I would definitely see senior staff getting, especially seems how cheap it is. I want one too
  7. are any major parts clipping? the docking port looks like it isn't sticking out far enough for it to clear the top part... And as for attaching them, the easiest way I think would be to make sure the entire ship is rooted to teh docking port, then save the rooted ship & port as a sub-assembly, then re-root the original back the way you want it, and load the sub-assembly, and attach the sub-assembly to the docking port. It /should/ work but, if things clip, they might not, so try to clear any clippage before hand just to eliminate that possibility. But yea - ships will only attach via the rooted part. So unles you rooted the docking port, they won't attach. (the entire rooting process isn't explained that well.. I had trouble understanding it myself, until I saw a vid about it.. I wish I remember what that vid is, because it explained it very well. Hope this helps
  8. Add weight to the nose, or make the tail lighter. Basically it sounds like a center of gravity vs center of lift issue. For more stability put your center of mass quite far in front of the center of lift.. For more manouverability, put the CoM closer to the CoL. (but never put the CoM behind the CoL, that just doesn't work very often )
  9. yea pretty much what slashy said... generally with the whiplashes, I go to 8km subsonic, then speed up while still climbing, and when I get to 12km, I level out, and max my speed. About 1250m/s... Then, I will slowly pull up to about 15°-20°, carefull not to stall the wing and bleed off too much speed. Usually changing my pitch will take me to a bit over 20km, where I will ignite rocket engines, and continue the 15°-20° until 35km or so, where I just set it to prograde, and let the shuttle do a gravity turn, and that will level out basically when near/in space. IMHO, the most critical part is getting the climb right in between 12km and 15km. Above 15km (and at speed) the air is too thin to get enough lift from, and its really hard/inefficient to change your direction of travel with aerodynamic surfaces. And the reason this is critical, is if you don't have your pitch high enough, you will not have enough vertical speed to get into space quickly. And burning your rocket motor to plow thru the atmosphere is very wasteful. So you need to get thru the atmosphere as quick as possible, but still maintain the speed needed for orbit.
  10. heh yea sstos require much more testing then rockets do. it can be quite addicting Congrats to getting to space As for re-entry, have you tried moving fuel around as you are decending? If your nose is heavy, try moving some fuel to the rear tanks. It can act as ballast, and will move your CoM quite effectively. But everything else sounds about right.. you could also add better canards (and move them further forward for more leverage) which could give you more power to pull up the nose. And one last thing, you can use shock cone intakes for more air/less drag. (Unless you like the look of those intakes) And I am not sure if the nose cones are better then the shock cone intakes. The shock cone is retarded light, and has very little drag. On my own shuttle I found that quad intakes is better then 2 intakes + 2 nosecones. The extra air is unnecessary, but they have so little weight/drag that they seem better then regular (and advanced) nosecones.
  11. here is a ship that I have been using lately. If flown right it can get to the mun with 7.5t of cargo, or can deliver a heapload of fuel + the cargo to LKO. (all stock parts.) I use the skipper engine rather then the poodle, as it is more efficient in the wide variety of atmosphere pressures the shuttle goes thru. And it also produces more thrust. which is always nice. You can take out one of the cargo sections for a pair of the passenger section things, although it really shortens the cargo bay. For engines, I have the 4 default ramjets, and they get me to about 1100m/s at 18.5km, which the ramjets loose thrust and I turn on the skipper (Obviously leave on the jet engines until they flame out, then close the intake ports for less drag) I am not sure how to upload a part file, but if you really want it I can learn how to upload it for ya.
  12. To deliver/retrieve cargo.. I could use a space tug but I am already so close with this, I figure why not. mostly just a lesson on efficiency, as I am hoping that I can learn to make my ascent more efficient.
  13. been working a while trying to revise this design to get to the mun/minmus with a 7.5t cargo. And I am really close.. Currently, with that 7.5t of cargo, I can get to LKO with about 1200 dV remaining. which, is close, but I would be more comfortable with 1800 dV. And there is 2 issues I see right away which I am not sure of. With the whiplashes, I can only seem to get up to ~1100 m/s easily. (about mach 3.6) this happens at around 18km, I level off a bit from 15km to pick up speed, and then start climbing again, and turn on the rocket engine at about ~20km, which leads to the next issue - getting up thru the atmosphere quickly. To keep max speed, when I switch on the rocket engine, I am only climbing at about 120m/s, which I feel is really slow, and I am not really sure how to go about the problem. I could gain speed lower in the atmosphere, pull up steeper, which would get me thru the atmosphere quicker, but, with low TWR I would need to ignite the rocket engine at a lower altitude to keep a high speed. So I am in a pickle, not sure where to get this last 400m/s dV... Any ideas?
  14. Thanks for the tips I didn't know that above 23kms that ships don't dissapear. I will have to try that. As for the reasoning, its just something to do. I have something like $2.5m so recovering it for the $ isn't really worth it. More for the style points
  15. Hello, according to your second pic, you are stacking SRB's.. That is a common mistake. (I made it too heheh) Liquid fuel is much more efficient then solid fuel. Your first pic there actually looks pretty nice - you use the Solid rocket boosters to help the rocket thru the lower atmosphere, and ditch them for more efficient liquid engine. but I would get rid of the SRB under the liquid engine for another fuel tank.. basically extend it, so you have 3 liquid tanks with a swivel engine (it has gimbling, helps with control) and then add your 4 SRB's radially... Here is a rocket that I whipped up, basically followed your design, and it has enough fuel to almost go to the mun if flown right. (it should at least get to orbit) A couple notable differences - You don't need as much power at take-off. 4 SRB's is just way too much power. Even 2 SRB's is quite a lot, but it works, just power back on the liquid engine at ~300m/s until you are over 10km altitude. Then you can power back up. The reason to do this is aerodynamic drag. If you go faster then 300m/s at those low altitudes you are just wasting fuel to aerodynamic drag. I also added in the second fuel tank for the main liquid engine, which will be burning from takeoff to orbit. And if you wanted, this has enough fuel/power you could even add another small engine/fuel tank on top of this for going to the mun/minmus. Also, if you don't have a trained pilot, probe cores help a lot, as you can use stability assist. smaller rockets in general are harder to control as they can whip around pretty fast, but, with stability assist on (press T) it shouldn't be an issue. Hope this helps and happy flying