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milosh

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    Rocketry Enthusiast

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  1. holy sh.. that looping to bridge transition was insane I also like the plane design, great job!
  2. Surviving this without crashing is a challenge in itself, sweaty hands and lots of LoLs and "Oh sh..." moments are almost guaranteed. But to make it an actual challenge, lets see who can do it the fastest. Rules 1. Build a plane 2. Start on runway 1 at the far end from the sea 3. Fly through the satellite dish, under the feed antenna, the plane's body must be at some point completely within the four struts. 4. Fly under the walkway/bridge between the two dome buildings near the VAB 5. Land on runway 1 and come to a complete hald without crashing Time starts on engine start and ends when the plane comes to a complete halt. It does NOT matter from which direction you thread the needle but is has to be satellite dish first, bridge second. Share a video of your flight, bonus points for hilarious crashes This probably won't win the challenge but it shows what is expected: Standings 1. Draradech: 1min 22s 2. milosh: 3min 5s
  3. When flying a plane with default settings, the SAS will be all over the place when making just a small input, flaps are going crazy and even with just a short key press to roll or pitch, it will often go too far and you have to correct back, which goes too far and you have to correct back, and so on... But there's a simple solution to this: right click on the wing, click on advanced controls and lower the authority limiter. The default is 30 but you can easily bring it down to 15 for a smooth flying experience that feels more like a real plane to fly. If you feel that the reaction of the plane is too slow, increase it slightly, on my acrobat jet I've set it to 22. This can be set permanently in the VAB or temporary during flight. To prevent nose planting your plane while breaking after landing: right click on the front wheel and set Breaking Power to 0. Lastly, always disable stearing on the rear wheels, makes it much more easy to hold course during take off. Hope this helps
  4. Help build my 9 year old his first SSTO and explained orbital mechanics, build a nice SR71-like jet, build another "acrobat" jet and tried threading the needle through the radio telescope and under the bridge at KSC. I succeeded doing both but not in one flight, will keep practicing tomorrow
  5. Well I'm paying the price now for always relying on MJ in KSP1 to do my planetary transfers because I have only a rough idea how it works purely with the map and without any help from plugins. I am trying to get to Duna and I think I should be close to a departure window that would get me into it's ROI (if the rightangled triangle method still applies in KSP2). But I don't know what to the icons are trying to tell me and how to adjust my maneuver to actually get captured by Duna. I imagine that I:1 and I:2 mean intercept 1 and 2 of my and Duna's orbit but what is the prograde looking icon about the other I:1 and I:2 trying to tell me? Can I know from the map as seen in the screenshot what I need to adjust? Feeling a bit lost. [EDIT]: through try and error I figured that I need to get the I:1 without and with target icon to line up as perfectly as possible and have 0.0° divergence, then I finally managed to get captured by Duna and am sitting now in a nice 100km orbit around it. So to answer my own question - and please correct me if my conclusions are wrong - if I:1 with icon (target) is ahead of I:1 without icon (my orbit), it means the target will be ahead and vice versa and I need to adjust departure time accordingly to bring both together. Or was this sheer dumb luck?
  6. Same here, I'm trying on the runway to undock my rover, one Clamp-O-Tron Jr. on the rocket, one on the rover but whenever I try to undock, it says the vessel got destroyed:
  7. The wait until next year is impossible... But now that most people are staying at home there would be a huuuuuuge player base to test alpha features, I know I would
  8. Thanks to 1.0.5 we now have MK1 sized ISRU units so I could finally build an SSTO I was dreaming about since I've first used an ISRU: an SSTO that can refuel itself, yey :D It can reach easily an 130KM orbit, refuel at a gazstation stationed in orbit, go to a moon, extract 2300 dV from an ore field and head back to Kerbin. It has enough battery power that it can mine infinitly with max time warp so refueling only takes several RL seconds (several weeks/months ingame though). Sadly I haven't figured out how to transit from one moon to another and land on it with only 2.3k dV, which means that moon hoping always goes via Kerbin. En route to Mun: [IMG]http://images.akamai.steamusercontent.com/ugc/644374753331513616/DF7DACAB5E625BB8B225034957A6874EC2658791/[/IMG] Refueling at gazstation in LKO: [IMG]http://images.akamai.steamusercontent.com/ugc/644374753324126719/D18633557A230AE8E455C4E7658A8BC0F8299EEC/[/IMG] Mining ore and refining to fuel: [IMG]http://images.akamai.steamusercontent.com/ugc/644374753327756244/32E8EE8E5566CDED733FA08F225E70E57FF66C9B/[/IMG] Take off: [IMG]http://images.akamai.steamusercontent.com/ugc/644374753327755465/79F38AC5B37C23E9CB99266B5C419495FB6BE7B0/[/IMG]
  9. F3 says the link between the side and main tank broke, at least that's the first message after "Lift Off". I had a closer look and found indeed an error, one of the side tanks wasn't properly attached. I fixed that but the plane still explodes as soon as I pitch with the same F3 log. @Venus: of course, this is the next generation self-fueling space shuttle NASA never dreamed of building :D As long as I don't pitch over 20° the plane is very stable and given the rocket power (lift off V~150m/s) I should be able to pitch well over 40° soon after liftoff and climb to 10k as fast as possible, if it wouldn't break apart this would be the plan anyways. Could it be that MK3 parts are just not made to be attached to eachother sideways so to speak?
  10. This is driving me nuts, I've made an MK3 version of a succesful MK1 SSTO I have, same design just bigger parts and more power. Additional tanks are attached to the main tank and the wings to the side tanks. The MK1 version is very stable, can roll, loop and so on. The MK3 version explodes as soon as I pitch over 20-25° no matter how gentle I try, SAS or no SAS, with or without payload. The rapiers are too weak in low speeds which is why I take off with the help of the rocket engines resulting in a much higher TWR at launch (1.5), that's the major difference from the MK1 version. In both planes I've shifted with the offset feature the side tanks a little bit into the main tank which makes them very stable, no wobbling of any parts. I wonder though if the forces in a 200t plane are just too strong or the MK3 parts are too weak for their own weight. Or does anyone see something wrong in my design that's causing it to explode? Explodes when pitched over 20°: [IMG]http://images.akamai.steamusercontent.com/ugc/644374753331496973/48D68FA7D4402D658817B9AF008AF73C70B41C04/[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/644374753331497551/51CFF8E7F757FAE93693C55A88F3C69D2F15E137/[/IMG] This one works perfectly and is very stable, build after the same principle, only smaller: [IMG]http://images.akamai.steamusercontent.com/ugc/644374753331513616/DF7DACAB5E625BB8B225034957A6874EC2658791/[/IMG]
  11. Usually when I don't have any other games to play or when a new update arrives I fire up KSP and play for some weeks or months, then put it aside again until the next time. Clocked over 300 hours this way over the past 3 years, best 20-something $ I've ever spent on a game.
  12. I desperately need that new mini ISRU and drill for my next project
  13. As far as I know you can only cut them or load a previous save, happend to me too several times.
  14. The problem was indeed the suboptimal launch window - I tried it again just now and let time warp for half a year to the optimal launch window. I needed some adjustments to make after the burn because contrary to the calculated path I didn't get into capture range, a small 100dV burn corrected this and I ended up at Eve with a Pe of 60'000km. The difference this time was, that my satellite's orbit followed Eve's for a good time, no "X" to speak of. It cost me only 1000 dV to bring Pe down to 700km and into orbit around Eve aligned polar, another 1000 brought Ap down too. Pitty only that thanks to the thick clouds I can barely make out an ore-rich landing side but that's another story. Thank you everyone again for helping me out @Warzouz: MJ for me is usually quite reliable if I don't choose to ignore it's suggestions. Only issue I have is that it does not calculate the amount of trust my engines produce 100% correctly and thus the predicted path does not always correspond with the path I end up after the burn. Thanks anyway for the mod suggestion but I stick to MJ because it get's always updated right away when a new KSP version is out, it's the only mod I use at all, plus astronomers visual pack.
  15. When I execute the next node it does already warp to the launch window at max speed (orbit at 640km) but waiting 1.5 years still takes several minutes I didn't want to spend starring at the screen. It's silly and in the end I've spend more time waiting than if I'd initially took the optimal launch window. Or did I misunderstood you, does the alarm clock instantly warp to the set time?
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