Jump to content

Vaporized Steel

Members
  • Posts

    325
  • Joined

  • Last visited

Everything posted by Vaporized Steel

  1. A kerbal does know how to paint. Because of this a kerbal paints a profile looking structure on the tires of the wheel. But in fact there is no tire profile in fact. Also there are no trees on kerbin, so where would rubber come from, are there rubber tires in ksp? If not what do kerbals substitute rubber with?
  2. Terminal velocity is not a constant, it is based on the aerodynamics of your rocket. Terminal velocity used to be a thing to gauge speeds during takeoff in the old soup atmosphere, where it simply didn't matter whether your vessels was aerodynamic or not. So for every layer of altitude there was a constant terminal velocity regardless of what vessel you were using. Ofcourse I'm going overboard by saying that you should always want the thrust set at max, in some cases your going to get over terminal velocity, which depends on your design. That would only be for a short while in the lower atmosphere. Since the lower atmospheric layer of Kerbin is negligible in size, your going to lose little if you go over terminal velocity, just make sure you don't go over it to much. And I don't think that would happen in most cases, unless it's a pod with a SRB directly underneath. In which case your probably playing very early career, the only point in the game where I would even want to touch the thrust limiter on the SRBs. The most efficient Kerbin launches Delta V wise are those with very high TWR and a very narrow ascent path.
  3. What is perfect thrust? Can you tell me? Mine is over 9000 TWR, what's yours? The way I see it you want maximum thrust to get out the atmosphere ASAP, because that saves you your Delta V to orbit, especially if the rocket is aerodynamically shaped. SRBs are auto set at max. I'm not sure why you would even want to readjust them. Math or no math, Ker or no Ker, Mj or no MJ. Unless your care about the Kerbals and their precious G meter, which shouldn't matter anyway. Because Kerbals can survive prolonged G's in ways that doesn't allow me to break a Kerbal body, with any of the SRBs btw. That said, I haven't fully tested it.
  4. As for IVA transfers for multiple Kerbals, very good idea. Rep+ As for instant EVA for multiple Kerbals, yeah would be nice if that could, but I can foresee multiple Kerbals clipping into one another if multiple are put on EVA, shooting each other off in multiple directions, and possibly summon the Kraken.
  5. Wouldn't the correct therm be Kerraforming? Just a thought...
  6. @Michaelo90 hmm, fair point to have this option in sandbox, I think it should be there. I never was bothered that this option was missing, but I can see why anybody would. I think all options should be available, so this should definitely be part of KSP. I hope this gets through for you.
  7. @storm_soldier2377 after the "..." please? Because if it crashes for you, it does'nt for me. For me it runs perectly. I run it in both 32 and 64bit. Sometimes I run in 32 bit and forget my memory usage on my modded ksp folders and it crashes. But besides that, almost no crashes. I only had 2 crashes thus far and it was in the VAB, not even during gameplay in 1.1.3. 1.1.2 was very stable for me aswell, almost no crashes.
  8. @Jakalth You know, I don't use the Ly 01 or Ly 05 landing gears very much, although It's definitely true it needs max spring and dampening in the landing gear options. However, I do get exactly the same problem as you do. Regardless of whether I attach these gears to the fuselage or the wings. That said, I think it is a bug, because even if there is a workaround for this, this shouldn't happen. They completely relocate themselves to a position where they are.......... useless... I hope others can confirm this, as a bug, or anything else, Maybe you can make sure they can be attached in the proper position without using the Move : Tool option in the SPH.
  9. @Michaelo90 ahh, like that. Google gave me this... Hope it is what you were looking for. It is kind of what I was talking about, but instead you delete the craft files or copy/paste them to a backup folder of your choosing.
  10. @Michaelo90 Dunno what you were getting at honestly, I don't use stock vessels much so I didn't know about this option Which is the reason i instructed the TS in the way I did, which works so he does get what he want. You forgot to mention what this option is though. I just tried starting a new Sandbox game and the stock vessels were there by default, without messing with any option whatsoever. So if you want to introduce the in game option for allowing stock vessels in sandbox, be my guest.
  11. reaction to this thread... W..H..A..T..T..T.........H,.u..H!? S e R i O u S l Y!?!? Talking about seriously, I am sure it is possible. Mind the part count though and the very low FPS on that monstrosity, it will definitely not be economical, but a accomplishment nonetheless. Have you any pictures of "Attempts" at this, showing us your in a general direction. Because if so, i want to know how...
  12. This shouldn't be introduced because you can do this yourself. Go to your main KSP folder. Then Go to the "Ships" folder in which there is a SPH and VAB folder in which you'll find all the stock ships craft files. Copy any of them or all and paste them into the folder inside your KSP/Saves directory which is the savename of your sandbox save mode and you'll have them ready at your service.
  13. Euhm, doing a grand tour by using a capsule (no command seats) and get to every planets surface in one launch and back. (probably never been done, although I have seen command seats grand tours) Edit: Oh, and obviously I mean without refueling, probably don't need to mention that, otherwise it wouldn't be to difficult, just saying. But since you asked about the hardest, well, there ya got it. Another one might be, get off 1000+ altitude above Jools imaginary surface and back into Jools Orbit, potentially using future glitches to aid in fullfilling this mission which I would allow.
  14. I was career addicted a little bit once career came out. What I liked about stock career especially was the restrictions to play with to finish a mission. As soon as you upgraded the VAB/SPH and Launchpad/Runway to level 2 everything became a grind, and you begin to think that everything you've been doing was also a grind. I never got close to unlocking everything in career because I get fed up with career to soon, right after the restriction challenge which is mostly part of the early career game. Once I got over the restrictions by upgrading buildings I got the, I've been there done attitude, and I just want to launch the stuff I really want to get up there, not the X amount of liquid fuel to wherever, whenever wernher Kerman wants it. After those early career games I got into career modding, I went into tech tree mods for different part mods and was into better then starting manned for a while. Since more then a year I only play Sandbox. I'm totally done with career. So much that I consider any idea in the comments above a good one and a enrichment. Personally I want you to be able to have complete freedom in what missions are available to you, and I mean complete freedom. Even the "Grand Tour" missions right from the start. Yet it would obviously be unwise to accept that one at the very start and you will be able to access every mission by browsing the mission catalog. And only the more capable missions will be visible in the default mission screen depending on your progress and reputation. But if you want that Grand tour mission right from the start, you should be able to be the brave Kerbal warrior and be able to browse it, click it and accept it, and the consequences are yours.
  15. Like boris said, with those very early landing gear you need to put spring and dampening to max. These are sliders which you can set by right clicking on the landing gear. Furthermore, I cannot see any "Pitch" control surfaces. All I see is a "Main" wing. There might be control surfaces attached to that wing unable to see at that picture, but for "Pitch" control surfaces you want them to be attached either far in front of the Center of mass (yellow orb) or far behind, like on the tail. As is the case on real aircraft, so it should be on aircrafts in KSP. This explains why your aircraft does not take off. Place some control surfaces in 2 way symmetry at the tail. And use the Move : Tool and Rotate options to put them in the correction position. Right click on the control surfaces to put "Pitch" on and "Yaw" and "Roll" to off. In case you do have pitch control surfaces on that main wing, then they will be very close to the center of mass, and they'll be innefective at pulling your nose up.
  16. I always go 90degrees orbit. The I open map view. Then I zoom out and change camera orientation that my blue orbit line becomes straight by camera angling exactly parallel to the vessels orbit. Then I zoom out and keep rotating the camera. I do this by keeping the camera parallel to my vessels orbit until minmus orbit line also becomes parralel to my vessels orbit line. At this point they cross. This is where I want to put a maneuver node. All I need to make sure is that minmus is one quarter orbit from this position which is the an/dn. You can easily eyeball this.
  17. Gear blocked, stuck? Never got that, but you say it happens after the LY-05 clips into the ground. This is a common problem using early landing gear on lightweight aircraft. Dampener and spring strength are options when you right click on your landing gear in the SPH. On lightweight aircraft you want to slide both options to max. As for attaching the LY-01. I dont think that issue is ly 01 specific. Youll probably run into it since the gear is so small. If you want to move tool any part to far away from its main position theyre likely to clip to one another in symmetry. First plave the ly 01 as close to the position you can without using move tool. Then finally trim the position with move tool. If that doesnt fix it because the gear is to small to move correctly you should try a bigger landing gear and forget about the ly 01. Dont forget you can attach them to both the fuselage and the wing. But if you attach to the wing make sure to either strut the gear or place them close together to avoid instability.
  18. Never heard of the slim shuttle. Is that a stock craft. Anyway, if it has multiple fuel tanks you could try transfering fuel from one tank to another to change the center of mass directly under the center of lift. This way it will be very easy to hold attitude during reentry in case your nose wants to go down as you get into denser air.
  19. Press center off mass, aerodynamic overlay and center of thrust in the space plane hanger and press F1 when all the parts of your plane is clearly visible. This will make a screenshot in your screenshot folder which is located in your ksp folder. Upload it to imgur and share the link here. It seems that your gear is to far behind your Com, insufficient control surfaces or bad landing gear settings.
  20. So what happens these days when you get close to 0 altitude on Jool?
  21. @KerikBalm Im on my phone now. Mine lifts about the same payload. But i never can get my large cargo ssto's either aerodynamic enough, or with sufficient thrust. Which results in needing 50rapiers in order to get up to speed. Although your design looks very nice and inspiring, may give me some ideas what and how to improve my own.
  22. Sundiving! Slow buildup of heat makes for a slow and painfull solar death. A guy called Jebediah went out to experiment close to the Sun, he wished he didn't brought snacks in his pocket so he would have died from starvation alot earlier. He will always be remembered as one of the bravest Kerbals in the history of KSP. (meanwhile loading a savegame with another Jebediah)
  23. Rapier is my fave for sure. That said, I dislike I need 400 parts for my really, really huge SSTOs to get heavy weight into orbit, because the stock game lacks larger rapier engines and air intake parts.
  24. From sea level, for a first timer (8000 Dv) Although when it comes to eve, it's all about aerodynamics and TWR. You can do it with 7000m/s. Or even 5500m/s from the highest point. You can cut that atmosphere like a knife through butter, or with a blunt hammer. The latter method consumes more Delta V. You can do it for just 5300m/s from the mountain top with this which has 5515 M/s Dv Notice the vector engine in the middle, giving it ridiculous TWR of the ground, the Intakes on the radial tanks are very aerodynamic, and it accelerates on Eve in a way that looks like there is little to no air resistance.
  25. This mod you say. So you want this as mod, not stock? That means you had to post this in "Addon Discussions" not in "Suggestions and development" Unless you want this stock, which probably isn't going to happen as it's a very user and realistic specific request. I know there is a programmable autopilot mod, whether it can control inactive vessels, I don't think so, KSP doesn't allow this. And my understanding is that the engine that KSP runs on, does not allow it being programmable to make it work that way. So even if you and Squad want this desperately, it cannot happen. Although you might get more direct assistance (if there is any) had you put this in the proper forum section.
×
×
  • Create New...