Foxster

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  1. Just leave them there to die. Plenty more where they came from and no one will mourn them.
  2. One way around that is to put a capsule of some kind on the bottom of the craft. Transfer the crew in and out of that to the main capsule at the top of the craft. Dump it before lifting off.
  3. I'm guessing that even though you have an even distribution of fuel tanks they aren't being used evenly and so the CoM shifts. Check out the fuel priority setting for the tanks and make sure that it is set the same for symmetrically mounted tanks.
  4. I'll see if I can find a craft later to post but one thing to consider up front is the choice of capsule. Drag is the king of Eve and so you want the lightest and slimmest crew accommodation. A mk1 capsule plus a mk1 crew cabin is good. Or you could even consider three command seats in a mk1 fairing. Don't take anything to orbit that is non-essential. So dump experiments, chutes, solar panels, ladders, etc before lifting off. Don't plan on a docking in orbit because that requires extra stuff. Have a mothership rendezvous with your craft and EVA over the crew for the return journey to Kerbin.
  5. I'd say there is just too much mass hanging off a few decouplers. Its a very draggy craft and when the atmos gets real thick I think it's just pulling itself apart. That craft could be a fraction of the size if you did some proper streamlining. At the moment you are throwing huge amounts of dV away to drag. Drag being the no.1 consideration for an Eve ascent craft. It would be OK for Kerbin's thinner atmosphere but not for Eve. You need a few thin stacks, not the dozen of fat, non-tapered ones you have.
  6. That would be zero then as the correct term is 'sand grains'.
  7. Couple o' things... Launching the spacecraft from the top of the airplane lifter seems to work best as it tends to avoid them crashing together after separation. Try killing all engines just before separation - can help avoid collisions. You may have to sacrifice the lifter because you won't be able to control it whilst getting the spacecraft to orbit. You may find it actually easier to have a vertical launch craft with a jet-powered first stage at the back end or as side boosters.
  8. 1. Make it smaller or 2. Make it in parts, launch them, assemble in orbit. You know, like they really do 3. Use the cheat menu to set it into orbit
  9. I leave the ugly green gnomes to their fate. They knew what they were getting into when they took the job. I don't even delete the craft in the tracking station. If they wanted to get home they should have got gud at driving spaceships.
  10. Except they don't reduce drag for those parts, so what you are doing is only cosmetic.
  11. A simple way to get a booster to peel away is to mount the decoupler closer to the top than the middle - say 2/3 or 3/4 of the way up the booster. This tends to throw the top out on separation and the booster clears the craft's main body. You can place the decoupler, attach the booster, translate the decoupler up and then the booster back down. Oh and you will almost certainly then need a strut at the bottom.
  12. Generally, if you radially attach something then it has the full drag of the part. If you attach it in-line to a similar-sized part then the drag is reduced - and it makes no difference if you then translate it away with the offset tool - as long as don't rotate it.