Foxster

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  1. That would be zero then as the correct term is 'sand grains'.
  2. 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.
  3. 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
  4. 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.
  5. Except they don't reduce drag for those parts, so what you are doing is only cosmetic.
  6. 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.
  7. 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.
  8. Also confirmed. Making a fairing root increased the atmospheric drag of a test craft at 5km from 1.61m/s to 2.66m/s (according to MJ) and the craft achieved a lower altitude before using all the fuel. https://imgur.com/EyNl9zp Obvious workaround is to not make a fairing the root part - not sure why you'd want to in the first place.
  9. I personally find docking tiresome. It's not like anyone in real life would do it without computer aid these days. So if you too find it tedious then I recommend MechJeb's docking tool.
  10. Couple of things... As said above, drag is the important thing on Eve. You can get that payload to orbit with a fraction of that craft if you eliminate most of the drag. It is also likely what is making your craft flip because there is so much at the front end. Put absolutely everything not associated with getting to orbit on decouplers and dump before taking off - solar panels, radiators, chutes, air brakes, landing gear, etc. Also get rid of of the docking port on the nose - that alone could be causing the tipping and will be robbing the craft of a LOT of dV. Then start taking stuff away. You don't need reaction wheels, a mammoth engine, RCS, antennas and, in fact, most of the tanks and engines. All that having a lot of craft does on Eve is generate drag, requiring more craft to compensate and you end up with a behemoth to get a tiny payload to space. Oh and have some steerable fins at the back end but only as many as you absolutely need.
  11. You might not need anything - except for aesthetic reasons. Fairings are fairly massive and draggy, especially if you get carried away and build larger than you really need. Except for complicated and large payloads, you may find that your craft gains little or nothing from the addition of a fairing.
  12. Attach the boosters with the decouplers about 2/3 of the way up (only one per booster will do anything as explained above) and put struts near the bottom of the tank. This will help the boosters peel away when staged. If your maneuvering issue is in the atmosphere then add some steerable fins. If it's in space then chances are your craft is just too big or if it is carrying some huge payload for whatever reason then you'll need more reaction wheels AND the power generation they need. It makes zero difference where on the craft you place the reaction wheels cos of physics innit.
  13. All you really need on that craft is some power generation (say 3 or 4 little solar panels) and then all your attitude adjustments can be made with the reaction wheels. Save your RCS for only translation adjustment when docking. If I am not planning to dock a craft (99% of craft) I never add RCS thrusters. Click on each of your RCS thrusters and click Show Actuation Toggles then disable Yaw, Pitch and Roll - these you can do with reaction wheels and so no needs to waste mono on this too. Oh and dump the heavy spent stage to reduce mass and allow for faster attitude adjustment.