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Everything posted by Foxster

  1. Why return the scientist to Kerbin? You have several choices... You can do the science at each of the biomes and radio back what you can and then leave the Kerbal there along with the rest of the unneeded junk. You can do as above but leave him in a small base and promise yourself you'll rescue him eventually. You can return a small probe with a science container to Kerbin to maximise the science you gain, again leaving the scientist behind.
  2. One of the last physics anomalies in KSP is with drag. It just works kinda weird. If you stack same sized (and taper matching) parts then their drag is reduced. Otherwise air passes straight through leading parts and causes drag on parts behind. For instance, you can have a huge deployed heatshield out front and all the parts behind it are subject to drag as though it wasn't present. I get that leading parts in RL are not going to eliminate the drag of the parts behind completely but they reduce it to some appreciable extent. Which brings us to KSP heat occlusion. It works a bit more logically. If you have a big heatshield out front then all the parts behind it in a cylinder back from its edges are protected from heat. So, what if the aero drag occlusion in KSP worked in the same way as heat occlusion? I get that this isn't a complete RL-like solution but it would surely be better than what we have now. Knowing little about such things, I'd guess that it would be a leg-up to re-use part of the heat occlusion mechanism. I can imagine it would really mess with existing aircraft though as things like rear control surfaces could be occluded. So would it be a nightmare to make such a change now?
  3. Well, ya, I did mention that. Kinda not the point though. The "fun" is in taking an unknown craft, figuring out how it works, making a successful landing, driving it to a new higher launchsite and making orbit.
  4. I've done most of the hard work and built a craft for you... Craft file: Fox 1.craft?dl=0 All you have to do is: Cheat it to Eve orbit (Alt-F12, Cheats, Set Orbit) De-orbit and survive re-entry Land Drive to the top of a hill Launch to a stable Eve orbit The craft has marginal dV for Eve orbit. I'm pretty sure it won't make it from sea level. It can make it from around 2km though, depending on your skillz. OK, you might land in a high area and could just take off but where's the fun in that? At least have a bit of a drive uphill so you can say you did it. It would be nice if you posted a fews piccies. There's no leaderboard, it's just for the hell of it. Some rules you say?... Don't alter the craft. No physics-changing mods or config changes. MJ Ascent Guidance or GravityTurn mods (or similar) are OK if you are struggling to make orbit. Some tips... You can drive uphill in KSP at a good speed if you make short zig-zags. It's a KSP "quirk". You'll get good amounts of sunshine for the solar panels in the morning and afternoon. You can move the crewman between the capsule and lander can with the Transfer option on the doors. You can change the Control Point to forward on the lander can through its PAW. Save often.
  5. Which bit of the mission are you crashing on - Kerbin to orbit or Eve to orbit or landing on Eve or...?
  6. Long time since I did a contract but you used to be able to take all the fuel out of the booster, stage it on the launchpad to complete the contract, avoiding the messing around of having to go anywhere.
  7. It covers the hard bit - getting to orbit. Everything else is just detail. Science can be coupled to the bottom and dropped before taking off, along with the landing struts, heatshield, airbrakes and chutes etc.
  8. A slightly slimmer alternative to that excellent craft is this, which can make Eve orbit with quite a bit of dV to spare...
  9. I'm guessing you are mostly looking for equatorial, so check out this area... It has rolling hills around 2000-3000m. Not as high as some places but there are plenty of flatter or gently sloping spots. There are a couple of alternatives... Build a craft that can make orbit from anywhere. An efficient craft <30t can make orbit from sea level. Mobile ICBM-like. Adds a fair bit of complication but could be fun.
  10. The craft looks stable regarding fuel. The dry CoM is actually forward of the wet. First guess: the airbrakes are forward of the CoL and close to the CoM. That might cause some stability problems when deployed. I'll have a fly and see what happens... I think it's draggy at the front. That blunt front end, the RCS, ladder, canards and Divertless Supersonic Intake are all adding to the drag at the front end. You will also find it flies better if you move the tailfin back, plus turn off roll and pitch on it. Similarly on the canards and flaps if you turn off yaw. Questions: What is the Whiplash for? Why so many intakes? Update: Yup, I'd say it was too draggy at the front. I tweaked a few things to streamline it, plus a few more bits and pieces, and it flies fine now... Craft file: Fox 2.craft?dl=0
  11. That depends entirely on how good your craft is. Somewhere over 6800 dV certainly. Staging is pretty much your ordinary affair. You drop tanks and engines when empty. Getting the crew onto the surface and back to the capsule on top of the craft can be done with a disposable lander can (maybe attached to your disposable science stuff) on the bottom and transferring the crew from it to the capsule.
  12. Forget how much dV you need to make orbit. This is not the thin atmosphere of Kerbin, this is the gloopy purple monster. So, it's not about stacking stuff until you hit a magic dV number and you are good to go. Oh, you can do that if you like but your craft will balloon into a unwieldy behemoth. What you need is a thin craft with the minimum number of stacks, where you have eliminated anything at all that adds drag and mass. You will need engines with optimal isp for a thick atmosphere, generally that means Vectors and/or Aerospikes. You will also fly to orbit differently than at Kerbin. You need to get out of the thick part of the atmosphere with low losses as quickly as possible but not so quick that you start to pile on the drag losses and then risk heatplosion. On Kerbin if you can't make orbit you bolt on some more engine+fuel. On Eve you figure out what you can take away and how you can get good at flying to orbit. Check out the Eve challenges and the craft there. Oh and don't be afraid of putting two craft down. One with your science and rover that is never going to get off the surface again and an orbit return craft. And don't plan on that doing anything else other than making orbit. Your mothership will need to rendezvous with it for the crew to EVA over along with the science.
  13. Well apart from having to manually adjust prop pitch for airspeed.
  14. You might just want to double check the deployment of each individual prop. If you missed one then thrust will be unequal.
  15. I've taken it from orbit to land and back to orbit with loads of dV to spare. It's easy.
  16. It took me less than that to figure them out and get a working craft. It took around the same amount of time for me to decide I didn't like doing it. Some of us happen to like the simple bolt-on nature of KSP's jet engines, rockets and wheels. We don't want all the extraneous stuff of reality. So by all means maintain all the fiddly bits...but make them optional.
  17. This is one of those hard to answer questions. If you are flying a brick to orbit and/or flying it badly then no. If its a half-decent design and you can fly it reasonably well then yes. Pictures would help. Here's one way to do Laythe...
  18. I think this was one of the less great bits of BG. It generates little science for all the effort required to trigger it and, as you discovered, triggering it at all is sometimes bugged. I have de-orbited a large craft with near-full tanks directly at an experiment on Mimus and missed the site by a couple of meters and still got zero science. I don't think it would hurt if this experiment could be triggered with much smaller impacts - say a Kerbal jumping a few meters.
  19. You can certainly use them for that. They have an adjustable number of attachment nodes Kinda depends on the craft though as they can be draggy. For optimal streamlining I taper the back end of a craft and surface attach conical bits and then attach the engines to the bottom of those.
  20. Solar power is not totally useless at Eeloo but you need more panels, meaning it's probably most useful on satellites. A rover can go a very long way on fuel cells and a fairly small tank of fuel.
  21. I posted some stuff above but basically: Make props auto-pitch for best thrust, hide some of the other settings by wrapping them into a throttle setting and making them stageable. Maybe also with options for the existing settings available as non-defaults to fine tune performance for those interested in such things. This doesn't need to mean reskinned jet engines as someone implied. I'd like to see them balanced with the jet engines. Maybe as low thrust but low/zero fuel consumption engines available early in the tech tree.
  22. If I was to put myself in the shoes of the game designer I'd say this has been rather half-baked. The look and even the functioning of the parts are great. What is missing is some polish. I'm really hoping that's the case and that a mopping-up build will sort things out. I think some other's ideas around there being too many parts are probably right. It has added to physics issues (see the mess under time warp). Small, medium and large prop engines (electric and LF) with props attached that just worked as the rocket and jet engines do would have been well received by a lot of players.
  23. To fly: Launch Hit T - SAS on Hit space - toggles engines Take off and have fun Adjust the throttle with the usual keys If you want to improve speed then adjust the prop pitch with the up and down arrow keys. 100 is good for take off, then 90 and at higher speeds 80. You can check the prop pitch by right clicking any prop and checking the Authority Limiter value. Craft file download: plane 7.craft?dl=0 PS: Flies beautifully on Eve!