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TokiTech

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Everything posted by TokiTech

  1. Pretty much tempered with every possible settings but i just can't the info to show up on parts. I'm curious because 1.0.1 said added drag to the wings and i can't read it. And why is the Drag number removed on info.
  2. Parts used to display the amount of Drag from info box but there's nothing now? Or is my game borked?
  3. If you read the Latest Articles page, all changelogs are there. http://forum.kerbalspaceprogram.com/content/
  4. While SSTO surely works, but spaceplane setting target 100km rendezvous and free return trip is no longer possible with all my 1.0 spaceplanes, can't achieve without adding more engines, more fuel, building twice the size or more. Drag nerf'd them all or we need better engines, that sums it up.
  5. Drag is made realistic yes, but think of lacking supreme engines that is powerful and has the mileage for long range is the issue. I only find the limitation is always the engine variety to let us carry more or build smaller longer range SSTOs.
  6. If you just did a full install chances is the game data packages already cached to the RAM, loading most of the game data from RAM is faster then on mechanical drive. Not sure if compare to SSD though.
  7. Just logged and found out i missed 2 updates over night! Wow! Downloading a fresh copy now and i'll see if my 5 SSTO spaceplanes still works.
  8. I made something similar but smaller base to save weight and powered by 8 rapiers. Was plan to make it a minimalist SSTO Space Shuttle, struggled to carry 18t payload, probably better with 10t.
  9. Fiddle around and made Mk3 SSTO spaceplane 'Behemoth', carry an orange tank as demo payload. However critical failure at redeploy landing gear upon approach KSC.. thing clipped so bad it just thorn all the side engines off and for some reason with everything else as well, test flight complete failure. Thus, this thread http://forum.kerbalspaceprogram.com/threads/118197-New-landing-gear-needed
  10. So in varies occasions we actually need a landing gear attach to the fuselage while maintain its roll stability like this; -- But this is just ridiculous. I hope there will be a more viable solution in near future. Thanks for reading.
  11. Made F-14 last night, fresh start of the day want to see how close i can come up with F-16, and thing pulled 32.4G. Much fun to fly with higher G but still prefer F-14 looks.
  12. Did various test, retrofitted my first ever SSTO spaceplane in 1.0 into drone, thrown away easy blown off Mk2 cockpit to fuel tank and use a more durable intake to counter the heat. And added 2 more engines, upgrade greatly enhanced it. Also made Mk3 sub-orbital test plane that deploy escape pods. Too bad the air-braking doesn't always work right after decouple, mostly works after dropping to 5km or lower. Thing is just a simulation of warship evacuation. Scrapped it in end and made F14 Tomcat looking plane instead.
  13. Managed to retrofit my first 1.0 design into a drone that allow me to carry up to 4.5t cargo to 80km with docking capable and passenger transport, still left with enough fuel for return trip.
  14. Not just the Precooler, other parts works too. For a plane usually get every 'front' parts blown off either from drag or heat. This felt cheaty and exploitable. Definitely ruined the realistic feel.
  15. I'm surprised heat only targets certain crucial plane parts, not everything and accordingly part after part. It doesn't matter if the cockpit is the most aerodynamic vs a flat barrel, and the flat surface withstand better.. Just don't make sense! http://forum.kerbalspaceprogram.com/threads/117236-Guess-i-was-wrong-about-heat-can-damage-everything
  16. Found many stuffs don't overheat at all. Might as well use it as nose cone
  17. Takeoff aim 45 angle with all engines on, around 30km with all engines flameout, trigger Action Group 1 shut off intakes and closeCycle RAPIERs, still aiming 45 and shoot up to 71km and close throttle. Wait until 67km and burn horizontal to gain speed orbit. Re-entry i turn on air-brake with slight angle attack, some burn time but won't blow the cockpit off. As well landing the plane speed won't reduce, air-brake kick in once more.
  18. You should try the new air-braking part in the aerodynamics section. It helps quite alot and starts its effectiveness at around 69km i believe. I use only one for my spaceplane but it helps plenty already.
  19. SSTO spaceplane is not dead. But SST-OtherPlanet is not possible without refueling in space as it appear. 2x RAPIERs 1x Turbojet make things easy. 45 angle up after takeoff, switch to closeCycle when the air-intake throttle is done to shoot out of the atmosphere 71km. Gaining speed to orbit is the part kill most of the fuel. There should be better optimal flight path to be discovered.
  20. My first curiosity is the new aerodynamic, SSTO spaceplane is seriously different then way before. Took me 2-3 hours learning to get a plane up to orbit and i somewhat did it. Not happy ripping off docking port and use half the FL-800 fuel in the cargo bay though, but is a start.. - UPDATE - Better piloting saved me some fuel, allowing me to carry a docking port. http://i.imgur.com/sBcHvlA.png
  21. 1.0 has everything i wish for in official release except a cataloging system for sorting variants and crafts. I will suffer to browsing through 50 crafts in SPH or VAB.
  22. Mostly come down to how your craft and rover is designed to fit together. This was my very first design refined in 0.25 and probably the last i create for mun tour.
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