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DCWarHound

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Everything posted by DCWarHound

  1. Some of the mods i had installed had textures from ksp (like adapters and addons for the MK2 and MK3 parts) I see, thanks. Thanks you, i will check out paint.net
  2. There are also free tutorials you can download from their "archive" section, you just need to be signed in (account is free). https://cgcookie.com/archive/
  3. Hey there, I've recently started modding and i want to use the default textures with minimal editing, is there a way i can export them to .png and .jpeg so i can edit them to fit my models? Thanks DC
  4. True but you need to take more things into account when modeling assets for games, you can achieve some pretty nice looking results even with low poly models.
  5. Check part 1 and part 2 for modeling and texturing, he has a few inefficient habits in the modeling department but overall it isn't so bad.
  6. Post some pics of it. You probably have too little fuel in the first place. You need a good balance of LF+O, LF, TWR and lift to make an SSTO.
  7. @Snark already have planetshine that came with the astronomer V2 pack and it does indeed look awesome. @Thomassino, thanks i will take a look. @Red Iron Crown thanks, downloading them now.Also can you delete the other thread i made in the tutorial section? (the one i made before this one), thanks.
  8. Hey, Can everyone recommend me some good visual mods? So far i have downloaded the astronomer V2 mod but i am not sure if it will work with KSP because it is for a much older version (I am guessing it is still somewhat compatible but there is another process to install it?) Thanks DC PS, how hard would it be to make my own visual mod?. There is a thread on blenderartist.org of someone making earth in the cycles render engine and it looks fantastic so far, how hard would it be to make something that looks the same in KSP? Here is the thread: http://blenderartists.org/forum/showthread.php?342213-Earth-in-cycles-with-volumetric-atmosphere
  9. Thanks for all the responses, everyone.I'm still going though the posts, math is not my strong point so i am still googling on how to do some of the calculations posted. @Alshains I'll try it out, thanks for the link.
  10. Hey all, Playing with Remote tech a bit and i'm having a hard time figuring out how to evenly space my satellites so here are a few questions. 1.If my orbit altitude is 300km, is my orbit circumference 1884.96km ? 2.Does KER (Kerbal Engineer Redux) calculate direct distance to the selected target? 3.How can i find the direct distance my satellites need to be from eachother at 300km using KER? ( basically putting a square in a circle and then measuring the distance ?)(i've found the distance to be 424.26km , is this correct?) 4.if i have 2 objects in the same orbit (lets say 300km) and i increase the apoapsis of one object to 310km, how much closer would they get with each pass and how do i calculate this? Thanks DC
  11. As far as i know,they are safe to deploy at 500m/s and slow you down fast enough so you can deploy the main chute at 250m/s Ever seen in real parachutes that small chute that comes out first?,that's a drogue chute.
  12. It's possible to have parachutes to land a space plane but you will need to align them with your fuel tanks so it doesn't matter if they are full,empty or partially full.If you have cargo,you will either need to design it so it can either use parachutes with or without cargo,possibly having another action group for different payloads. You can probably test it with a normal jet before using it on an SSTO.
  13. It's a bug,close and open ksp and it should work fine. BTW the OPT parts are unbalanced (too powerful) so you should have an easy time making an SSTO with them.
  14. It's a bug that sometimes shows up (same as the purple staging bug). Just delete the mechjeb folder and copy the files from the downloaded file to KSP again and it should work fine.It usually happens if you install mods after installing mechjeb.
  15. Both,so far the most efficient SP SSTO's use both or only Rapiers (Rapiers give more thrust but also consume more fuel).It's also a bad idea to have an engine as dead weight while in the atmosphere but it is even worse if you have an engine on in the atmosphere with a bad surface ISP.
  16. i also get heating problems but i can be flying at 25 degrees at 1300m/s (15km high) and my engines will still not overheat.My engines have never overheated before my intakes and usually my plane explodes before my engines blow up (they are usually the last surviving parts) Looking at your last post,you may be experiencing a rare heating bug (i call it "ghost heat") where something would randomly heat up and then explode.Most people can reproduce it by putting a MK2 probe core witch rcs behind an MK2 cockpit,the part will either randomly heat up during time warp for after ending time warp. You don't use time warp during your ascend profile,right?
  17. Yeah,mechjeb Use auto rendezvous to get within 300m of the target and then docking guidance to autodock with the target.
  18. Based on personnel experience and looking at the craft in the OP. 1.It does not have enough fuel to get to LKO (perhaps just enough) 2.The wings are too long,at higher speeds you want shorter wings that run the length of the body.Long wings are for gliding at low speed (long wings will also cause your SSTO to spin during re-entry on some occasions) Your ascend profile should look like this, 1.Take of from the runway once reaching 100-200m/s 2.Pitch to 45 degrees and climb to 9000m (9km) (on larger planes you will have to pitch up 25 degrees) 3.Flat out to 0 degrees once you reach 9km 4.Gain speed until you reach 800m/s and then pitch up to 25 degrees 5.Your engines should last to around 15-20km and your apoapsis should sit at around 40km 6.Once your engines give out,keep them off until you reach around 30km and start burning toward 20 degrees 7.Keep burning until your apaopsis is above 70km and circularize like you normally would. Descending is also rather simple,circularize your orbit to 70-80 km and then drop your periapsis to 50km,keep your nose pointed at 25 degrees during the entire descend to avoid burning up (rcs thusters under the nose can help).Turn your jet engines on and put them on full power so they can give you some horizontal speed so you can start gliding and the rest is just basic landing like with a normal plane.
  19. Isn't that a little low?, even for smaller craft around 50km seems to be the sweet spot.
  20. Can someone direct me to a tutorial or tell me how i can add probes,drones from other mods to Remote Tech.Currently any modded cores seem to be able to function without a valid connection to the KSP.
  21. A few things to keep in mind: You want to keep the amount of dead weight you're carrying to a minimum,things like air brakes,monopropellant and rcs thrusters (if you're not going to dock),rocket engines,reaction wheels,wings and control surfaces. The rocket engines are dead weight in the atmosphere,try and get a combination of "Whiplash" engines and "Rapier" engines.The extra thrust from the rapier will allow you to take more weight to orbit.Your airbreathing stage should get you at least up to 40km. Airbrakes aren't really needed,tilting your plane upwards will expose its belly which will create allot of drag and slow you down. If you're only taking up cargo to space and not docking,the monopropellant in the cockpit and 2x single direction rcs thrusters mounted on the top will be enough to get the cargo out of the bay (switch to docking mode and turn on RCS and hold "S" or "W" to fire both rcs thrusters,remember to turn back to staging mode once done) You don't need more reaction wheels,unless your plane is excessively large,the reaction wheel in the cockpit should be more then enough. Wings and control surfaces create drag,only use as many control surfaces as you need.To find out if you have enough lift,fly in a straight line and then look at the prograde marker,if the prograde marker is above the direction you're heading then you have too much lift (aka drag which slows you down),if it is just below the direction you're heading then you have enough lift and if it is far below the direction you're heading and you're losing speed then you don't have enough lift. Calculate how much jet fuel you need by disabling the fuel flow on your fuel+Ox tanks and then doing a standard SSTO SP ascent: Fly up to 10km at 45 degrees,flatten out to 0 degrees once you reach 10km,once you reach around 800m/s start pulling up to 25-45 degrees (25 makes your rocket stage more efficient but you might burn out) You need about 2500 of Delta/V for your rocket stage to get in orbits between 72km and 200km with enough left to do maneuvers.
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