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    Spacecraft Engineer

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  1. Does this change the career game in any way? Do we still do the right click and run experiment buttons? Does the new deployable science stations just make science faster?
  2. While it's very doable to land without legs, it sure bothers me. I'm right in mid career and will have to stop until next patch. I need my landers to look like landers or it's no fun.
  3. Quick question, on a ship that you reuse a lot, is there a way to recharge the ablation material?
  4. Yeah, I was really hoping for an updated career. Maybe a competing space program somewhere else on Kerbin, or I dunno. Just a more historical tech progression.
  5. I always felt the career game seemed a bit messed up from a historical perspective. It's like in order to learn supersonic flight, you have to get science on the Mun. Will there be any changes coming to career from the expansion?
  6. No heating effects? Most sstos can go fast enough to burn up if their altitude is low. I'm unsure how to go super fast without heating.
  7. Speaking of two engine nodes, I have found this problematic for a couple of reasons. The first reason is that the Mk2 adapter that splits in two seems to create a huge amount of drag according the aerodynamic forces overlay, probably a lot more than it should. The second reason is that without that, it's not that easy to have an even amount of engine nodes. The cockpit requires one fuselage stack, then what do you do? If you don't put an engine on that stack, then it's still an extra stack. Maybe you could put the two stacks vertically to keep horizontal symmetry? I haven't tried that.
  8. I find that if you just put wings on a spaceplane using the snap your plane will usually fly like this. As was said, you can tilt the wings so that your fuselage points more prograde. It's hard to tell if this causes less drag or not.
  9. I have a concern as to how this is being fixed. The problems with the runway also exist on general terrain also, so if you fix the runway only, and then fix the planets, the runway will break again because you fixed the planets. This is a new problem that began with 1.2. These cracks in terrain didn't exist prior to that. Someone mentioned this earlier in the thread, and it was explained as the 'kraken' but that is not the case. There are in fact little rover destroying brick walls in the terrain, and you can see them if you get close. On some planets, (I noticed this on Eve.) you can see the rectangular terrain patches that aren't lining up. These are just like the issues with the runway and likely have the same cause. I am guessing that there is a tiling issue with the vertex textures. Vertex textures need to overlap by one texel in order to line up, or else the edges need to be blended with each other. This is different than regular textures. Also, this behavior could change on different graphics cards.
  10. No thread about docking should fail to mention NavyFish's 'Docking Alignment Indicator' mod. All it does is give you the information you need to dock. Docking is a hundred times more fun that way, I can't recommend it enough. It will be crystal clear if something is getting in your way such as a rotating target or poorly placed RCS engines.
  11. Never mind, the launch window planner includes the insertion burn. Didn't notice that.
  12. The 1.2.1 dv chart on the wiki says that you can go from LKO to Dres flyby with around 1500 dv plus 1000 dv plane change, but other launch window planners etc. give about a minimum of around 3500 dv. Is the chart incorrect, or do I need a gravity assist somewhere to get there in 2500 dv?
  13. So, I tried two variants of this craft, one with a dart and one with an advanced nose cone on the center rear node. The fuel efficiency at every stage of the flight appeared exactly the same, with the small extra weight exactly countering the small extra efficiency. However, the dart does make the ascent into space quicker and more enjoyable once you switch modes on the rapiers and fire up the dart also.
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