Jump to content

Edax

Members
  • Posts

    269
  • Joined

  • Last visited

Everything posted by Edax

  1. Dres could be made really cool if it had an interior ocean that you could get to resembling the underwater lake of Moria from the LotRs movies. Balrog not included.
  2. I'm enough of a nerd to know that if Val had rolled a 20 and defeated the anomaly, the Kerubahashi Maru scenario would have sent 3 more anomalies.
  3. "It's a TRAP!" -Val "No sh-t..." - Ackbar. Val rolled a 19 and still lost to the anomaly? That's some OP nonsense right there!
  4. I think I've got a working quadruplane that will stall under 70 m/s at around 10,000m on Kerbin. Now I just have to figure how to get it into space. Yep, still STTOs, though it's fuel is run to the ragged edge.
  5. They really need to give Dres some interesting features. Its real world analog is Ceres, and that has a mysterious bright spot at least worth checking out.
  6. Ohh, I thought the tailplane and reaction wheels would control roll. I suppose that explains why when I don't have control surfaces on the wings that the plane loses stability.
  7. Even if I learn by trial and error, it's handy to ask for advice for. I can at least make an approximate guess by asking some more experienced people. The reason I disregard some of your advice is that your playing a different game then me, using parts I don't have, and using a play-style I wont adopt. It's nothing personal.
  8. This might be a dumb question, but I'm not fully understanding the purpose of control surfaces on the wings. I put control surfaces at both ends of the space plane so that it can pitch up and down, so what is the function control surfaces on the wings given that their so close to the center of mass? Often times in-game they seen uncooperative, such as 2 sets of controls surfaces on a big-s wing will cause 1 set to increase lift, and the other set to decrease lift (again, on the same wing) when I'm trying to pitch the plane. This doesn't seem to make any sense logically.
  9. I learn by trial and error. Since I am designing SSTOs, they'll be plenty of delta-v to get back into orbit. I'm only really looking to design an SSTO with enough lift that it merely can land safely on Duna without the use of retroburns. I only need the stall speed around 70 m/s. My last SSTO stalled around 120 m/s, but it wasn't designed to fly on Duna to begin with. This really seems like a simple problem of just adding lift, and I'm trying to do that without big wings so that I can more easily land on rough terrain. I don't plan to fly around the planet cause the game tends to crash after 15 minutes of low altitude flight, so I suspect having to refuel in orbit. Duna to me is still magical cause I've only been on it once, and it was a learning experience, and I don't want to tarnish that with easy mode.
  10. This is why I thought to ask the forum, since I use stock, and don't want to use hyperedit since I view that as cheating.
  11. I've been experimenting with making SSTO biplanes and found them generally an excellent way of generating more lift for a safer landing while maintaining a compact shape. I have in the past landed a monoplane SSTO on Duna, but the insufficient lift forced me to use a retro-burn parachute landing which was crazy-dangerous. This has lead me to wonder, would a quadruplane'a extra lift (from say, 4 sets of swept wings) be able land on Duna safely without parachutes, rockets or thrusters?
  12. And here I thought Tedus would use that line ironically, because he would have crashed into an ocean.
  13. Keep the piggyback ship as close as you can to the hull to reduce drag (so you maybe have to attach the radial mount/docking port on a slight slope. You'll also want the ship placed near the front and have it loaded with fuel to act as ballast so that your center of mass is ahead of your center of lift (but keep at least one tank inactive so that you don't accidentally jettison it without fuel). You'll also want the piggyback ship held down with struts, even if they cause drag, cause you DO NOT WANT the piggyback ship bouncing as it'll make flying horribly difficult and dangerous. It also helps if the piggyback ship can produce it's own thrust to help the mothership SSTO out to compensate for the extra drag.
  14. I think one of the best reasons to mine/refine is that it allows your creations re-usability. The same spaceship you used to explore encounter Duna can be the same one used to explore Jool with mining. Since you can get the gas on the go with your own spaceship, you don't have to watch your precious design get chopped up by staging until all that's left is a capsule and a parachute eroding in Kerbin ocean. It allows the potential of spacecraft to last months in real time until they get thrown out of whack by the next patch.
  15. Would definitely love to see engineers interact with some panels with buttons and gauges and scientist do SCIENCE experiment-animations while in the lab in the spirit of the science vessel guy from Starcraft.
  16. Naw, Gold Leader was the one who said "Loosen up!" (and "It's no good, I can't maneuver!"). Red Leader was the one who said "Almost there...", and "EAHHHHHHHHHHHHHHHH-bwosh" *sad John Williams music*
  17. It's so much simpler to just make your refueling stations to also be miners and refineries. Skip all that hassle of docking, and this thing can be sent to just about anywhere in the kerbin solar system and mine from any moon with the gravity of the mun and lower.
  18. Space Station/ Surface Base contracts for Kerbin's moons are very common. The line-of-logic "can't depend on even getting these contracts" is a little flimsy, cause by that logic, just entering space is an expensive proposition with the potential of no returns. When it comes to the resource of playtime, mining also shortens time. Before mining, I had to launch 5 rocket tankers to fuel up my Duna mission, which took me a while to do (cause I had to land the damn things as close to KSC as possible since I need to squeeze every last coin for the Duna mission). Cause of my fleet of miners/refineries/refueling stations loaded with fuel around Kerbin, my SSTO fleet is now capable of interplanetary missions on the cheap. The spacestation miners themselves all paid for themselves by contracts, which only need to complete 2 out of a possible 4 (and the ectracting ore and shipping ore contacts are repeatable, easy money) and since mining can be done while doing something else, it's a big timesaver, and makes going to planets quicker and cheaper. (Though I confess that shipping fuel from Minmus to Kerbin orbit can be a little time consuming)
  19. I actually found mining on Minmus and Mun to be VERY profitable. Since my miner, refinery, refueling station are all just a single ship, I get paid for orbiting, (space station contract), landing (base contract), mining (extracting ore contract), and lastly getting paid bring the ore to Kerbin orbit (which I already do cause ore tanks are more efficient then fuel tanks). Easy money. And it only costs 400,000 funds to lug the thing up into orbit to begin with.
  20. It sounds like you aren't conducting these tests with the intent to orbit Kerbin. More thrust allows you to more effectively use delta V to attain orbit, but every engine you add reduces delta v. A single reliant engine powering a 400t ship will produce a lot of delta v (if your in space), but it certainly wont lift that spacecraft off the ground. The only reason to cluster engines is that you haven't unlocked the bigger engine yet, or your using a LF- only spaceship powered by LV-N's that require more thrust then the 60 units of thrust that it provides (such as for landing or escaping sub-orbital trajectory). *fingers crossed that squad makes a jumbo LV-N*.
  21. When your around Duna, it's far easier to get gas in bulk at Ike then hauling a tanker in from Kerbin. Same goes with any other planet, it's easier to fill large tanks of gas close to the source. It'd take way more effect to launch multiple tankers from Kerbin's surface.
  22. Adding to some earlier advice, I would test the airworthiness of the plane first. If the airframe is stable enough to land on the island runway, take off again and land at KSC, then you have a stable craft and can then begin testing to see if it can go into orbit. That way you don't try deoribiting in an uncontrollable death trap.
  23. Thing about ancient battles, their historians had a nasty habit of inflating the numbers of soldiers and ships involved to comical levels. - - - Updated - - - I was once cursed by the typo gods.
  24. Wikipedia says the Battle of Leyte-Gulf maybe the biggest, on rival with Battle of Red Cliffs and the Battle of Salamis. I don't think "largest" is strict about manpower, but also including tonnage, armaments, how many resources were involved in the battle (battleships being more costly then triremes).
×
×
  • Create New...