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sardia

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Everything posted by sardia

  1. It's closer to your transfer stage. Instead of 2 day trip, it's 6 hours to get your fuel to your duna lander or etc etc.
  2. I'm gonna try to recreate this with mods to ease the flight along. Been looking for an example for ages.
  3. What's a good mod that lets you breed more kerbals? I'm about to leave for Mars and I rather not have to rescue more kerbals.
  4. Try using hyper edit to force you away from the ship you are EVAing from. I think the game hasn't confirmed you left the ship, so it locks your controls. You can test it by activating mod control panels. If they still work, then it should temporarily fix the problem. ( Use rendezvous orbit or land at location so you aren't far from your ship )
  5. If the pre Cooler is the best, what's the best way to get a pair of precooler attached to a pair of engines? Cap them both radially with advanced nose cones?
  6. Ok, that explains why my SSTO rapidly shuts down once it gets past 1500 m/s. I had just thought I was too high up.
  7. You saying the Ramp intake Ramjetthingy loses performance when using the whiplash jet engine?
  8. I hope everyone is enjoying their Christmas break. I'm bringing Jeb back home from the north polar orbit. Video courtesy of Robbaz
  9. Stage recovery can be used to recover crew as well? I dunno how I missed that line. Does it trigger contact rewards too? Edit I just checked, and it does. However, it also triggers the contract failure as well. So it's probably best to only use it for noncontract recoveries. =(
  10. Couldn't you just clone the 13k rocket parts container? All your other containers are tiny relatively speaking. Like metal storage maxes out at 2800, scrap and ore as well.
  11. Its a mod, though it's aero performance is the same. For others using stock, they can transfer using the cockpit,iirc. Based on the drag profiles, weight, and heat tolerance, I think RAM intakes are the best nose cones. They weigh less than shock cones, are equally heat tolerant and just as not draggy. Unfortunately, I can't find a good way to terminate a Mk 2 body into a 1.25 m engine. The drag from not matching sizes is a concern. Jeb & Bob, I hope you're still with us, and that we aren't going too fast for you.
  12. I managed to add some extras to the craft, still no RCS yet. But it's getting there. It's still one of the fastest SSTO launches I've made. They usually take forever to get to orbit. This one got to orbit in 5 minutes. Why is there no cargo bay for 1.25m form factor? Just found this guide that shows the relative drag values of each nose cone. And the tip that a RCS one way can be used to protect your craft from heat. Still testing that one.
  13. Try KAS mod and use a connecting pipe to link them. At worst, use this for testing purposes. Then we can figure out a better way. Or just use the mod.
  14. Can you use the GUI to select the launchpad? You can switch launchpads depending on where you want it built.
  15. Where are these pics? And do you have any liquid fuel only space planes with full complement of all the usual goodies (RCS, docking port, chutes, cargo, and passengers?)
  16. Is this to give Scrap more of a use? Other than the increased weight from the smelter, will the resulting metal be the same as before?
  17. Very true. I use ssto for the same purpose that slashy does, a CHEAP way to get kerbals into orbit. 'a glorified school bus'. With some op mods, I can justify action beyond low kerbin orbit, but that's really a stretch. That's the easiest, and most common use. The original poster needs to learn to walk before he runs a space plane to lathe. You don't use EVA to transfer or rescue kerbals? I'm not a fan of using a space plane for docking, because it requires draggy rcs. I suppose I could mess around with the uni directional RCS. Heard those are less draggy.
  18. This is a 100% stock craft 3 engine SSTO. Note the features or lackthereof that the posters above describe. No unnecessary draggy stuff like RCS, or tails, or ladders. I focused on minimizing drag first, then the TWR. There's options for this craft, you could either increase the cargo capacity, or fuel, or lighten the craft. It doesn't really need the 2 shock cones, I just did it because that cockpit has the most heat resistance. There's plenty of room for improvement here. Note below the high Thrust to weight ratio. Note how I kept my center of lift inside the center of weight. This is a little unusual since I have so much more engine power than normally is expected. The flight profile is to take off, nose up 45 degrees, and light up the nerva engine once the speed stops increasing. If you need a little more oomph to get you into orbit with a SSTO, I recommend getting the mod KR&D. It lets you increase marginally the performance of any and all parts in your space program.
  19. How well does this work in 1.22?
  20. ss8913 Siama's DLL he provided may help. Last page ish?
  21. This is one of my favorite textures since it's not only stylish, but very functional.
  22. Oh, so that's what it does. There's a typo on the dewarp, it's automagic instead of automatic.
  23. Can you add a countdown timer for the pathing? It could be as simple as the distance divided by the velocity. That way it'll play much nicer with Kerbal Alarm clock, and I can just shut it down a few km or minutes early. I've noticed a couple times where the rover finished driving, but I didn't noticed til hours afterwards.
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