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fourfa

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Everything posted by fourfa

  1. * (unless it's Minmus) And re: vertical landing, I have seen a number of designs that land horizontally but retrograde (!) on landing gear at fairly high speed, and use both engines and brakes to slow down. You need a very long flat 'runway' so obviously it's trivial on Minmus, but I've seen examples on both Moho and Tylo (and Duna, which for a lot of spaceplanes might as well be airless). And you need good scouting from orbit to find the spot. The horizontal takeoff is easier, with some taxiing around to get pointed at a hill to serve as a launch ramp
  2. The Cessna-style airplane nose wheel (LY-05) has no brakes, and I believe if a new player is playing Career mode, there's a length of time where the LY01/05 are the only wheels you have. I think that's the topic here...? FYI, the various wheels in KSP are generally referred to as either 'rover wheels' or 'landing gear.' The rover wheels all have brakes and motors, so they can power a vehicle without jets or rockets. Landing gear have no motors, and they all have brakes except the basic LY-05 nosewheel. Options are: drive around with a bunch of LY-05s, hilariously, and crash into
  3. Good idea - there's a thread where small tweaks/patches like this are kept: Might ask there for help
  4. reeeeeeeeeeeeeeee the RCS effects! edit - I thought it was working before... but in my 0.4.0 the Bobcat has no plume whatsoever. (No other plume mods)
  5. Slap 2 orange tanks on a Twin Boar, and you have a rocket that can SSTO 25 tons of payload to orbit. Doesn’t really need a whole lot of design, and no reason to take the whole booster anywhere once you’ve reached orbit. Now, Single Stage To Anywhere - indeed there are plenty of threads for challenges like that, this just doesn’t happen to be one of them.
  6. You'll need to clarify what's in and out of scope here. Decoupler forces? Landing leg cannons? Kraken drives? Suborbital catapults?
  7. Stock EVA propellant has always been infinite and unlimited, where are we getting that it's likely to be patched? I mean, outside of Caveman I use the EVA Propellant mod but for Caveman all exploits are go IMHO
  8. With 1.11 getting EVA reports from the surface of Minmus got WAY easier - because you can stow the jet pack in the capsule, then retrieve it full of free delta-V. Makes up for EVA fuel lost finding the pod after timewarps, and makes a jet pack descent/ascent to surface fairly easy. That ought to ease the scrounge for non-interplanetary science
  9. FYI on your classic 2x Mk1 science roller - the Mk1 pods (actually, all command pods) are also science containers, so to keep four copies of experiments you only need 2x Mk1 + 2x science box. I definitely aim to bring 3x back from missions with good science returns. My favorite is Mk1 pod, 1.25m service bay, with 2x science boxes clipped just barely inside. Still leaves room for the small experiments and a solar panel I'm a little more lenient with clipping than some (3000 hours ago I was against it FWIW) but I got good mileage out of this armored model: Girders have real
  10. I never bother launching at the node, and I have fully strip-mined Minmus in my NCD run. The trick is, get to orbit and burn the Ap up to Minmus height without worrying about inclination. I just eyeball it at Minmus about 45-50° behind the Ap (ie Minmus 40-45° ahead of where you make your burn in Kerbin orbit). Then make your inclination burn when you're halfway out to Minmus. At this great height (and correspondingly low speed) the inclination burn is quite cheap - only 30m/s or so (guessing, memory is not fresh right now). I go to map view, align the camera so the Minmus orbit line
  11. Awesome! It really feels like there’s a natural limit there at like Mach 1.03. Interesting that you found highest speeds scraping the water, when my nacelles always seemed to pick up a few m/s up around 1km. I kinda want to try all the absurd combinations of helicopter blades, and dissimilar blades on the same shaft, and more aero shielding shenanigans.
  12. All the spherical pods have crazy amounts of drag. This makes them trivial to reenter safely with, but very difficult to launch. You can fit gigantic, unrealistic fins at the back of the rocket (you'll need them on the core stage, not the side boosters) but still the drag is so severe it will really slow down the booster and require a lot more propellant than the other pods. The better solution is to use a fairing to hide the pod from aerodynamic drag until almost in space. If you're in career/science mode and don't have fairings yet - unfortunately the best strategy is just to wait an
  13. NCD in near-Kerbin space does eventually get to be a grind - which I'm going to narrowly define as repetitive tasks that bring no new rewards. Up until the final tier, each new tech opens up a new technique, a new ship design, a new source of science so there is a fairly immediate payoff for all the hard work, and you only need to repeat (say a probe Mun landing, or crewed Minmus landing) 3-4 times before the next unlock. The last 4-5 techs though, the pace slows down. That can turn into a grind, or you can just go interplanetary and come home with a giant science dump to finish the cha
  14. OK, a few issues to point out. You're severely lacking in control authority. No ailerons for roll control, the almost-vertical stabilizers are fine for yaw but very, very limited for the most important pitch control. Rear landing gear are too far forward and front gear too far back, so there's little passive directional stability on the ground. Insufficient intake air means the twin engines provide asymmetric thrust at take-off - and there's little way for the plane to counter it (I think this is where the oversteer comes from). You're carrying oxidizer in the rear-most section, which is
  15. You’re definitely right that the landing gear settings are very tweaky, sensitive to small changes, and defaults seem not to work very well. The settings you’re using seem like they should be OK to me, unless perhaps you’ve got a very large craft and the gear are just overloaded. My default settings are front friction at 2.0, brakes at 50% - rear friction at 4.0, brakes at 95% - and this works for me 99% of the time. Also rear brakes very close behind center of mass for easy rotation at launch, and for that matter a center of mass that barely moves as you burn propellant - together this m
  16. OK, here's a good one https://kerbalx.com/fourfa/Mk3-Speedster-4 Set blade controls to Throttle, launch at full throttle, then when speed levels out, try reducing throttle and watch speed increase
  17. Congrats! Well right away I see with one of my record attempt planes (EM-64s motors and loads of R-12 blades) the controller pushes the blade angle way too far. I always found peak speed with this craft at 62 degrees, but only after a long slow ramp up to that speed with a lot of time spent in the high 50s. In Thrust mode, the controller jumped right to 66 almost right off the ground. Then after a few maneuvers it seemed to get stuck at 53 degrees and never went above it again. Reverting to runway, twice in a row it tried to launch with negative pitch (and tipped over and exploded).
  18. https://kerbalx.com/fourfa/Dunalander This one fits neatly into a 2-unit Mk3 cargo bay for ease of mothership integration
  19. On the topic of prop plane design difficulties- check out this recent challenge: Standard procedure for me: a pair of motors set to counter-rotate. Can be L&R nacelles, front and back facing motors inside a service bay, or axially-inline clipped almost together to simulate a puller or pusher contra-rotating design. Place one motor, place blades, then copy to the other position NOT using symmetry, then switch rotation on motor and blades on motor #2. Re: number of blades - first, forget about IRL. The parts are balanced too weirdly, if you want best speed for fun or gameplay t
  20. In KSP there's a "fine physics bubble" of 2.3km around the active craft. Inside that bubble, physics events like chutes opening, drag effects, solar panel EC charge etc get calculated even for craft other than the one you're flying. As you move away from a probe, some of these stop being calculated. For instance as you fly away from your drop probe, I would not be surprised if KSP stops modeling aero entirely and the probe plummets without deploying chutes at all. Even worse, entire craft that are in flight in atmosphere just get deleted when they're more than 25km (I think?) away. T
  21. Eve gravity is 1.7 times Kerbin's. Try testing the same craft on Kerbin with enough ballast to weigh 1.7 times as much, or use the F12 cheat menu to hack gravity to 1.7 for testing, and see what happens. Just going by gut feel, that rover looks pretty big for just 4 wheels. Eve's gravity is too high to do much EVA construction... Not many options other than send a new craft or revert to before the launch...
  22. Skip the inventory entirely. Click the hook icon on the right side to enter construction mode (or press the ‘i’ key shortcut). That’s the only way to manipulate larger parts
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