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Not Sure

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Everything posted by Not Sure

  1. You can set the altitude to the absolute minimum (like 30m I believe) and the deployment is so fast they will have plenty of rom to open and land safely.
  2. The previous reply is very true, and a little fun. I’d do it for you if you want
  3. IMO, with that engine, it looks kind of balanced. Its huge! on the second smallest fuel tank! maybe it needs that drag to make it not super OP and competition for the vector.
  4. There's an unrelenting slew of bugs with the 1.4 release it seems. Got one more for you. Kerbals in an EVA chair inside a cargo bay/fairing are not considered stowed and produce (lots of) drag. This destroys a lot of SSTO designs like @Cupcake...s who submitted an official bug report, and my land speed record attempt with some details here:
  5. Using version 1.4.2 and just did a control test with a probe core and got 2143m/s. I've made sure the seat is attached to the base of the bay but with the same craft, i can only get to 700m/s, then it tips over on its nose which it does not to otherwise.
  6. Im currently trying to set a land speed record in stock, and i've gotten to 2130m/s with a craft already equipped with an eva chair inside a closed mk1 cargo bay. However when i do the exact same craft but with a kerbal, i cant even break 900m/s. Drag is beyond crucial here, and when I focus on the kerbal with aerodynamic view on, I see he is producing a large amount of drag. Tried putting him in a faring, as well as a faring in a cargo bay. Isnt he supposed to be shielded by these? was this changed in an update? People like pics, so this is what im talking about (except the right bay would be closed. front is open for unorthodox reasons.)
  7. I would take this over 1 patch every month for 3 months, and only for the mods.
  8. Works with 1.4.2, just irritating to have the mini AVP bugging me all the time
  9. Ah thanks a ton, I wont touch anything. You're the best, man!
  10. That's good, kinda surprised that it got through. Okay lastly, what did you edit to get EE to work? im a little blind
  11. I checked, its not in there, its in the .DLL sadly. Maybe i can take a crack at the source code if there is any.
  12. I feel so bad for @linuxgurugamer rip. Probably won't change the mods much, but he'll have to rename them and change the versions for Editor Extensions Redux for example, because doesn't work in any other version besides for the one it was released for. Always amazed by the dude, over half of my mods are maintained by him.
  13. Had to download a mod, then saw the alerts for all my mods being outdated, this gave me a heart attack. Hope things are still compatible, looks like they will be.
  14. Yea this mod is a must-have for my career games, it's the only significant part mod is use. Eagerly waiting for 1.4.1 update.
  15. It then depends on your definition of “stock” as the computer mod is called kOS, and with a MM patch, you can add it to any part.
  16. It really can be done quite easily with some knowledge. I simply use a combo of Whiplashes and thuds, for SSTO’s going to LKO you should be looking at engine TWR more than engine ISP.
  17. I don’t know the code myself, but I know it’s possible to remove stock parts from the game because mods like Ven’s stock revamp do so in order to replace them. Side question, what parts would you remove? I’d say they’re all pretty functional, don’t see what ones would hurt. IMO, if they aren’t modivated to go to the Mun, then they won’t go there. And remember it takes most of us many many missions to land on the mun and return.
  18. Hm. It shouldn’t be 10ft high you may be able to put it on the ground of the hangar and put a launch clamp on the wing tip. This should put it at the lowest possible altitude of the runway.
  19. Contracts have an "advance" and "completion" reward. By accepting the mission, you get some money (realistically the money you would need to build the vehicle) and by completing the mission you get the reward money.
  20. A big point in your aircraft learning curve is learning the effects of the placement of the COM. Just because the COL is behind the COL, does not mean it will be stable. As you pitch away from prograde, your COL will shift forward and will naturally fly in front of the COM making it unstable. to be clear, the problem with all KSP shuttles is that the COM is too far back. of course, with a lot of things, there’s a mod for that called Better COL. It will show you your REAL COL as well as the stability at different speeds, altitudes, and AOA. You may be able to fix this by clipping some wings into the front and adding weight to the front.
  21. Isn't it coded that way? On kerbin, it should go horizontal at 30-40km. However, for RSS, I don't think that altitude was changed to cope with the difference size and therefore it does it too early.
  22. Ships arent measured in units of fuel and engine. Look up KSP dV to get an idea of how space maneuvers work
  23. I agree, I think the sunflares should cut out after a certain distance, but general star brightness should be increased.
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