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Manul

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Everything posted by Manul

  1. Small propeller planes are mostly built because they are cute, not for cargolifting and endurance competitions. Early career exploration around KSC, some seaplane rescue missions, Island Airfield Airlines or flying under the RnD bridge are the major uses of small aviation. Speaking of endurance: when I needed to do polar science in early career I made it to the north pole and back in a Schwalbe-style jet with two F5 tiger engines from this mod and no early-career propeller plane could beat it's range. Sounds ridiculous but going full afterburner at the edge of service ceiling with constant stalls and engine flameouts appeared to be more efficient than flying in a normal way.
  2. Part named "cessnacockpit" from Airplane + has a MaxTemp of 1100K so it's not meant for space, but it's mass is the same as for stock cockpits: 1t. The same deal with 1.25m helicopter cockpits. I tried to make small planes and helicopters with this mod since ksp v 1.3, they appear to be much heavier than their real counterparts so I had to minimize the amount of fuel and other useful things onboard limiting their range and capabilities to flying around the KSC and practicing the VAB helipad landing. So there are two ways: rebalance every part or live with some OP engines and reduce their performance to non-cheaty levels by other means such as velocity curves. My Eve SSTO wouldn't agree with you... but it exploded. Such things should be scaled by the scale of Kerbal technology compared to it's human counterparts (0.5-0.75x), not by the scale of Kerbin itself. Otherwise the Kerbal scale Cessna Caravan should have the 0.3 size of real one, have a service ceiling of 2km and max speed of 30m/s . And it would be completely useless for upscaled homeworld (not to mention RSS) Kerbal-human scale works fine with jets (heavy cockpits are balanced with light engines), if you build a kerbalized strategic bomber the size of a human jet fighter you get almost the same range and ordnance mass as the human fighter has (have to measure cargo capacity in ordnance because I don't know much supersonic cargo planes built by humans)
  3. The major problem with weight balance is that most cockpits are balanced to match stock ones, and stock ones are made this heavy to prevent Mk1 command pod from being completely useless after the early career when you just heed something to strap Jeb to SRB.
  4. It's kinda normal if we take into account the weight of parts. Kerbalized version of small plane cockpit is heavier than the real cessna 172 at it's maximum takeoff weight. Single engine planes that should have a weight under 1t can be 5-7 times heavier.
  5. With WildBlueTools installed there is an experiment slot in a Buffalo 2 lab and it can also produce Lab Time. There are contracts to do various sorts of Wild Blue Science but I couldn't find how to put an experiment inside the lab. Do I have something missing?
  6. We've got some trouble here. Does anybody have an interplanetary icebreaker?
  7. I'm getting some contracts to do WBI science but no idea how to accomplish them, the only WBI science thing I have is an experiment slot in Buffalo 2 lab but I don't know how to use it
  8. What are these nice little boxes used for? Some of them are WBI Omni Storage I guess and others should do something with WBI science system. Not sure how it works and which mods provide all the necessary equipment to utilize it.
  9. I guess this means the velocity change before things go wrong and not deceleration. Try landing different aircrafts, possibly you have misaligned landing gear. Wheels may be not perpendicular to the ground or not parallel to each other. There is a PAW option "align wheel to ground" for adjustable landing gear to fix perpendicularity, and I would recommend Precise Editor to check if they are parallel. Also you need to disable steering for main landing gear leaving only the nose gear steerable. I had a problem with stability when I used a stock nose landing gear and KF main gear so I had to reduce friction of the stock gear to make it more slippery. P.S. With KF landing gear I can land a 150t spaceplane on an aircraft carrier (with stock landing gear too), so there are no problems with stability and brakes.
  10. There are some nice terrain glitches on other planets, like the warped spiky terrain on Tekto south pole and a huge spire with radial canyons on the north pole. And there are not so nice polar glitches that destroy everything that touches the terrain on some other planets. If the fix can be applied planet by planet maybe it would be a good idea to have the option to disable fix for other planets (in planet settings or as a global whitelist) Terrain glitches can be gorgeous if there is an atmosphere and a plane to fly around.
  11. I'm still using the original version of SMI Missiles from @SpannerMonkey(smce) and everything shows up in the SM Missiles category as per usual. Maybe you have the SM_Industries folder missing (required for custom SM categories) The only two things that got FUBAR are rocket pods (moduleRocketLauncher doesn't exist in BDA+) and the VLSLauncher.dll (fails to load, not sure what it's needed for). Didn't test depth charges or naval mines, and the artificial gravity pad had been broken since KSP v 1.8 or earlier.
  12. Saburo Sakai landed safely at the airfield with half of his body paralyzed after a .50 caliber headshot, fully recovered and returned to duty, and he is just a human made of flesh and bones. So why should a creature made of singularity, spaghetti and quantum strings (possessing the power to destroy a planet or the whole universe by just slipping on stairs) care about some filthy 20mm HE rounds.
  13. Yesss. Some unique terrain formations and their science descriptions make the detailed exploration of celestial bodies really exciting. It's like seeing something unusual from space and landing there to do science to determine whether it's a terrain glitch or an easter egg (or both). There are some KerbNet anomalies too, unfortunately they are mostly monoliths, but I didn't see them all so there might be something more exciting than another black rectangular stone.
  14. Looks like the eva jetpack doesn't like being dropped on the ground. SunkWorks includes a patch that adds ModuleGroundPart to eva-parachutes and jetpacks. In case of jetpack it had some weird effects: jetpacks don't refuel after boarding the vessel and sometimes they have unexpected mass fluctuations. Jeb's jetpack mass increased to 20t after he dropped it and then picked it up. He could barely land his spaceplane being so nose-heavy
  15. If you take this patch and this mod KARE intakes will look great. With B9AnimationModules they look even better because the shock cone moves depending on the airspeed. And when the intake is closed it moves al the way forward actually closing the intake. @PART[kare_eng*] { MODULE { name = ModuleDepthMask maskTransform = DepthMask } } @PART[kare_int*] { MODULE { name = ModuleDepthMask maskTransform = DepthMask } }
  16. There used to be a problem with colliders for huge parts (I don't know if KK statics was affected too) between KSP v1.3 and 1.8 But all colliders that were broken in 1.4 became unbroken in 1.8
  17. mesh = Eskandare_Heavy_Industries/Carrier_Vessel_Expansion/Parts/Nimitz/nimitz.mu didn't work. mesh = nimitz.mu does. That's strange.
  18. Maybe this will be interesting for you. I turned Nimitz hull, bridge and radar tower into KK statics. Aircraft lifts, deflectors and ordnance lifts are still functional, and the flight deck is illuminated at night time. But for some reasons KK doesn't recognize mu file if it's not at the same folder as cfg file so the statics cfg should be put into CVX folder. I have plans to make KK statics with naval vessels from some other mods. Because KK statics doesn't summon Kraken as huge parts do.
  19. I guess, TCA doesn't like part module SWAquaticEngine because it's inherited class from ModuleEngine but does some extra stuff that TCA can't handle, so it's not a bug, just some sort of compatibility issues. Oh I'm also getting an error about ModuleResourceIntake.FixedUpdate() and I'm not using FAR or TCA. That's strange because none of aquatic engines has a ModuleResourceIntake in their config files maybe it's somehow integrated into SWAquaticEngine. I need to go into this rabbit hole a bit deeper to be sure.
  20. Being an awful VTOL pilot I don't get much benefit from VTOL engines The small J spaceship (i wouldn't call this brick a plane) uses Valkyrie tilt engines to VTOL. The large spaceplane doesn't have any VTOL capabilities STOLing a 100t plane is possible only on Tekto with its weak gravity and thicc atmosphere. With reasonable cargo and fuel amounts (reducing it's mass from 150 to 100t) this thing begins to stall at under 17m/s on Tekto and 50m/s on Kerbin. But 15m/s stall speed doesn't help much with this mass, and low gravity means low friction, so the only way to STOL it is to stall it just at the right point to touch the deck gentle and not to destroy anything. It took about 20 approaches and 10 quickloads The radar tower was decapitated 7 times in a row. This guy was much more easy to land due to it's lesser wingspan
  21. It's dry mass is less than 200t and wet mass is under 300. Nothing a good orbital nuclear tug can't handle supported by extra fuel from it's payload. If you can get an airship to Jool, you can get it anywhere. (but not to Jool itself, WBI AirPark doesn't work on Jool, it devoured all my airship fleet). Liftoff from Kerbin is a bit tricky due to rocket-airship paradox: rockets are aerodynamically stable, airship is stable, airship+rockets is extremely unstable beyond mach 2.5 (can't release hands from stick and throttle for a second while in atmosphere without spinning out of control). Attached rockets to the dirigible to lift it then attached dirigibles to rockets to lift them (extra balloons were jettisoned at 3km due to being useless) An spacetug came from the munar asteroid base to give it a lift This time I used a Blueshift warp tug to save years of gravity assists but wasted 7M funds out of 16M on the tug with enough warp capacity. The airship costs additional 6M (didn't get much refund from landing reusable rockets because I crashed one of them) And I still needed a Jool gravity assist to match velocity with Sarnus. Eve version uses a much smaller tug but lots of 10m heatshields.
  22. It's a single runway 0405 KSS Grumpy Roger has only one 20m wide runway. Extra width is required for interplanetary resupply transports. Some of them fly like a brick and can't aim precisely While others are almost as wide as the airship P.S. Warranty void if using angled decks on CZN-28 (carrier zeppelin nuclear, 2 hulls 8 segments each) due to "minor roll instability". Warranty void if landing vessels with a 30m wingspan on a deck 20m wide. May result in decapitation of a radar tower with a 75% chance on Tekto or 100% chance on Kerbin or Eve. Yes, I had to land in reverse due to radar decapitation issues when landing from the stern.
  23. With a typical nuclear thermal jet looking like this: I think the nuclear J58 can share heat exchangers between turbojet and ramjet parts First heat exchanger is primary for turbojet and secondary for ramjet. A primary ramjet heat exchanger can be used like an afterburner (or afterheater) in turbojet mode because if the turbine is not in the way of the exhaust anymore, why not heat it once again as a chemical afterburner does.
  24. Not only turbine but also a multistage compressor and a turbojet subsonic combustion (or heating) chamber. The easy way to prevent all this stuff from making lots of drag and melting above mach3 is to bypass air around the turbojet assembly in ramjet mode. Maybe it's even possible to make a circular scramjet with a turbojet hidden inside but it doesn't make sense because scramjet requires mach 5-6 to operate and turbojet can hardly get to mach 3. Building a ramjet around a turbojet makes more sense The hard way is using a precooler and extreme compression ratios like a SABRE engine does. But it requires a really complex multi stage compressor with a final stage looking more like a rocket turbopump (and it also can pump liquid propellant in rocket mode). And this compressor requires an extra heating loop (helium loop for SABRE) to spin the turbine because no turbine will survive being driven directly by the exhaust with such pressure and temperature. KARE engines look like nuclear versions of SABRE rather than scramjets and they don't run above mach 9 like scramjets are supposed to do.
  25. As long as BDA+ supports legacy weapon and radar configs from BDAc it should be compatible. I've been using AoAtech since 1.3 and didn't run into problems with BDA/DBAc/BDA+ Check your BDArmory install. Since AoA tech is loaded first (due to it's folder name starting with "A") it may just be the first mod that triggered BDA problems. You might have a gamedata folder inside gamedata folder or have a messed up install with a mix of different versions of BDAc/BDA+.
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