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miklkit

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Everything posted by miklkit

  1. That is an interesting design with different engines for different altitudes. It looks like the thrust is imbalanced and is pushing it out of control. And yeah, it doesn't have enough oxy. With all those different engines it takes a lot of tuning to get them all balanced all the time. Also, the COM and COL might be way out too.
  2. KSP1. I have a little bit better rig than that and it will struggle badly with KSP2 as it runs now. I am waiting for it to get better optimized.
  3. This one doesn't work anymore. Can we have another? The landing went well. Pulling into the parking area, not so much.
  4. This sounds familiar. I have had similar problems with things moving and in my case I believe it is the landing legs causing the problems. Long story short, when the landing legs are folded up and it sits on the ground all the problems go away.
  5. I switched to restock last year and vaguely remember that it had some issues at first but they got worked out. I might remember having to clean out the folder the mods are in because some leftovers interfered. Here is my current list of mods on CKAN.
  6. Without ReStock, use stock waterfall effects. I suggest using CKAN.
  7. Did it again. Built this rover carrier and sent it to Moho. It got there fine, but now can't leave. It builds up speed too slowly and rolls out of control. Now working on upgrading it and getting together a rescue mission for the 4 stranded crew.
  8. I DLed the video and was able to watch it that way. The CoL seems to be reported wrong as the plane is going plenty fast to take off and does not flip. It may be possible that that many rotated MK2 parts are pushing it sideways as they create a goodly amount of lift.
  9. The .mov video would not load for me so I have no idea how it takes off. I have never seen the CoL so far forward on any of my designs. I have never built anything like that so large either though. I have built some small ones with the rotated parts before and they both fly normally. This pic shows that they do create a small amount of lift when rotated. Methinks that at takeoff speeds the lift would be small tho.
  10. Built a new design long range vessel and needed to test it, so picked up a rover repair contract to Eeloo. Got the materials needed loaded, crewed up and launched. Landed on Eelee at the base, refueled, then took off to the rover. It was then that I discovered that instead of loading a scientist, engineer, and 2 pilots I had loaded a scientist and 3 pilots. Doh!
  11. I am inordinately proud of meself today. This little MK1 should not have been able to do what it did, but it made it anyway. First I picked up a contract to plant a flag on Dres. Mistake number 1 Since I was messing around with this little MK1 I decided to use it. Mistake number 2. The plan was to take off from KSC, go to Ike, refuel, then do Dres and return to Ike. OK. Took off from Ike and did my usual burn out to solar orbit, then in an attempt to learn how to do this gravity assist thingy I then did it again but aimed at Duna. When it got to solar orbit it had indeed used less fuel. There might be something to this! Not a mistake. Went to Dres, planted a flag and returned to Ike. Here luck played a large part as I got an Ike encounter really early and that saved some fuel. Not a mistake, but dumb luck. Landed and still had 451 m/s of fuel left!
  12. The game has had a problem with aero effects for a while but now it is getting dumb. Could someone tell me what is causing this? It is actually worse than in the screenie. mods used
  13. You have drills in your cargo bay? I tried to build a copy and ended up a bit lighter. It still got into orbit fine. This has me wondering what your flight path profile looks like. I take off and keep it low until it gets over 430 m/s and then let it climb. I level off again over 8000 m and let it build more speed then let it climb. The idea is to be going 1400-1500 ms and over 20,000 m when switching mode on the Rapiers.
  14. Hmm. At that speed at around 9 degrees AOA those lines don't look too long, but there sure are a lot of them. It is cluttered. The MK2 is very draggy to begin with because the body creates lift and then there are lots of little parts all over it causing drag. It all adds up. You could lose 2 intakes without losing any power too. I learned a lot from VAOS on youtube about reducing drag. Also, the COM and COL are too close together and will cause instability. Not so much going up but when coming down.
  15. I wish you had just posted one large screenie of it in the SPH. You could show more information that way. I dug up one of my early designs of about the same weight. It is a 6X4 with 6 Rapiers and 4 NERVs. It is also poorly built and performs badly, but still made it to Minmus. Yours has plenty of wing area. Moving the landing gear will help a little bit but slapping canards on the front will help more. Where the COM and COL are is a compromise between taking off and coming down empty. Mine all run off the end of the runway and need to build up speed before they can climb. You say it will not accelerate and can not gain altitude. That says that it is very draggy. After takeoff hit F1 to see where the drag is coming from. This one had misaligned engines and that drag kept it from making orbit. Look at the length of those red lines!
  16. I had made liquid only spaceplanes before but discovered that i had later deleted them, so had to start over. Made 2 prototypes, both with passenger compartments so they could do something useful. That and me being a bad pilot and adding in a fudge factor made them larger. They both suffer from overheating going up and require a different ascent profile than I am used to. V1. V2 Yes a base at Ike is pretty useful for refueling.
  17. I only play the stock system and the Panther engine struggles to reach orbit there too. It is just too weak and dies off at too low of an altitude. The Whiplash engines are much better.
  18. Supposedly the rovemate has 100% odds but it has mostly failed too. One time I was around the South pole of the Mun looking for a certain easter egg there and the only thing it detected was an easter egg by the North pole. the satellite detected nothing. It took me a while to figure out that I was being spoofed.
  19. Kerbnet failed again and this easter egg never showed up on it.
  20. KAS can be glitchy. When refueling and drilling it can take a while so I go to map mode and then go to 4X speed. Usually this works ok, but sometimes it goes bad, so I always save before doing this. I have never left anything attached longer than needed.
  21. Sigh...... Kerbnet is 90% nonfunctional for me. Always has been, always will be. I wasted real time months chasing ghosts on Kerbin. So I go to the wiki and copy locations of easter eggs and then go there. Was surprised when I found one on Bop no longer exists and was wondering what others have been deleted. That anomaly hunter is so outdated that it is no longer on CKAN. I will pass on it.
  22. I have been entertaining myself by hunting for easter eggs lately. I discovered that there are 2 on Bop so went looking. Got to the location of the large orange circle and there is nothing there. After some digging I found Kerbalmaps.com and it shows only 1 easter egg there. Nice. Are there any other easter eggs that are long gone?
  23. It seems to be different for everyone. For me the Kraken is centered on my base with landing legs and it is the rovers that go flying away and/or blowing up. Currently I have folded up the landing legs and so far nothing has gone wrong.
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