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vv3k70r

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Everything posted by vv3k70r

  1. Your propeller is not draggy enough for motor output. Use bigger proppeler to abuse motor.
  2. And large is not - so there is a reason to use medium for steering. Mostly rear becaue it give You proper angle of attack. But there is no much use for bigger gear - this game is not much about aerodynamics. Bigger planes are just for fun. But if You would have steering on bigger plane medium gear somwhere could help for taxi. But since You run heavy plane should not be suported (in theory) by them (they went up on nose). So rear is evil solution, but it works in KSP delivering angle of attack, and tweakable spring and dumper allow to abuse it.
  3. You missed that You are about to carry more. Both weight and volume. See in KIS/KAS - if You load inventory with pipelines You cannot fly jetpack on da Mun - it gives You just a slower descent.
  4. Of course You do. Only reason why we think we not is that - we live on highest gravity solid rock around. We evolved very strong - it changes our perspective. If we evolve stronger because of gravity it would be hard to send anything to space. Back to Kerbals - on Eve laders are issue. Think Your vessel throu and test it. Extensivly. Mun and Minmus is forgiving. Heavier bodies not - if You fall Your rocket You are grounded. You lucky to encouter this issue on Minmus. Now You now that You need a vessel that have cargo in reach from ground. Propably one that will follow brave Kerbals on the ground to awoid lot of walking. If it is in reach. They do and they jump high. But it is not a Super Mario to control movement in flight. Volume of the things is conected to gravity, but You need slightly diferent magnitude of gravity to make thing a bit denser. And propably not usefull. It would be hard to carry tv and using jetpack.
  5. I found tread about badlands and a window in missions to get there, I never were. So I build a plane that get some speed (I do not have 3 last tech in aero so do not have better engines)... But it turned out that with this speed engines starting to burn. Radiator shields created so much drag that I lost1/3 of max speed. So I striped if from control surfaces to get even faster and get to evillands: Performed some experiments, one of them was (view from cockpit): View was noticed - it exist. Tested a juno drone: And some chores about refueling biggest tanks in orbit. Around Minmus I have lot of ancient stuff so I send most efective one (laboratory) to bring them fuel. Later will came some space engineers and fix them new computers to get them usefull again.
  6. Make storage in reach. Why not fall Your rocket on Minmus? You can set it radial out back just with hair drayer there. Reasonable - it shuold be quite impractical to carry. But... Try to switch something You have in inventory against experiment station. I remember it work for me by accident - I got both value red, by I could carry that. It works for sure when You pick it up from ground. I just not need thissolution - I build vessels where cargo is accesible. True! Blasphemy! It fix abuse! They are not camels to carry that amount of stuff. Poor Kerbals. I wonder why they didnt get exosuits. We have them in factories already (pasive on springs are more afordable then cars) but future tech and rocket science do not cooperate very well.
  7. You spend money You get on everything else to run Your own mission for science. You are not employee, You run a bussines - do not wait for orders. Go for what You need. You do not need them. Run manualy on markers.
  8. This topic could be intresting to make minigame about vessel design (and mission profile step by step with) for kind of automatic testing using MechWhatever. It is part of production, delivery, execution chain that exist in reality. People and division that design things have to operate them only with new, narrow technology but later on there are cheaper and more specialised people to do that. It often works better. Game is so complex that people find diferent, intresting parts of it like design, flying, micromanagin, orbital station, ground base, mining, micromanaging of route planing/refueling, operating vessel on suborbital on diferent bodies, rovers, comunication network. Even every celestial body could be kind of specialisation and be more intresting for some people. Moho and Eeloo is completly diferent when come to power and heat.
  9. Do You have world stabiliser? In such case exclude launchpad in config. If not - check origin position and conection, some construction loads cause part to repulse as they are beneath the ground.
  10. I guess it is about unity aproximation of displaying object. In case of The Mighty Kraken it would explode. In case of mode it would fall beneath the surface and disapear. It came from the issue of base (it is docked) root is far from this object (it is docked to docked to docked vessel with meybe more loops) and all positions are counted from celestial body center to root to object, but terrain is displayed from celestial boty reference frame. It is why it overlap (it is why runaway in KSC is efectivly curved against Kerbin being a flat object).
  11. Try doing this the way that You will get back to da Mun gravity well and get even more speed. Yes + You gonna refuel from Mun orbit when You build mining so... This is the way. Not at all - You gonna lern to make it every time. This is not a problem - You can corect in proper node. Distance would be so great that small corection will do a lot. I send engineering vessels (and took some turist in soviet capsule on to - they will fall down later): I pack lot of neccesary stuff and what didnt fit stick to the vessel (excesive number of reaction wheels and scaners for old vessels). Landed its booster wuite near: Engineer took scientist on a ride to set some deployable science, but because we have only one seat in cabin scientist have to grab racks hard. Engineer fix some old vessel: That have some tourist on its top awaiting with one free place in soviet capsule for rescue mission back from Minmus - so it take a while. And there wer dust storm on da Mun, some buildings sunk:
  12. KIS/KAS is usefull to take "root part" from the ground to glue it to vessel to be able to move it by 1.11. To move part that is to far from "root part" (for example when game load screw robotics and they fly in air). And is absolutly neccesary to move engines of reasonable size ("too heavy - bring more Kerbals). I build/refurbish older vessels. There are lot of issues in this process so it is worth to show workarounds. Specialy if there is chalenge around such topic. I do such things as daily rutine, not as a rescue missions.
  13. Try again untill You understund. Again and again using tips that people wrote You here. This game is all about those mechanics.
  14. Squadron await for those who didnt pay respect to the flag leaving it in such condition.
  15. What engine, what reaction wheels? Is COM coaxial with thrust? I nottice this phenomen every time I build crap that is not corectly engineered because I would have some fancy construction instead of symetric one. In real manouvers are counted this way. Then from this point they are computed for specific engines and controls depend of remain fuel and mass distribution. Whole orbital mechanics use this. It is why there are corection burns. With this hair drayer thrust there is no issue of counteracting them with thrusters. Reaction wheel is enough.
  16. I spammed lot of rockets asembled 1.11 and KIS/KAS *too heavy - bring more Kerbals help) in "what You did *to* KSP today?" tread. Only hard part of the rocket is the main tank - it is heavy and there is no way to move in reasonable manner. Engines as big as wolfhound 4-5 kerbals can move together on da Mun. So I take some old crap like that: missuesed by gameload when docked landed trhrou robotics, and build stuff like: All old controls, baterry and so one were stripped. New electronics only vessel build on side and docked (because of distance from root - it is a workaround) then struts. Legs, antena, and so on - capsule docked on top and first "not on leg launching" from edge of crater: or this annimal: It is a rocket deprived of its (I guess terier by size), added cone tank that was lying around adn engine from previous tanker that get wolfhoud - on top is a roller with crew capsule. I took this from Mun to send it further to another moon when window open. It will be docked to interplanetary hauler and abused as lander. So not only rescuing, but using for travel: scrapyard travel, our vessels are refubrishable - You get ticket cheap! Here is another such build with capsule docked on Mun with some tourist and scientist inside - they travel Mun - Minmus: Capsule gonna get dropped from orbit in this capsule with parachutes to Kerbins atmosphere later. And here is a chain of ship in construction on orbit: Building rocket at site to move Kerbals is not a rescue mission - it is standard procedure for travel.
  17. Make Your own wheels using constriction part from stock, electric motors and meybe grip pads. They way better. I'm roving on Minmus and line of orbiting stuf on same inclination tells exactly how I stay to equator:
  18. Goood. So You learn by doing. Do not forget to set docking port on each rover by design. After You run Mun most of them You can move to ohter planets and they moons.
  19. This values You can tweak in flight. Right click on wheels. Use advanced tweakables.
  20. Soon You gonna use this technique intentionaly for breaking from 40m/s sideways. You can change traction to achive higher speed, by using 100% of motor power and reversing it to get more control. Then use reaction wheels in normal mode to land on wheels. SAS mode to speed up.
  21. Sport cars use "wing" this to push against ground. Because phy in KSP is as it is I'm using same solution for faster taxi with airplanes. But because I'm terrible pilot (if I land on airstrip it is just an incident) I'm using planes with big wings that are easy to take off and land, since I added ground effect mod forcing them to land become an issue.
  22. No bug - corect behaviour. Problem is not in the wheels. Asign a key to inverted deployment so extended control surfaces press Your plan to the ground during breaking and in such conditions You can apply lot of breaking force at back wheels (do not forget to exclude them from steering). Wheels on planes are so tiny as they can be to be light. Suspension on plane is as powerful that can be lightweight. Planes do not drive on wheels, they fly. Most powerful breaking part in Your plane are not wheels but aerodynamics. And You can reverese wheesle if You are using wheesley. Assign a key. Wheels handle around 80m/s load. No more. If they are not breaking on 100m/s You are airborne. So You know who is to blame! This one can stop just after touchdown: https://steamcommunity.com/sharedfiles/filedetails/?id=2265508294 And start on very short runaway. Normaly we dont do with real airplanes because stress on frame would be horrible (experience for crew with such negative G too) but in KSP there are no such issues.
  23. After rescuing another rover on Minmus using parts stolen from the previous rescue I landed manualy by whale without any quickload: for refueling. Then I found asteroid aiming aat Kerbin at 98 km PE. This is under 100km and is under control of state jurisdiction - this space cannot be violated! So I build one more asteroid catcher to stop this intrusion and do proper search for spying equipment and set it on LFB that has it own name now (is not ad hoc added to rocket but build as general LFB stage separate): This time going retrograde with inflatable heat shield on top: Aiming again precious KSC and because of drag from heat shield (I didnt expect this baloon work so great) landing in grass at the KSC proximity:
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