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Rhomphaia

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Everything posted by Rhomphaia

  1. Not sure of what you are looking for. but I have this from another challenge back in may
  2. Same issue here. It only happens if you load it in the SPH first and launch from there. If you load it directly from the runway it works.
  3. Always been more into rockets so I've never really done much with planes in KSP, neither building or even flying, in the course of trying out the entries I have reached the following personal milestones; first explosion free plane landing, first actual runway landing, and just a few minutes ago completed my first round trip between the KSC and island airstrips. Thanks guys.
  4. Well I do think that, at least as far as the stock planes are concerned, the intended role is quite clearly stated in the description field Aeris 3A - Training craft Aeris 4A - Orbit capable Albatross - low-speed, long-range aircraft, capable of stable sustained flight for hours on end. Ravenspear Mk1 High speed, high altitude Mk3 Long range, high altitude, sub-orbital Mk4 - Very high speed low altitude Rocket powered VTOL - self explanatory.
  5. Shortened build time and a plane... Think I will just be voting for this one. Main problem I see is that the description in the OP for this challenge seems to fit the Aeris 3a better. Since the description of the Ravenspear states that it is supposed to be a "fast, high-altitude aircraft"
  6. Well, there were a lot of great landers in the competition, however many of them while fantastic designs did not match up to what I believe a stock craft should be. I do think it a shame Antbin dropped his first entry as the Kerbamari Duomancy would have been a strong contender for my vote. For me the toughest choice was between MimiMatt, SkyRender and Slugy. Ultimately I cast my vote for MiniMatt. Will edit in a bit about why later.
  7. It is a bit. not terminal though. Actually this is the one aspect I preferred about the original version of my entry, shown in the second pic Anyway, running a few trials with the entries now. Hopefully will have a vote this time tomorrow, that is still in time isn't it?
  8. ISP increases as atmospheric pressure decreases. In KSP this is modeled with a change in fuel flow rate while thrust remains constant (Other way around in the real world). Pressure can be calculated for a Given altitude Pressure = e^(-Altitude/ScaleHeight) For Kerbin the Scale Height is 5000m IIRC the Value of ISP increases linearly between a pressure of 1 and 0. ISP won't get any lower at pressures greater than 1 though
  9. Made a few changes to my entry. Mostly cosmetic and weight saving. Planning to add some action shots if I get time
  10. The lander is supposed to be in two stages. A decent stage that lands on the surface then remains behind; and an ascent stage that returns to orbit.
  11. Never been too happy with my attempts at a 2-stage lander but I dug this one up from some old saves and updated it for .21 http://www./download/cws5crp9cris35u/Two-Stage_Lander.craft Features; RCS power systems (solar power with small battery storage) Landing lights Docking port on bottom offers potential for rover mounting. Descent stage remains intact on separation of ascent stage. Ascent stage Edit: Updated craft a bit. Mechjeb present to show stats, not included in craft file
  12. Yep, the stock communotron 16's you have will only have a range of 2.5km in their lowered state, so you would need to extend them before you get out of range.
  13. I'm pretty sure that with the default remotetech settings, the vessel has to have three crew members to allow control over other unmanned vessels. This can be changed with Alt-f11 IIRC, allowing a one man vessel to provide control
  14. Using Remotetech, if you need to burn when you don't have a signal to KSC, then you will either need to program the burns into the flight computer in advance, or use a three man vessel as your delivery vehicle so it can act as a secondary command center until the satellites are deployed.
  15. The figures for bodies with an atmosphere are rough estimates for take-off, and account for atmospheric drag with a fair amount of leeway for a non-optimal ascent
  16. Blue trajectory is your current trajectory. Purple one is the one you will have after Kerbin encounter and escape.
  17. False. Only reaction wheels need power. all other control methods will work without it. Only probe cores and RGUs loose all control with no power.
  18. While you cannot re-enable a battery if a probe core has no power, you can if you have a manned pod. Also even if you have a probe, you can transfer charge from a disabled battery to the probe core when it is out of power to restore control.
  19. Not that good at math, but if you ditch the orange tank/poodle portion as soon as it is empty, the lander alone should easily be able to make orbit, possibly with enough left to land, though it may be a better idea to send a refueling mission instead
  20. Craft files are compatible between versions. Of course the changes to the SAS system may cause problems (you may need to stick some extra batteries on them to keep them flying but they will load fine)
  21. Since .21 was released If you try to load a save from an old version it will give you the option to attempt to convert it to the new format or delete it. Not sure how successful the attempts are, since I only ever tried it on saves with no manned flights in progress (The crew roster was the major cause of save incompatibility) If you try to run and old scenario though you don't get the option, it simply won't load, and then neither will any other save until you quit and restart KSP.
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