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Quorthon

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Everything posted by Quorthon

  1. This looks very interesting and seems to provide the right amount of challenge for me without having do delve into RSS. Perhaps you could post some screenshots of the new orbits in the OP? I'm definitely looking forward to your 64K MM config.
  2. I experienced the same issue with the airbrakes. I removed them from the 'brake' action group and assigned them to a custom action group to toggle. Upon loading loading the craft on the runway, these two alterations to the actions groups got reverted.
  3. I was very irritated when I experienced the same issue. I already wanted to write a bug report about this. I'm glad the reason for this bug was found so quickly.
  4. Thanks for creating this awesome cockpit. No grey walls anymore!
  5. I haven't returned from Jool or Eeloo yet. But I have successfully returned from Duna with a tiny probe. Important for interplanetry travel is the transfer window which offers the most fuel efficient trajectory. I use Kerbal Alarm Clock for telling me when a transfer window opens. Also an aerocapture maneuver around Jool saves a lot of fuel.
  6. 1. The rear landing gear should be positioned slightly behind the center of mass. I recommend TouhouTorpedo's OmniWheels pack. This has some nice landing gear. 2. Is your thrust off center? This happende to me when I had the engines under the wings. Clinching them on top of the wings fixed this problem. You might also try to counter with RCS or add more wings/controll surfaces. 3. Were you able to achieve orbit with the spaceplanes that came with the modpack? You might want to change your ascent path a bit. Stay longer in the high atmosphere and pick up speed horizontally in airbreathing mode. 4. Have a look at the spacecraft exchange. This is where I got a good design idea from.
  7. Fly west over the desert until you reach the meteor crater. Land on the island in the middle of the crater.
  8. I gotcha. Thanks, I guess I need to either try and land it by hand or work out a better strategy. This is the same strategy that I also worked out for my own space glider and for the Klipper. Haven't flown the Buran yet. Both designs require a lot of positive trim for gliding back to the runway. Otherwise you're gonna have a bad time landing them.
  9. Are you still climbing at 45° when you are at 11km altitude? Try a more shallow climb smaller than 30°. By doing so you should pick up more speed thus creating more lift. You might also consider extending your wingspan a bit to provide for more lift up high. Canards in the front that have more lift might also be a good idea. And don't forget to trim your elevator! The B9 Aerospace pack has some nice wings for heavy planes. This would make it only react more agile but could make the plane unflyable once the center of mass has shifted too far back due to fuel consumption. Center of lift behind center of mass is the most stable solution and can easily be adjusted with elevator trim.
  10. Servus, und herzlich willkommen.
  11. I was experiencing the same. Then I discovered that the RCS tanks were in the way of the port doors. From your screenshot above I see that you designed it the same way. Place your RCS tanks somewhere else and there wont be any more selfdisassembly.
  12. Thanks a lot for this awesome parts pack. I was building planes all night long when R3 was released. After some tinkering I built the beauty you can see below. I used TT's Multiwheels as landing gear. I even managed to get it to space reliably. The crew return vehicle for six Kerbals: The launcher:
  13. Username: Erain_Angren I have no particular favorite plane at the moment. I just like to fly around in Historical Battle with whatever plane suits my mood. Be it fighter or bomber. A few weeks ago I coincidentally was on the same team with TouhouTorpedo. Here are three youtubers that are worth checking out: The Mighty Jingles, Krebs and Bismarck.
  14. Excellent. Just downloaded it. The Anvil family is my reliable workhorse for hauling stuff into orbit. I really like this mod pack.
  15. Several weeks back I calculated the heights for synchronous and semi-synchronous orbits for all the celestial bodies in KSP. I want to share these numbers here with you. What does "synchronous and semi-synchronous orbit" mean? A scapeship in a synchronous, equatorial orbit allways stays over the same spot of the surface. This spaceship's orbital period is matched with the revolution of the planet. A spaceship in a synchronous, non-equatorial orbit seems to shift north and south at a constant longitude. A spaceship in a semi-synchronous orbit makes exactly two orbits while the planet makes one revolution. For the numbers I'd like to make some kind of chart: the first column lists the celestial bodies by their name. The second column shows the height of the synchronous orbit and the third column shows the height of the semi-synchronous orbit. All heights are in meters. Orbits that are not stable because they intersect with another sphere of incfluence are put in brackets. Moho____[30,993,821]_____19,656,592 Eve______10,958,472______6,877,502 Gilly_________42,138_________21,734 Kerbin_____2,868,750______1,585,176 Mun______[2,970,563]_____1,797,329 Minmus______357,940_______203,286 Duna_____[2,879,999]_____1,695,873 Ike_______[1,133,895]_______666204 Dres________732,244_______410,219 Laythe____[4,686,318]_____2,767,176 Vall_______[3,593,201]_____2,152,563 Tylo_____[14,157,877]_____8,696,880 Bop_______[2,618,169]____[1,606,391] Pol_________2,415,079_____1,505,122 Eeloo________683,690_______352,989 Have fun with these numbers! I hope you find them useful. How can I calculate this myself? You need four "ingrediences": - the sidereal rotation period in seconds - the half sidereal rotation period - the gravitational parameter of the body in m^3/s^2 (the gravitational parameter is the product of the gravitational constant and the mass of the body) - the equatorial radius of the body in meters Insert these numbers into this equation: h = ((µ * t^2) / (4 * pi^2)) ^(1/3) - R_p h is the height for the (semi-)synchronous orbit µ is the gravitational parameter t is the (half)sidereal rotation period R_p is the equatorial radius This gives you the desired height for your orbit.
  16. In order to assure that satellites don't drift too far relative to each other in their orbits, it is important that their semi-major-axis (SMA) match. Same SMA means same orbital period. Scott Manley said this in one of his videos. Edit: I postet something that might help: link
  17. Unfortunatelly I've never heard of this science-fiction story before, but what I've read on Wikipedia sounds very impressive. I'm really looking forward to watching this movie this fall and in the meantime I'm probably going to read the books.
  18. Hello everybody, after the Forum restart, where I lost all of my ten posts, I feel like it's a good time to finally introduce myself. I startet with KSP last year when version 0.14.4 was around. I found KSP at one of my strolls through Youtube. After playing the demo for four hours, I bought KSP immediatelly. It costed only 15$ (~12€) back then. In the meantime I failed at my aerospace studies and developed a fear of math and programming. But I still enjoy KSP a lot. Mainly because it is fun and challenging without using weapons and competition and you can learn a lot from it. Being held back in my explorations by old hardware, I had a blast derping around in the SoI of Kerbin. Equipped with a new home-made PC, I'm now working on landing my first Kerbals on another planet. Here on the forum I like to help beginners and other people who have questions. Since KSP went on Steam, I'm also helping beginners there occasionally. See you in orbit.
  19. Kerbal Alarm Clock already uses this table in its latest version to predict the transfer windows. It's more acurate than the circular, no inclination model. I like this mod a lot because it changed how I play KSP immensely.
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