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About falconek

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  1. I would like falling flags and phantom forces on eva ladders fixed.
  2. Hello! Is it allowed to use "Snacks" mod for life support? I mean this one:
  3. On suborbital trajectory returning from Minmus. I really do hope, that the heatshield will survive reentry from Minmus orbit.
  4. Mordern hardware (as in typical home PC) is a joke, when it comes to physics calculations. Basically every simulation game has similar or worse performance problems as KSP... check DCS, Arma 2 and so on.
  5. I spend two hours on testing and tweaking my at the moment standard 18 ton lifter for optimal ascent path. In process I managed to reliably achieve 3500 - 3600 dv (lowest was below 3450) and also I removed RCS and reaction wheels, because it turned out, that the rocket flies propely on those small basic winglets alone^^
  6. Yes, optimal TWR at the moment when acceleration starts is infinity
  7. In vertical flight, terminal velocity is by definition achieved when rocket's TWR is equal to 2 plus enough surplus to acclerate to new terminal velocity (on higher altitude). Personally I try to keep my TWR between 2.1 - 2.5 during the atmospheric part of ascent. Of course, with lower drag, it is less important to keep your speed below terminal velocity, so you may just want to keep your TWR relatively high, to decrease losses from gravitational drag. Overall, like Taki117 said, as long as you don't see flames, you are probably fine.
  8. She is on her way back from Minmus, where she was the first kerbal to walk on Minmus surface in 1.0.2 (Jeb was first to walk on the Mun).
  9. I want a pony, alas... BTW during my almost 4 years with KSP, I never thought about recreating Apollo. I used similar CM + lander architecture though, because it is effective for certain missions.
  10. Yes, finally it's a proper engineering challenge. In 0.90 everything could be solved with a delta v calculator, and you could completely neglect other aspect of design. You had enough dv, and you could be sure, that your rocket will work. Now the game is more multidimensional, you need to take into account drag, center of weight shifting, steering authority, structural integrity and more. I like it.
  11. Generally I like this update. The more I play, the more I see, how well it's actually balanced (thrust, ISP, weight, tech tree etc. wise). My only concern is too low reentry heat, but there's a slider for that. And aerodynamic flights are a minor part of my gameplay anyway... I spend most of my time in space. BTW guys, your "realistic" rockets are flipping, because in KSP generally payloads are light, and engines and fuel are heavy. So the rockets are bottom heavy. You need to think about your rockets, like they were model rockets (engine on bottom, empty paper tube and parachute on top). Mode
  12. This is mine. I was focusing on control to get SAS and be able to build bigger rockets, then on electricity for unmanned, and small engines for landers. I've been able to land few unmanned probes on Mun. With sending Kerbals I'm waiting till I'll be able to build something more reliable, that can send three kerbals for the mission. Which means bigger command pod, bigger engines, and bigger fuel tanks.
  13. dv to LKO is about 100 m/s higher in 1.0.2, than it was in 1.0.0. It's merely a cosmetic change.
  14. I like the 1.0.2. In 1.0.0 atmosphere was too thin, rockets were flipping over only till 12000 meters, above 12000 you coud do anything, the same as in 0.90. Yes, dv to LKO is 100 m/s higher.. I had to add a small fuel tank on tank on top of some of my lifters, that's all. As for airplanes, IMO they behave better. Take off and landing speed is lower, which means it's easier to land in rough terrain, the maximum ceiling is bigger. I think it's change for the better.
  15. This bug existed in 0.90 and maybe even before, and I even posted it to Squads bug tracker, but still not fixed.
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