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sirmonkey

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Posts posted by sirmonkey

  1. Could you take some time and Angle the engines? Major turnoff for me.

    The engines on a spaceshuttle were (The programs gone now :'( we need to apply the past tense!) not straight. They are angled.

    that angled thrust acts as a counter for the heavy orange fueltank and boosters. otherwise it will fall over or spin out of control in launch :D

    PEEKTURE:

    space_shuttle_13.jpg

    yeah it doesn't help in this game though.. the physics don't like things hanging off one side of the rockets away from the command module like that..

  2. How do I know my satellites will stay in orbit? I can get a ship into a stable, pretty circular orbit at whatever altitude, and I understand that once you reach orbit, you stay in orbit (since orbital decay isn't modeled). What I mean is, when I decouple a satellite, how can I be sure that the decoupler's kick doesn't lower the satellite's speed too much and cause it to de-orbit?

    speed up slightly as you release it.. it will counter the rear pushing force when decoupled. or use nova's mechanical decoupler which has almost no decoupling push. so you burb the throttle as you release it and let off on the power so you don't screw your orbit up. it will put the satellite in orbit at the correct speed.

  3. I've been having this problem with Sunday Punch's latest pack. My engines keep falling off the two-meter tanks, and I think it has something to do with the 2 meter 1-2 adapter. I can see that adapter shake around pretty violently just before the engines break, or even pop right off.

    go into the cfg for those parts and play around with the Mass on them. the default setting is to low and is causing them to shake around.

  4. Am I the only one unable to use the Omniscient Bertha because something causes it to pop off after a set amount of usage? It's powerful and everything, but after a while, it pops off. Haven't found a way for it not to happen. Maybe the exhaust is slowly damaging it?

    throttle control.. once its off the ground you really don't need more then 3/4 throttle. once you are past about 10000 meters you can drop the throttle a little more, once past 36000 meters you can drop it almost to half throttle and still accelerate. you can not leave it at full throttle otherwise it will overheat.

  5. JESUS look at that thing!

    About to launch 8)

    Also at the moment, my GTX470 SuperClock Edition probably wont handle it, because my PSU is living its last minutes.. But, we'll see (:

    Although, I think I read somewhere that Kerbal is harder on your processor?

    yes all the performance limitations are due to the game being single threaded(nothing the dev's can do until the unity3D dev's update the engine to support multithreading. as as you lock the game to 60fps in the settings your gtx 470 should be sitting almost idle with the game maxed out.

    nice rocket btw, Op'er..

  6. Hey guys im very very new. The game is great! :D

    Infact Ive been playing it for almost a hour now, and ive already got my own rocket collection. (Of which im only posting the one that i believe is the most successful.) Now I will present the voyager, its a 3 stage rocket made with only vanilla parts. Its capable of launching a crew into far orbit.(If you fly it right) It may or may not be possible to use to reach other planets. THIS IS NOT RELATED TO ANY REAL LIFE rockets or space objects.

    Sorry no pic as of this moment....

    But ill be making a youtube video once i find a good recorder.

    use fraps, it will allow you to do screenshots plus record.

    found a problem with the design.. you really should use radial decouplers on the solid boosters, otherwise the 3 liquid engines on that same stage end up carrying dead weight and SRB's + sas modules are heavy.

    i added the radial decoupler and was able to put your rocket into orbit.

  7. I've found it useful in certain abort scenarios where the service module (yes, I do use a Yawmaster and deorbit engine as a service module) won't separate from the capsule with any real speed; hitting it with the heat shield causes enough of an explosion to get some separation so they won't collide when I let the capsule turn around for parachute deployment.

    (I also use it on pretty much every design because I figure that some version will add re-entry heating, and if I'm used to designing with the heat shield's weight taken into account, I won't have to make a significant adjustment!)

    yep atmospheric heat will be added at some point.

  8. I put the blast shield off to the side in the VAB and can't pick it back up. Is there something that can be done to increase the 'clickable' area?

    try clicking near the connection point, usually works for me or i just grab another one, it'll disappear when you launch and come back to the VAB anyways.

  9. What design do you mean? Though I am sure they are out there, I personally haven't seen another design that uses the 2m payload fairings before going down to 1m and then back up to 2m, nor one with a powered command module attached nose-first to the satellite for orbital maneuvering. Still, it is a pretty generic design I suppose.

    because no one has until now.. ignore him.. hes a useless thread crapper..

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