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GuardianofBlind

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    Bottle Rocketeer
  1. Can't see your picture, but the only time I had such problem was when there wasn't enough intake area for the given engine. Worth checking if you have several engines or too small intake. Also, some engines start at slightly negative thrust and take a moment to spool up.
  2. Loving the mod so far. Have landed probe on Moon (with the 1 sec + delay on controls, more like, soft dropped it on to sand ), have sen't kerbal on a flyby past Moon (had just 11 hours of oxygen left when got back, phew), and later sent kerbals in full Lunar orbit. Meanwhile the unmanned probes have done fly-bys of Mars, Venus and Mercury. Even tried landing one on Venus, but it overheat within minutes on surface so didn't get the signal back, sending another. Just wondering what else I have to do to receive crewed Moon landing contract, or if there is such. According to kerbal alarm clock, it is now 23rd March 1967, so the time is soon
  3. Been looking around wiki and all, but is there some kind of tool for calculating best transfer windows for interplanetary flights in RSS? Something similar to: http://ksp.olex.biz/ Knowing the phase angles would be enough in my case. It is just that RP-0 has some tight deadlines on interplanetary missions. Given only 2 years to perform Mars fly-by, there is not much room for flying around waiting for Mars to be at proper location.
  4. Having a weird issue in RSS with remote tech where sometimes there is a link to ground station, yet probe says it is out of electric charge and there is no connection. The strange thing is, there is plenty of charge, and the connection comes back at 5X timewarp, but is broken as soon as I return to regular speed: edit: found out the reason, looks like each avionics package needs its own electric charge, problem solved.
  5. Check my post on previous page, a plane like that can get above mach 2 with Rolls Royce Avon, which is on only the 3rd node in tech tree, the Mature Supersonic Flight (1953-1958 tech). Not saying it is a great design, it can go into violent flatspin if you fly at high angle for long, but it can do any supersonic X-plane contract and return back home, so its enough. Of course, if you are only in basic Supersonic Flight node (1945-1950), you will just have to build a rocket plane, or a combined jet/rocket.
  6. I had quite the same problem for a long time, could get nowhere near the speeds that the engine descriptions were giving. Stacking more of them only meant they accelerate quicker to about 250m/s, but at about 310m/s it was like flying into a wall. I guess it has something to do with how Advanced Jet engine mod handles air intakes, make sure you have the right amount of intake and the ones that are meant for supersonic speed. Eventually I managed to create a plane that had none of the problems, it could get to 2 mach with one of the early 1950s jets you get, and 2.5-3 mach with the better ones. It goes so fast that it can cook its own engines, so only engine internal temperature is the limit. Here is the idea: http://i.imgur.com/tjTAORr.jpg ps. not even putting ramjet on that thing cause that causes it to go so fast it melts the winglets.
  7. I could take off fine even before that engine was updated. Now with it's increased thrust there is no trouble at all. That is, when using FAR, not sure about stock aerodynamics. Maybe a control surface issue somewhere?
  8. Well, since I noticed 10.3.1 is out, decided to do whole fresh install of RO. Same as before, only the mod itself + recommended plug in mods, but none of the optional parts mods. Now the problem seem be gone for the most part. The pod still heats up a lot randomly, sometimes even during ascent, but it does not start consuming ablator at rapid rates as before, so re-entry is possible now. Temperature bar still pops red almost instantly as touching atmosphere, but now it just seems to be rising false alarm as the skin temperature is only around 800k then. No idea what combination was causing it before, as I had all the same mods before and they were kept up to date. DRE wasn't at fault either, it was same without it.If you would still like to see the temperature data, let me know, but I doubt there is much to see there now.
  9. No worries, the mod pack is excellent and I've been having as much fun as the first time when starting KSP. Thanks to all who had part in it! Not been having much issues either, but this time I guess the first kerbal in orbit will have to go in plane cabin sealed inside payload fairings, as capsule still heats up even at 128km: http://i.imgur.com/9XGCJ3q.png
  10. For me it is the MK1 pod that heats up extremely fast. During very shallow reentry with apoapsis at 132 km and periapsis at 90 km, it gets to about 80% it maximum temperature as soon as it touches atmosphere and begins eating away ablator. By the time it is at 113km altitude it explodes. There are no visual re-entry effect by then yet, and other parts in craft do not even have their temperature gauges showing yet. Doesn't seem right by any standards. Even when I brought up basic airplane cockpit into orbit, it was more sturdy during re-entry. Tried attaching some radiators to it in case it is internal temperature issue, but no change. I just can't figure why it is heating up to over 2000 degrees at 120 km altitude.
  11. Tested this more, and results are highly strange: in Sandbox mode parachutes work perfect, even when ejecting several kerbals, but somehow not in Career mode. Tried same rocket in both career mode and in sandbox. Both cases ejection triggers fine, but parachutes deploy only in sandbox mode, in career mode kerbal crashed into ground hard even though text says "fully deployed" Anyways, thanks a lot for the mod, will be using it a plenty in the future saves Just running out of ideas why this refuses to work with the current career.
  12. Had this same think happen few min ago. Did you ever find what was causing that? And that is the only one of two times I have managed to get the parachute to work somewhat. Installed both plug in and mod according to instructions. when in game, parts are there and working, parachute box gives parachutes, and ejection part ejects kerbals, but during the actual fall, there is no parachute, even though status shows "fully deployed". Have tried different altitudes, different speeds, reinstalling mod several times. Then, one time out of about 10-15, it suddenly worked. That is double confusing, as I was beginning to think the parachute model was missing, but if it worked fine once, then I don't understand why it does not work 95% of the cases.
  13. That seems like quite a huge angle, but really depends on the type of the plane/winged rocket and whether you aim for orbital flight or not. As I am typing this, MechJeb autopilot is keeping my plane on 4° angle at 13 000 m altitude for a level flight. I actually risk breaking it apart if I pitch 35°
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