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Peppe

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Everything posted by Peppe

  1. To anyone subbed to the thread. From my first foray into remote tech satellites I decided to go with eccentric orbits to cover KSP. I have reconfigured the spreadsheet to accept any orbital Ap and Pe. Updated in first post.
  2. Split up lower or faster so they all stay within ranger?
  3. Looks like ~4 ton lander. Add maybe 8 ton transfer stage, so your lift/kerbin orbit stages should be 12 / .15 Should shoot for kerbin orbit with a lower stage ~80-100 tons.
  4. Looks like boosters are lifting more boosters and maybe not contributing to actually lifting the payload. Try scaling back the boosters to stack onto eachother.
  5. Looks like enough there to get to the mun. Does your rocket seem fast off the launch pad? 3-4 big solid boosters is probably a lot for the mass there. If it flies good you might just right click on the booster in the design building and scale their thrust back. At full thrust they might be wasting a lot of fuel fighting air resistance off the pad. A slow steady burn that keeps the G meter (right side of the navball) in the green is probably a good indicator you have dialed in the right amount thrust. The last shot the staging looks a little odd. After you are in space you probably only need 1 engine for each stage for the mun/minmus. I'd probably go stage 1: 4 solids you have tweaked to not max out the g meter. Not sure how high they will get you maybe 10-15k stage 2: First LV-T30, should escape atmosphere with this and maybe start to round your orbit Stage 3: Another LV-T30 with enough fuel to circularize the orbit at kerbin and get a mun encounter might be able circularize mun orbit after capture Stage 4: Whatever tiny engine is unlocked, looks like 909? As long as you don't bring too much above it the medium 200 tank should be enough to land and return. If you are short in a stage usually you want to add to the first stage to carry on through to end up with more available in the final stages.
  6. Was not aware stock added a vertical snap. Do you have editor extension installed? 'V' toggles vertical snap in it. http://forum.kerbalspaceprogram.com/threads/38768-0-23-Editor-Extensions-v0-6-5-Aug-%28EdTools-Editor-Tools-replacement%29
  7. http://forum.kerbalspaceprogram.com/threads/51042-Looking-to-the-horizon-FPS-Drop?p=667684&viewfull=1#post667684 Don't think moho has any water, so not sure what your issue would be on that one.
  8. Capi, That sounds like the kerbin ocean issue. There is config fix for that to make ocean less resource intensive to render. On mobile now, so hopefully someone can post the fix instructions.
  9. I thought it was better to use orbital period instead of m/s for geo sync orbits? With a flight information mod to give you orbit information down to the second.
  10. I had that isssue in stock with kerbals in the external seat in .22. Think that was on docking. Do you have kerbals in external seats or maybe the command pod you are using is doing something funky?
  11. How did you map all the controls in game under settings? Sounds like you have some things mixed up in there.
  12. Where did you set the controls? In the KSP settings you can assign an axis to movement and throttle. If you used some joystick software to assign an axis to a key then revert that and use KSP's method to assign controls.
  13. Thanks for the feedback all. Not perfect, but took up some of Hodo's planes and back down and see I have lot more things to consider to cover all the control needs. Deconstructing some of his planes and learning a lot. I don't know how you do it, they look so good and fly well.
  14. New to far, What/Where are the settings did you tweak to play nice with SAS?
  15. Thanks for the tips. Getting into the air so far has not been a problem. Think the wings and the engines are reasonable for the size. If i tweak the control surfaces to smaller max numbers the ossicilations go away with SAS on... also noticed SAS only did it for some altitudes/pitch angles -- i'll try strutting everything up though, so far had no struts. I could tweak down the starting fuel and see if it is easier to land with barebones. I guess that is about what it should be returning to the surface with. Just slapped those airbrakes on before the screenshots. They drop speed quickly -- first time i tried them i was a little too high up and it sent me into a nose dive. Triggering them at near the last safe second seemed to work, but need to be skimming the surface, which used some engine power to maintain. Got a keyboard landing with them and took off to try again... not so lucky the second time. Found engine power could save the day if my glide stalled and started to nose down. Maybe I should pull more/all the weight off the front, so it is easier to keep the nose up on landing -- have cockpit, structural fuselage, and mono-propellent fuselage there? Also thought it could just be the keyboard input. Not having a flight stick i just plugged in a 360 controller and what a difference. Up and back down on the runway no less on the first try, no air brake it was like i was play Battle Field 1942 again. Landing was a little fast, so i think i'll map air brakes and other brakes to the gamepad, but so much easier to have at least a thumbstick. If i right click a B9 control surface I can set it to 'use for flaps' and use for x? but the x is cut off. What are those and how do i trigger/map plane wide flaps and maybe air braking?
  16. latest versions of everything. Saw Scott Manley land stuff without wings even... I have wings and still can't land my cargo plane First non fighter type plane using FAR and b9 stuff. My goal for the vehicle is to not need/use fuel after de-orbiting. S2 cargo bay -- payload capacity not determined -- empty weight ~25 tons. Is there a landing path or technique to learn to land big flying bricks? Also SAS causes crazy wobble/oscillation... been flying with it off. Sign of a design issue or is sas no good for planes? Been adding wings/control surface and feel like i have better control of the plane all the up to the crash landing Feel like I am Missing some way to get under 100m/s and stay stable/level for safe landing. Tips?
  17. What about expanding on the landing leg idea and packing like 8 of them in close proximity. Retracted your cargo can get out, but extened they block an opening... maybe not like solid cargo doors, but a middle ground.
  18. An easy way to have them switch all at the same time is to action group your intakes -- just like you would on normal SSTO. Just shut the intakes and both engines will switch modes at the same time. It is like regular SSTO, but you don't have to action group the engines.
  19. Trying far for the first time today... Feels like going from an arcade racer to a racing simulator. Both games have their place. I am sure far could be tuned or player given the option more sim like or more arcade style control. Either way the current system rewards the wrong things, so at a minimum cones should reduce drag of all parts below them...
  20. Awesome looking designs. Your designs inspired me to expand my mod pool and I hope to learn from them. Other than kethane i have avoided content mods... but with the sabre engine in .23 I built my first SSTO spaceplane to see what all the fuss is about. I have not been back to the VAB since! I am officially hooked on spaceplane style payload delivery. I've always been concerned content parts would be overpowered compared to stock, but after trying to build reasonably shaped wings like a jigsaw puzzle I'm ready for something that works and looks good doing it. I just saw the rocket payload fraction bump to the top of the challenge forum. Anyone know if there an SSTO variant? http://forum.kerbalspaceprogram.com/threads/55615-Payload-Fraction-Challenge
  21. 1.1 tons heavier (rapier vs lv-909 + 2 turbo jets). I don't believe rapier is more efficient burning fuel at either stage. Though it is simpler to fly without having flame-out risk.
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