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Pyromaniacal

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    Friendly Local Pyro
  1. Hokay. This mod. I lurves it. I saw the name in my CKAN, and decided to give it a shot, because trawling everything around the KSC is a tedious waste of time. After I got ALL THE SCIENCE from the KSC from a few button presses, I noticed some messages in the queue. They were all notifications and messages from the crew, talking about what science was done, and were pretty funny to boot! Nice little details that bumped up my science early in the game! So nice!
  2. Rog. When morning rolls around, I'll give it a shot. Thanks for the help!
  3. I'm having an issue with the latest version. A friend of mine has a server running, and when I connect to it after signing off, I don't see anything in the Tracking Station. How do I fix this?
  4. I'm looking to set up a Keosync network, so I can be sure I always have something able to pipe signal wherever it needs to go. I don't have interplanetary missions planned yet, and I still haven't done a Munar flyby. It's in the works, but I want to have a satellite network up first. The build is three DTS-M1s and a Reflectron KR-7. I planned for power for constant use of the dishes as well as the power draw from the probe body. The time in shadow is a rough, highball estimate. I prefer to have a little bit of elbow room for that sort of thing.
  5. Actually, no, still having the same problem. I have checked on the tutorial, and have seen the recommended dish amounts, and I still have a probe that is more battery than anything else. Planning for 25 minutes without sunlight to my panels, I still need around 5k charge. Is this normal, and are there workarounds?
  6. Has anyone noticed a lack of shock heating? I started a stock game with 15.2 and I noticed that I was moving close to mach 3 at 10km up, and there was no ablation on my heat shield. https://docs.google.com/document/d/1gBa6DtumlJNms3QNxBrwgBzwx8NqAp1yGt2Mi2dsJyc/edit?usp=sharing Above is a link for the game log for a stock+FAR15.2 game. It SHOULD allow sharing. I don't want to paste the whole thing in the post because I'm pretty sure I'd get banned or something. If there's a better way to do so, may I ask what it is?
  7. Oh. I apparently didn't check well enough into making sure I was up to date. Well done me. Sorry.
  8. I was finally able to get the fins that actually provide control authority, and barely escaped atmo by about 17 meters. I knew Ferram made this game hard, but I forgot it was this frelling hard early on. - - - Updated - - - Next question: wat. I had been separated from the previous stage since 60km altitude. I had been aligned retrograde, heatshield to the ground for the same time. At no time did the shield ablate away. I was pulling close to 1.1km/s before impact. Is this a common thing? If it is and I just didn't read, I apologize.
  9. Ok. I installed the new fins, discovered that I was stupid and DID in fact have the service bay. When I launched with the fins, the drag they added higher up made the first stage an absolute battle to keep it from coming over to 50 degrees at 1000m altitude. I finally staged out of that stage and it was smooth sailing, so long as I maintained a heading inside the prograde marker. Is there any way I can reduce the drag higher on the rocket so that the first stage is actually flyable?
  10. Hi guys, I have a problem. Here's a screenshot. After stage separation, somehow this is more aerodynamically stable than nose on. Note on the navball that I am not facing prograde. EDIT: Here's a screenshot that actually has the HUD.. I cannot get this thing to launch and not flip. I keep it subsonic below 10,000 meters altitude. I have all the parts inset so as to minimize drag. I maintain an AoA of less than 5 degrees at all times. I go straight up to get out of the dense atmosphere quickly, since this is only trying to break atmosphere. I am using the most up to date version of FAR, 15.1. What am I doing wrong? Why is the yellow bit so damningly squiggly? What in the hells do I need to do to fix this?
  11. That does help a fair amount, actually. I can see on my fuselage where I should start tapering it off, and I'm questioning if I should have those canards at all. Additionally, stock parts are just about useless for spaceplane design with FAR installed. Is that close to the mark? I keep seeing B9 P-wings mentioned a lot, after work today I'll have to give those a look. That explanation told me what, when, and where I should be looking at. Wow, spaceplanes are hard...
  12. There are twin turbojets and an LV-N engine on the imgur link example spaceplane. The fuselage and wings were me asking for help with the cross sectional thingy involving that yellow squiggly line. I am good at wording. Should I assume that there's no real fuel efficient way to get an SSTO out of atmosphere without the RAPIER engines?
  13. I am having the absolute worst luck trying to pass about 20km altitude. I have tried speeds between 1.0 and 3.5 mach, but I always run in to odd yaw forces at the transition from the middle atmosphere to the upper (Medium blue to dark blue on the altitude gage). Here's an example of the ship I used. Included is the stability data for the altitude and airspeed that the plane suffered loss of roll control, followed by a stall and flatspin. (Sorry, can't figure out how to embed a slideshow, the embed codes were crap.) http://imgur.com/a/CDk9D Additionally, reading back, I saw something about sudden changes in cross section, so I stripped a plane that I had down to a fuselage, wings, and rudder, and was presented with this: I am so confused. I have read the design process information on the Github page, but it isn't helping in the slightest, as all of the numbers in the example craft are green for the failure point. What is it that I'm doing wrong? How gradual do I need to build these wings and maintain a decent ship length? What is a proper flight path and airspeed breakdown for FAR?
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