CalculusWarrior

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About CalculusWarrior

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    Professional Lithobraker

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  • Website URL https://sites.google.com/site/koldwarstory/

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  • Location Canada
  • Interests Kerbal Space Program, of course!

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  1. Right, so no one has asked this as of yet: what's the story on updating the mod to 1.2? Is it being worked on?
  2. Woo! FF is updated for 1.2! And I also sympathize with you as to EU4, Rights of Man is looking like it will suck up a lot of my spare time as well.
  3. There seem to be a couple of complaints as to the choice of hotkey to toggle the altimeter reading. Perhaps you could add the option to swap to the radar altimeter when in Surface mode on the Navball? It seems to me that those two use cases are identical.
  4. Well said, it's all too easy to speculate on apocalyptic meanings for this announcement, when it simply could be as simple as they did their jobs and don't want to continue further.
  5. The Bill (that is the governmental policy) being capitalized is a joke that sort of ran away with itself; I'll try and keep a lid on that in the future. Glad you're enjoying the story!
  6. Another chapter has been completed! This was originally meant to be a quick part about how the USKK gets its groove back, but I don't like things to be too easy for our kerbals, and so I managed to extend it to over 8000 words somehow. Be thankful I decided to cut a segment of Bill's backstory, that pushed it to over 10 000!
  7. I write a similar styled story to this one and I have mine in the main Fan Works section as well. I've always thought of Mission Reports as summaries of single missions, not the multiple ones these novels wind up being. I'm not a moderator, so ultimately my opinion is irrelevant, though.
  8. 1.2 allows for kerbal creation through the debug menu. I've not yet played with the feature, but it sounds very cool!
  9. I hope we're going to see a Gary Powers-type situation and not the...alternative. Poor Jeb.
  10. The next chapter of Kold War has at last been posted! It is up on the forum post as well as the Google Site now!

  11. It's been a very long time, but the next chapter of Kold War is at last completed! As stated previously, I've been waiting for this for a very long time, basically ever since I first discovered that you could create custom launch sites in Kerbal Konstructs. I hope you enjoy the chapter, and feel free to comment with your thoughts!
  12. Very nice! I can definitely see the similarities to Kold War, (not that I mind!) and I think that you handled the early introduction much better than I did; I do like the atmosphere the pictures of the Prime Minister's plane provide. I will definitely stay tuned for updates!
  13. I'd be happy to beta test for you, Nereid; I do love the mod and it's awesome that you've managed to update it for 1.1!
  14. You can transfer a store-bought game to Steam if you bought it prior to April 2013 I believe; it's what I did in order to get 1.1 access. It's possible regex did this, or found some other way of getting access to 1.1.
  15. It appears you made the ship with the Space Shuttle in mind. Nothing wrong with that, but it's flight performance was related to a 'flying brick' for a reason! I'm assuming you want to just make a regular plane to fly around the Space Centre and Kerbin. For this purpose, your ship is rather large and heavy, not to mention fuel-inefficient (I can't imagine you'd get much burn time out of that rocket engine). To fix this, you're going to want to lighten the load significantly. Use only one or two liquid fuel tanks, and replace the rocket engine with a jet engine. This lets you fly for longer and not have to carry as much fuel, reducing the amount of mass you have to lift (rockets, while very powerful, require that heavy Oxidiser, which is superfluous in Kerbin's atmosphere). I'd also recommend going down to a MK 2 or even MK 1 fuselage, as the MK 3 ones tend to be very large and heavy, useful more for very large ships. Lastly, if I've misjudged the mission of your ship and you do want a rocket plane, just let me know and I can revise this advice. Moving on. For takeoff, I can see three problems from the picture. Firstly, it appears your landing gear are set up such that the nose points down on the runway (or in more aircrafty terms, a negative angle of attack). This is a good thing for ships which need to land safely (think the Space Shuttle), but will make lifting off extremely difficult at anything less than super high speeds, as you've seen. I suggest using smaller rear landing gear and a larger nose one, which should let the ship sit level on the runway, or even pitch the nose forward. Next, the rocket engine is attached further upwards of your centre of mass; this will produce a negative moment on the runway, and essentially fight any attempts at pitching the nose upwards. Move that down to be more in-line with the centre of mass, or follow my above advice to swap it out for a few smaller jet engines. Lastly, the wings of the ship are quite small as well. The Space Shuttle had small wings as well, but its primary goal was to land, and even with that it behaved like a flying brick, as above. You want larger wings for sure, try experimenting with the structural wings, I find the BigS wings are difficult to use in anything but Shuttle replicas. If you've followed all this advice yet you're still having takeoff problems, add a pair of canards to the nose of the ship. These will have the side-effect of making the ship more manoeuvrable, but they help immensely in getting ships off the runway sooner. They aren't magic though, and if you just slap canards onto that design it will likely still flip out.