cpt_nosh
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Posts posted by cpt_nosh
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made my first functional orange tank ssto
introducing:
brings 400 delta/v and an orange tank to LKO
That... that can't be! I made the calculations and checked them twice! IT CAN'T BE THAT SUCH A GOOD LOOKING SSTO STILL GETS INTO SPACE?! WHAT IS THIS MAGIC?!
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A tip for the landing: try to keep vertical velocity low and do S-turns in the early parts of the reentry. Airbrakes really aren't needed for reentry TBH.
Also deploy your rudders if you have two or more, gives some good drag.
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Check if the CoT is along the same line that the CoM and the CoL, since you are using that many engines, engine placement can be a problem and the place you put them can Induce unwanted torque. Replace them by a, say, single flipper engine just to see if the problem persists.
enable the forces overlay F12 to try to visualize what is happening
displace the CoM further ahead, or the CoL further back, and put some canards, not wings, on the front to compensate for that.
remember that the fuselage also yields lift. When speed increases, so does lift, i don't know if wing lift and fuselage lift increase proportionally with speed, if they don't, that could be the cause, the forces overlay will help you to find this.
try to use less wingspan and more like a shuttle wing, a sort of delta. This should reduce drag at high speeds, caused by the wing, which i am not sure the game considers, but happens in real aircraft, anyway so, just to be on the safe side... That's why fighters have swept back wings and, say, a C152 Cessna has, practically, a square wing
Forces overlay? Wow, are there more things like that which I'm not aware of!
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I had the same problems over and over. Loosing horizontal control either at start or thenagain at 8k feet. Even though the points were in good match. What's the deal with this?
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So, thanks to you guys, I kinda figured out the ascending profile with air breathing engines. Though ran into some more problems. At what Altitude and Speed should I normally switch to rocket engines? Right now I normally don't have enough liquid and oxidizer to achieve a low kerbin orbit? Is there some kind of weight to fuel ratio for this?
Thanks in advance. I'm on my journey to regain my pre 1.0 SSTO capabilities.
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Hi, as many others (I hope at least) I have my difficulties finding a good climb profile for my SSTO. Currently, I'm using Rapiers and normally end up at around 13k feet speedlocking at around 300m/s.
I read and seen some ideas about diving and then pushing through, and I know the best speed for that engine is over mach 3. Can anyone give me a hint?
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I guess that's pretty much what they had in mind when producing the update... or not... lol
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These will be new parts or they are doing stuff to the current parts?
Well anything would be great, I guess?
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Merbels or Kerbels, don't ask me why though... just came up in my mind.
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Screenshot of your plane please.
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Btw. does anybody know when we'll get the highly needed fuselage and wing and engine update?
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"After what milestone should you be able to call yourself an expert at this game?"
As said in the title... nobody said something about expert in physics or anything.
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Higher up = less air and hand in hand with that less drag from your airplane. Vice versa at lower altitudes.
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Docking a good looking SSTO to an orbiting station. (Even though I did not try to go further than minmus yet, with recovering the vessel afterwards)
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I'm enjoying the update so far, interesting addon to the game! Though It's still bugging me when we will finally see more Spacecraft/SSTO parts. The Rapier Engine so far was a good addition, though it's lacking important fuselage/wing sections in my opinion. Since this is a fantastic and complex part of the game, which still has huge potential! Always glad to see updates on this fantastic game, that is Kerbal Space Program.
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I don't quite understand what we're talking about? A fictive scenario in which the second world war never happened? Or are we talking about Realtime which basically would make the Russians being "first"?
Please, enlighten me.
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Also... cpt_nosh.. that one has a really nice look to it, can it go further than Kerbin orbit?
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Play the tutorials ingame.
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Concept 4.
A bit more demanding at handling, but thenagain nice to look at.
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I can agree with that, but I still wonder what everyone is doing with planes.
I built my first on a couple days ago, flew it for 30 minutes, then went back to rockets.
-> SSTO's. Google it! They're sometimes a bit difficult, but tons of fun nevertheless.
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Those are some decent Suggestions. I'd love to see more main structural parts, since we now only have like... jetfueltanks.
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They all look nice and stuff, but can they hit a TGT?
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You can't go to Mun and back... that's a myth.
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Bet it took some time to build the core.
SSTOs! Post your pictures here~
in KSP1 The Spacecraft Exchange
Posted · Edited by cpt_nosh
I just tried the engine part with all the clipping. It literally breaks everything apart when trying to lift-off.