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palker

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Everything posted by palker

  1. Did some science on mun orbit in real sized solar system. To maximize scientific gain i had to return the experiments back to kerbin. There was a catch though as i forgot to put decoupler between my booster and the heatshield. Luckily i had noticed that during most of my reentries when i detach the heatshield it never falls of until i deploy the parachutes. So when it came to the 10 km/s reentry i detached the heatshield and it worked the airstream pressed the heatshield against my probe and it reentered without a scratch. Incredibly exciting stuff watching the speed slowly decreasing while praying that hours spent on designing the mission will not be wasted because of this "minor" oversight.
  2. Well all that real planes have been thoroughly designed and tested in aerodynamic tunnels before ever taking flight. So if they found out that excessive pitch down moment is present they would correct it by any means available. The pitch down moment with extended flaps is unavoidable and it will always be there it size will depend on a aeroplane in question. For example L-29 Delfin trainer aircraft has mechanism that automatically changes tail plane incidence if flaps are extended because of the pitch down moment and many other aircraft use similar autotrim functions to prevent sudden changes in aircraft balance during flaps operation.
  3. After few days of playing with this i have to say this is much better than stock KSP tech three especially the science gathering with specialized experiments is great idea. And with real sized Kerbin it is really great fun and nice challenge to build rockets that can achieve orbit and get to places with only few nodes unlocked.
  4. Ok thank you, i just wish there was a note in description somewhere so i would not have to find out in orbit. Even the stock op reaction wheels would not help me there because i use RCS for ullage thrust before ignition.
  5. To my great frustration i found out that you have to connect Stratus V roundified monopropellant tanks to the fuselage with fuel lines otherwise your RCS will not work. So i would like to ask is this a bug or a feature?
  6. No if you want deadly reentry there is a mod for that.
  7. WHY cannot somebody make a pack with ALL the required mods and whatever i just a lot of time installing this then finding out something does not work properly then loooking for fix only to find oout that it is broken cause i forgot to install one of the mods even though i downloaded it got lost in all the mods that i had to get and my. Next i should make effing check list or i will go nuts.
  8. Nothing is considered cheating as this is a singleplayer game and if you feel some parts make things to easy do no use them and especially do not let anyone tell you what you should or should not use. Of course if you are doing a challenge you have to abide by its rule. Other than that do whatever entertains you.
  9. I am using Taverio pizza and aerospace and my jet engines are behaving as expected.
  10. Build a big rocket that took some serious effort to launch due to the kerbal spaghetti rocket syndrome. In the end i managed a successful launch of two of them 1 to Jool other one to Gilly.
  11. Well no, at least not intentionally i just never retracted it after taking of from the Mun i could not believe how well it worked and that it did not explode randomly. Originally i intended to make a refuel craft using KAS but than i realized i had these joints from Infernal Robotics and i was like well with this i could make something pretty krazy. The fact that the final launch vehicle for the Claw ended up looking same as the Mun rocket was caused by the the tech level not allowing me to build anything different if i wanted it to have enough delta v to get to Jeb. I was laughing like a madman during building and entire flight of that thing plus the fact that that insanity actually has better flight characteristics than the original Mun rocket was too much for me.
  12. Stranded jeb in orbit but rescued him by a special spacecraft called THE CLAW. more on that here http://forum.kerbalspaceprogram.com/threads/64716-Your-Most-Recent-Moment-of-D-oh%21?p=903720&viewfull=1#post903720
  13. I sent a science mission to the Mun since I wanted as much of it as possible i put 4 goo canisters and material bays on it meaning to return with all of them back to Kerbin. Obviously the resulting return vehicle was a bit more heavy than previously used science transmission spam lab. I landed on a border of 3 different biomes to collect as much samples and EVA reports as possible but when it came to departure i decided to do just one more suborbital hop to get experiments in a different biome. Unfortunately i used too much fuel and when it came to return i did not have enough delta v and i ended up with 400Km periapse instead of 35Km. It looked like Jeb would be stranded in orbit forever. D'oh! Fortunately there was next Mun rocket almost ready for launch so it was quickly modified by a crack team of engineers lead by Wernher von Kerman himself. It was decided that saving Jeb is not enough and that the science experiments have to be recovered as well. The team came up with unique design intended to deorbit the whole lander, they called it simply THE CLAW, manned by brave Tomwise Kerman here it is in orbit. One expertly set up rendezvous later It worked way better that it should it even could rotate and translate with the whole spacecraft in its CLAWS. Anyway after a successful deorbit burn the lander splashed down safely in the ocean and was later recovered for plenty of science.(or exploded cause it landed on the side of a mountain with 75 degree slope but thanks to the magick of quicksave that never happened).
  14. nope. Anyway I solved it by setting heat generation on all jets to 100 from whatever it was on originally in config files.
  15. Deadly re-entry causes my engines to catch fire and explode in like 10 seconds on full throttle. Could it be caused by a mod conflict? I do not see anybody else complaining.
  16. I watched the stream and found it to be quite hilarious. Especially some of the oversized abominations he build.
  17. KSP is frequently called a great educational tool and there is going to be educational version of it, but that is just for rocket science. Regarding aerodynamics it teaches people absolute nonsense you can see great examples of this in FAR thread where people come to report bugs and complain about the mod when it does something unexpected while it is working normaly cause they have been taught wrong using the stock aerodynamic model. I installed FAR as soon as i found out about it. I have some knowledge of aerodymamics and been flying in sims for 8 years so the stock aerodynamics were pissing me off. Better aerodymamics are a must, had they been there since you started playing everybody would just get used to it and we would not have people saying that realistic aerodynamics are cheating!!!
  18. I saw it today, took a picture with heading info as well to find out what it was. Cannot believe how bright it was really an amazing sight. Pretty much only thing apart from moon that you can see reasonably well from where i live due to all the light pollution.
  19. I would recommend FAR (Ferram aerospace research) which fixes the stock aerodynamic model. Stock aerodynamics are quite unrealistic and FAR makes them much better although it makes payload fairings a necessity and for that there are procedural fairings. Also Kerbal joint reinforcement is pretty cool too as it prevents tall rockets from wobbling all around the place like a wet noodle. http://forum.kerbalspaceprogram.com/threads/20451-0-22-Ferram-Aerospace-Research-v0-11-Aerodynamics-Fixes-For-Planes-Rockets http://forum.kerbalspaceprogram.com/threads/39512-0-22-Procedural-Fairings-2-4-2-tech-tree-and-minor-improvements-%28Oct-19%29?highlight=procedural+fairings http://forum.kerbalspaceprogram.com/threads/55657-0-22-Kerbal-Joint-Reinforcement-v1-4-2-Properly-Rigid-Part-Connections I am surprised that no one have mentioned Kerbal engineer yet. Great tool to help you design right rockets for your missions, shows TWR deltaV stats and more. http://forum.kerbalspaceprogram.com/threads/18230-0-22-Kerbal-Engineer-Redux-v0-6-1-4
  20. Yesterday i went on a science trip to Mun and Minmus. In one flight i landed on both of them and also performed 2 biome jumps on the Mun to get moar science. After that i built a communications space staction and put in on orbit high above Kerbin. Mun polar landing Comm station
  21. If you open the flight data UI part you will never flame out again because there is an indicator of how much excess air do you have. The aircraft on the picture would frisbee as well and the vertical stabilizers would not help cause their stabilizing effect is dependent on Q not on speed only Q=1/2*density*speed^2 . And do not tell me that stock aircraft are immune to this i had my share of asymmetric flameouts in stock that caused me to spin out violently. Intake air is not an issue in real life cause real life jet engines work differently from the KSP. Also they have automatic control that reduces fuel flow as air becomes thinner while in KSP you have to throttle down to stop engines from flaming out. I do not know how FAR and Taverio Pizza and aerospace change the jet engine characteristics but i guess they are far closer to reality than stock which is not that close at all.
  22. Found some explosive footage in my recorded videos folder. 1st is a rover with lots of SRBs mounted on it unsurprisingly it explodes spectacularly on launch although i got it to the air later. Second is a simple Mun rover flip. SRB rover in the air
  23. Well colour me impressed. Well done the explosive staging is an interesting engineering approach to rocket building.
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