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Cranium

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Everything posted by Cranium

  1. Yeah, that does bug me that I can't fire engines within cargo bays. Granted, it's usually for a good reason, but for situations where at least one end of the cargo bays are open, it should let you fire them anyway.
  2. Geez, what's the TWR on that thing, some insane number? I thought I was powerful at 4+ TWR, but dang...
  3. I'm trying to mane a tiny craft able to make it to Duna, and hopefully back. Unfortunately, it seems that the power curve for jet engines is severely reduced at high altitudes. I lose so much thrust at high altitude, I can't even break 20km. :/ Even using more intakes doesn't help, because of course, more intakes = more drag, and more drag = less speed. I don't think I'm ever gonna get this to space in a SSTO form. I might have to make an attachment to the rear of this ship, kind of like the Event Horizon's (now that would be a build to see) front end detached from the rest to make a "lifeboat" of sorts. My previous version had a single turbojet, which could easily be swapped out for a RAPIER, so that I can have the attachment point so that a back end could be added.
  4. I did in a previous version. I made a quadracopter that was FAR compatible. www.youtube.com/watch?v=1vsk3lcXICc It used Infernal Robotics for the rotation parts.
  5. I'm attempting a dropship, Cupcake style. I think I need to adjust the engines so that even if they flame out, they'll not spin the craft any more.
  6. Not a bad looking craft! How much can it lift? Have you done any testing?
  7. That is...surprisingly similar! I may need to rename my craft. Bulldog?
  8. I'm just at a loss for words. I've been at this altitude for several kilometers now, and I'm not gaining any altitude or speed... Stubbinz may not be able to fly yet. I don't know if it needs more wing, or thrust. Probably thrust, but I can't figure out how to do that without losing the aesthetic quality of this short little craft.
  9. Wow, great shot. Too bad the image compression absolutely destroyed the picture...
  10. That looks really great! Nice and smooth. Do the cargo bays clip into the rest of the craft at all? It always irks me when it does that, and it restricts how I build my crafts with cargo bays.
  11. Try putting your rear landing gear closer to your CoM. That way, the elevators on your plane can push down on the tail, which will pull the nose up. Otherwise, you can put canards on the front of your plane to pull the nose up.
  12. What you can do, is using KAS, you can use the grapple hook to try to force things into alignment, and try to have it connect. If all else fails, ram it with a custom built ship designed for that very purpose! The Kerbal way!
  13. Working on what I hope to be a long range SSTO. I was doing some testing with clipping parts, and realized I could clip some of the mk2 tanks in such a way that I would have a squarish edge. I liked it, and I'm running with it.
  14. Excellent idea, having the goo filter the air! It has so many uses!!!
  15. You know that KSP has a built in screenshot option, right? Press F1 to capture the current screen, and it's saved in all its high(er)-res glory
  16. Been working on a few designs, if FAR would cooperate with me. Still having that overcompensation issue. I might have to try lessening the control authority. The XT-1 is designed to bring four kerbals to a LKO space station. I can definitely get it to orbit, but it's finicky. Gotta tweak it a lot to get it flying straight. My Sword of Light is outright failing. Probably because I need more wing surface. I'm ending up making boring little conventional craft for now.
  17. That's actually pretty cool. I might have to try that for my future VTOLs.
  18. I have so many beautiful looking SSTO's that I'm working on, but every single one has the same problem. They have that death wobble that crafts used to have before SAS was fixed to prevent constant overcompensation. I can fly this plane all the way to 30Km, but the entire time the SAS is on, it just wobbles up and down, or left and right, or side to side, Depending on the control authority I just gave it. I've also got this lovely beast, with the same problem. Does anyone else have this problem with your spaceplanes?
  19. So I updated FAR, and tried moving around the control surfaces. Every craft I create has this problem. It's KSP. I'll reinstall now, and see if this fixes the problem.
  20. Yeah, I disabled those outermost ones on purpose, due to the large amount of control authority I would have for rolls if I had them both enabled. They're only there at this point for aesthetics. I'm not planning on removing them though.
  21. Ah wait, I noticed the back part was made into two pieces. I used the longer adapter piece for the entire tail.
  22. What the flip??? That makes absolutely no sense whatsoever! I'll try with your suggestion, and see if I can get this girl flying.
  23. Well I do have the rudder set to do only yaw, elevators set to do only pitch, and ailerons to only control roll(only the outer ones, mind you. That's a lot of roll authority if I set both of them to roll). For the most part, I don't have any issues with over rolling, since it has a slight dihedral design allowing it to stay fairly level in flight. The problem is more to where if I do exert some control over it, say pitching up or rolling one way or the other, it won't center itself anymore, and will constantly bounce back and forth along that control axis. If I pitch, it does a dolphin act and starts going up and down constantly, without any more input. If I roll, it does the wing-waggle dance for a while. The slope of the place where the rudder is helps it stay straight. Since there's very little yaw control, I don't have much of an issue with the tail causing too much roll. Even if it does, there's more than enough control on the ailerons to conpensate. I don't really know if just adding tons of almost completely dead weight to it just to make it more controllable would help in this instance. I don't know of any planes that use reaction wheels in favor of changing aerodynamics to stabilize. - - - Updated - - - That's certainly odd... It's definitely not like that when I load it in the SPH...
  24. I cannot for the life of me figure out why this thing doesn't want to stay in control. I have a suspicion it's something with my actual game, and that I'll likely have to reinstall the game, but meh... Upon liftoff, it tends to start overcorrecting on everything, and it won't center itself. The body is solid, so it can't be floppiness, and the CoL and CoM is well positioned. I'm told on IRC that I need to move around the flaps, but honestly, it hasn't done anything to mitigate the problem. If anyone could help me make this thing fly straight, I'd appreciate it. http://puu.sh/ceLfO/6bdf3db5b8.craft As a sidenote, I've tried this with and without FAR, to no avail. I've also tried throttling down, and of course disabling gimbal on the turbojets. Throttling down only exasperates the issue. Since the gimbals are so close to the CoM/CoL, it doesn't really affect the craft at all to disable/enable them. Another sidenote: It's almost acting as crafts used to before SAS was "fixed"
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