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Everything posted by Jarin
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It was uploaded to Kerbal-X this month though, so it's not just an old screenshot. Thus why I was asking @Jett_Quasar where they got it, since the only mod I know that added the old cockpit back is long dead.
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Kerbal-X lies, that cockpit is not stock. Not that I'm complaining - I just want to know where you got it from and KX isn't telling me. I'm getting more of a "podracer" vibe with that cockpit placement.
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Oxidizer usage in atmosphere
Jarin replied to Ncog Nito's topic in KSP1 Gameplay Questions and Tutorials
That's true, but I don't think it would be an issue here. Any canard the OP could use on a plane that size would be providing a notable percentage of lift. -
Oxidizer usage in atmosphere
Jarin replied to Ncog Nito's topic in KSP1 Gameplay Questions and Tutorials
Yeah, this. ^ Basically what I was saying, but math. -
Oxidizer usage in atmosphere
Jarin replied to Ncog Nito's topic in KSP1 Gameplay Questions and Tutorials
I suspect the problem isn't thrust, but an aerodynamics issue where pulling up while traveling down the runway doesn't pitch the nose up. Put your rear wheels just behind the center of gravity, so your rear control surfaces have some lever arm length to work with. Alternately, use canards as control surfaces. Allow me to again sing the praises of Atmosphere Autopilot. Build a sturdy plane, set a course, kick up to 4x warp and walk away. -
Part of the problem is that there's just legitimate physics issues on takeoff, but there's some design tricks to help deal with them. Pending pics and .craft file there. Past that though, I can tell you right now that you're building too much "plane" and not enough "rocket". Even the best high-tech jet SSTO is going to be getting a large portion of its orbital velocity from LFO mode. With Panthers, you're topping out your air-breathing speed around 1000m/s at 20km so you still need 1500+ dV of rocket thrust to get to orbit. Remember, speed is life, altitude gets you jack without speed.
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Monoliths and science unlocks [spoilers]
Jarin replied to KerikBalm's topic in KSP1 Gameplay Questions and Tutorials
I can confirm I got two techs from Minmus greenliths. -
I'd gotten the impression that @RoverDude was one of their primary modelers these days.
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Blind-shot hit Duna with a vertical launch on SRBs. (plus 50dV or so on LF, but still)
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Moar Procedural parts.
Jarin replied to Bloojay's topic in KSP1 Suggestions & Development Discussion
That's not what that means. It means you get more fuel weight and less tank weight. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jarin replied to sarbian's topic in KSP1 Mod Releases
Much appreciated. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jarin replied to sarbian's topic in KSP1 Mod Releases
If I get MM errors reported on game loading, but everything otherwise loads fine, where would I go about finding details on those errors, since there's no crash log? -
Problem with Struct Connectors
Jarin replied to VirtualBrain's topic in KSP1 Gameplay Questions and Tutorials
You'd have to redesign it so that the crane is a single unit with its own framework, then have the rover attached by a decoupler or docking port in the middle, which you would unlink before lowering it on winches. -
If it's just part count, you could take most of that stock Avalon and chuck it into UbioZur Welding to combine into a single part.
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Why does my SSTO lose control on take off
Jarin replied to Raptor kerman's topic in KSP1 Gameplay Questions and Tutorials
Mine tended to melt when adding another 100 m/s on top of that. Wouldn't last the full trip.Granted, I was also using Mk1 parts so I had to be better about dispersing internal heat.