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Tygroux

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    Rocketry Enthusiast
  1. Played a hardcore-modded install recently, and I think FAR is fine. What WOULD be a huge improvement, both in playability and realism is: -Bigger, better wings. (B9 does that) -Better brakes. (RealChutes help with drogues, I'm almost sure someone made a mod that increase drastically the stock brakes strength. B9 gives pretty strong airbrakes. (seriously, tried 6 of the double ones -reversed-. It's radical.)) -A 2km long runway. Doesn't kerbinside add that? I removed it because memory, but now that I fixed that I need to take a look. Increasing the aerodynamic failure threshold (that's somewhere in FAR options, the thing that decide when your wings rips off) also help a lot, and, as always, watching tutos on how to aerodynamic stability, sub/supersonic transition and orbital-speed re-entry helps a lot.
  2. Not exactly a part, but I took the habit to call a simple 3.75m/5m fuel tank + engine booster a "GOTOSPACE" booster. Generally used when I'm sick of min/maxing my fuel.
  3. Same thing here. The COM suddenly move (the camera center moves 1-2 rocket height below the engines) when my booster stage reach around half fuel, then the CX4181 module gets burned by the booster/re-entry/aerodynamics/G-forces depending on the config used. I tested with it at the top and middle of the rocket, and the rest of the rocket seems fine. It's just the script module (and anything attached to it) that gets ripped off by apparently infinite forces. It also seems to happen always at the same time: When my booster stage reach half fuel. Whatever thrust limiter ratio I used. I'm going to test it with other rocket setup, and edit this post with any finding. EDIT: Stayputnik core, KOS module, FL-800, engine. and stayputnik, KOS, Booster. The brutal COM move seems to happens at 60% fuel remaining exactly (in the first stage to fire). After what the KOS module is ripped off by whatever gets it first...
  4. Err, I'm a bit lost. I'm playing a stock system with a bunch of realism mods (DRE, TAC LS, RT...), and am looking for real(scaled to stock) fuels and engines. I guess for real fuels I should use real fuels, but for realistic (role/Mass/TWR/ISP wise) (with scale in mind) engines, wich engine config should I use?
  5. I assemble all of my big stuff in orbit (yeah extraplanetary launchpad!), so, like many, nothing I launch is big enough to destroy the KSC, appart from the metal supply itself. But given the launcher is extremely reliable, launched to the east and the payload is very small, the chance of it falling on something important are almost-null. That may change once I experiment with booster-launched shuttles... And/or add neverunload, for the lulz.
  6. Bringing that launcher tower back in KSP 0.25. Not necessarily on the launchpad, but somewhere near the KSC. As a destructible building. Just so I an blow it up. And again. And again. And again. Andagainandagainandagainandagain. Doing it what it did to us. Oooh yesss...
  7. Sadly must agree with this... I first really enjoyed this game, even stock. Adding some mods to improve the experience... I actually had some fun playing science(old career) mode, although I quickly went back to sandbox. The breakup was when I realized I stopped adding mods only to improve the experience, but instead to change it away from squad's vision... Guys, could we come back to a cool realistishic science-based game?
  8. Yeah, the runway is bugged right now. I can't use any of my heavy-duty lifters or test my big planetary rovers because they cause the runway to implode under the weight.
  9. This. You add a winch right beside your EVA hatch in the VAB, then when the time comes: EVA->Right click on the winch-> grab (it actually attach the cable to your backpack), then you're good. I need to test if it works with time warp... The only issue is that I don't believe it allows you to transfer EVA fuel, so if you run out, you're still stuck. Just... Not far from the ship. But I don't know if even RL safety allow an astronaut to come back without help. If you put the winch and ladder parts at the right places, you can probably manage it though. Or try to push the kerbal with another kerbal. And/or move the ship to the kerbal... (I did that once. You what is harder than trying to get a kerbal to the hatch of a spinning ship? Trying to get a hatch to a spinning kerbal...)
  10. 0.25: It was inevitabl... Whoops, wrong game.
  11. "Okay, So, in preparation for our SSTO shuttle program, we will begin by launching a cluster-bomb ICBM at the runway's lights."
  12. I'm using remote-tech, and I have a shuttle with a command module and its crew in orbit. Make the installation of those early relays far easier, until I can get a proper com station up and running, probably beyond minmus. I tend to set-up those everywhere I plan extensive mission. For now it's the kerbin system, then advanced outposts around gilly, Mike...
  13. Not when I'm going for a spaceshuttle style... spaceshuttle (aka delta wing, no elevator), but otherwise I cut pitch on the wings, yes. I do need to use more the others tweakable though...
  14. Thanks for the input! Will try to apply that. I was about to post pics, and found out that the unstability problem was caused by a bug with the B9 large S2 cargohold, wich had an offset COL. I'm using mostly centered delta-wings, as I find they give the best stability at re-entry speeds, but encounter the same problem with every craft: Tthe SAS keeps pushing my nose down (or up...), despite the controls being perfectly capable to keep it stable. And MJ smart A.S.S. was just going crazy on the controls. I guess I will try the dev build then, thanks Wanderfound!
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