Yakuzi

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About Yakuzi

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    Spaceplane Shaman

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  1. That's incorrect unfortunately. When you bought KSP you payed for a software license not a product, by playing any version of KSP (whether it's 1.3.x or 0.7.3 or anything in between) you accept the new EULA: For more info, have a look at the Updated Terms and Service thread here, or read the new EULA.
  2. The first paid KSP DLC is coming out in just over a week if all goes to plan. Are you planning on buying it? If you choose "other", please post below to let us know what/why!
  3. Yakuzi

    Updated Terms Notice & Privacy Policy

    Unfortunately, according to the EULA, KSP is licensed not sold, so by playing any version of KSP (whether it's 1.3.x or 0.7.3 or anything in between) you accept the new EULA: And here's the statement from Daniele Peloggio (= @UomoCapra?) on the KSP steam website: If you don't accept the new EULA, it means you're terminating the license provided by Take Two, and, as described by the EULA, you are required to destroy and/or delete any and all copies of KSP Software in your possession, custody, or control. NB: IANAL
  4. Yakuzi

    Updated Terms Notice & Privacy Policy

    Any news on a response by any chance @JPLRepo? Since the new EULA will go into effect in 4 days, it'd be great if we would get more info soon. Particularly if we want to communicate through these forums, which will require accepting the new EULA from the 6th of March if I'm not mistaken.
  5. Yakuzi

    SSTOs! Post your pictures here~

    Thanks for the feedback saxyomega, I'm curious to hear how you go with the Katateochi! Concerning figuring out the ascent profiles, in the end it really comes down to trial and error. However, there are some strategies that you can apply to speed up the process. I found in KSP 1.3.x, starting off with a 10 degree ascent profile works quite well. Then adjust the initial attitude based on your craft performance. Ideally, you'll want to go as shallow as possible so you can build up as much horizontal speed in airbreathing mode, but you don't want to go so shallow that your craft starts burning up. Other people say building up speed at sea level and then pitching up somewhat more aggressively works really well, for my creations it's not the best solution however. Mark Thrimm made a pretty good tutorial about designing SSTO spaceplanes in KSP 1.3.x, please note however that he doesn't take drag into account in his calculations. In my experience drag is a vital factor in making your designs achieve orbit effectively and efficiently. One of the bottlenecks for SSTO spaceplanes is punching through the sound barrier: if your craft has trouble gaining speed between the 340 to 400 m/s range, you either have to 1. make your ascent profile more shallow, 2. reduce drag, 3. add more TWR in that speed range (ideally with air-breathing engines), 4. a combination of the above. As a general rule: Mk2 parts are a lot more draggy than any other parts for their size/mass, the Whiplash or Panther engines are very effective for punching through the sound barrier if your craft struggles. Empty attachment nodes create a lot of drag, so put nosecones/air intakes on empty nodes. Also, you don't want to stray too much from the prograde vector whenever you are in the atmosphere while trying to build up speed. Finally some really handy tools that make building SSTOs easier (and more rewarding): KER - doesn't really need an introduction; flight info is good info! CorrectCOL - sweeps the center of lift across speed and angle of attack for pitch and yaw, both when your craft is fueled and empty RCSBuildAid - not as essential as CorrectCOL, but very handy for evaluating the center of mass shift during operation of your craft (without having to drain and refill your craft's fuel tanks all the time). Good luck with designing your first SSTO spaceplane @saxyomega90125, personally, there's nothing quite as rewarding as getting a fully reusable craft to orbit and back! Let me know how you go, if your run into any problems, feel free to send me a PM or ask the many other helpful and knowledgeable people that are part of this amazing community!
  6. Any news on this @SQUAD @Darth Badie? The fix is pretty straightforward, as only the attachment rules of the Mk2 parts need to be changed back to their original settings... There's also an entry on the bugtracker here, but it got marked as "not a bug". While I can understand it is not a "bug" per se, it is very unintuitive/inconsistent/buggy behavior and there's currently no in-game workaround. My gratitude would be eternal if you could fix this!
  7. Yakuzi

    SSTOs! Post your pictures here~

    Get twice the amount of junk in space with the Gemini Class cargo transport! This unmanned stock SSTO spaceplane has twin cargo bays and can deliver a 2x5.6 t payload to a 100x100 km orbit. Been sitting on this one for a while, but after some recent tweaking I think it's good to go. The Gemini is a bit more tricky to handle than my other craft, but if you think you're up for it, grab the craft file at KerbalX here. Edit: Post 500! That's a personal record as far as forum posts go
  8. I would certainly hope so. However, since this issue was the main reason for "enhancing" the console port, it's kinda important for Squad to state this explicitely... unless of course we're all supposed to forget the squad/fte console port love-up ever happened
  9. All good and dandy, but does this fix the save game corruption issues?
  10. Great stuff @SQUAD, loving the new textures!!! Could you also add a completely light grey fairing pretty please, like NASA and spaceX are using for isntance (potentially with a toggle to put your flag on)?
  11. Yakuzi

    KerbalX.com - Craft & Mission Sharing

    Hey @katateochi! Is there any chance of adding a feature that allows for different versions of a craft to be categorized on one craft page (e.g. passenger, fuel, cargo, vtol versions)? Else I'd have to create heaps of craft pages that are basically the same ship. For the sake of overview this would be great IMO. Thanks for the amazing work!
  12. Yakuzi

    What did you do in KSP today?

    I worked on a stock long range SSTO version of my "Nova" series spaceplanes. Due to its state-of-the art nuclear turbo RAPIER engines, the "Hypernova" has over 4,000 m/s deltaV in 82 km circular Kerbin orbit and can perform a return trip from the Mun, Minmus and Duna* * hypothetically, I'm still figuring out a landing protocol that doesn't involve lithobr(e)aking Also, I you haven't done so already, be sure to grab a copy of the "Katateochi" class heavy cargo SSTO (also stock) from KerbalX... you can't afford not to fly it :
  13. Yakuzi

    SSTOs! Post your pictures here~

    In honor of @katateochi and the fantastic work he's done with KerbalX, meet the "Katateochi" class heavy transport spaceplane (with permission ) )! The "Katateochi" is fully stock, delivers a 36 t payload to circular MKO (250x250 km) and is a breeze to fly. Be sure to leave a thanks/like for katateochi in the dedicated KerbalX thread on the KSP forums and grab a your copy of the craft at KerbalX (where else) now! Full album here. Please keep your hands and arms inside the vehicle at all times and enjoy your flight!
  14. Yakuzi

    What did you do in KSP today?

    I took a new stock SSTO spaceplane I'm working on for a test flight at civil twilight:
  15. Thanks for the craft file Meep! I had a look at the plane and there where some issues (besides the lack of a front wheel as @Gordon Fecyk mentioned above ): As Gordon mentioned, the most critical issue is that the rear wheels are too close to each other, resulting in severe oscillations and deviations in direction of the craft The rear part of the engine pylons are not strutted, causing flexing of the pylons and the landing gear attached to the pylons (you can clearly see this when the craft is first loaded on the runway from the SPH) When attaching the front wheel like Gordon's craft above, the nose of the plane is pointed down at an angle. While this increases down-force (think formula 1 car), it makes it harder to lift off, increases stress on the landing gear and compresses the springs, which can result in unwanted yawing on the runway The rear wheels had steering turned on, which can also lead to deviations in direction on the runway I modified your craft to mitigate these issues (grab it here), and made some additional quality of life changes: Rear wheels: disabled the steering, made the wheel base bigger then moved the wheels up and closer to the Center of Mass Front wheel: changed the friction to 0.2 Engine pylon: autostrutted the trailing fuel tank Wing type B: autostrutted this as well as it flexed quite a bit while flying Control surfaces: disabled 'pitch', 'yaw' and 'roll' where they weren't necessary (this is also very helpful during flight) Now the plane hardly deviates from the center of the runway, and you can take off at ~70 m/s by gently pitching up. I hope this helps, if you haven't done so already, be sure to read Keptin's visual guide on aircraft design, which is old but still very relevant!