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LordFjord

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Everything posted by LordFjord

  1. Effective interplanetary transfers. Ejection angles. Good transfer windows. There's a huge gap between theory and practice, at least for me. I bet I could build a good singlestagetolaytheandback spaceplane if i could get the interplanetary transfer right. 5k dV should be enough for that, right? In my case it always ends as a oneway trip...
  2. Did you also notice - just in case you "sometimes" build at night - that inside the VAB and SPH its ALWAYS daylight. Strange things are going on here I'd almost say illusions. It might as well be a nice painting on the VAB door.
  3. Hey Maxmaps, the question is what you exactly mean with "add more features" - add more stuff that was not mentioned or announced - or the already announced aero overhaul, resources, new parts, fairings and stuff. If you really would want to add even more to the 1.0 release - which already is probably the biggest one - then I would say: step back, go for quality. In any case however, I would prefer a pre- 1.0 release, call it 0.91, 0.99, whatever, that includes the already announced features. Then unleash the "still in beta" community and make a nicely polished 1.0. You ( & Squad) have probably one of the best communities in the gaming world, as long as this is still beta, there is nothing wrong to give it to them in order to improve the 1.0 release. If, for whatever reasons the release date is set in stone, then I'd say go for quality, but make it clear to the new customers, announce it REALLY CLEARLY, that there is a lot more good stuff and content to come. Also, thanks to coming to the forums and asking the question. Fjord
  4. That, or you can give Karbonite a try. It has intakes and karbonite jets that also work in Eve's atmosphere. You can refuel with a drill & converter when landed, so you can use it for all kinds of other contracts there. Karbonite is also very similar to what will come in KSP 1.0 as a resource system. Of course you could as well make a classical rocket-based plane, but the dV would be very limited. Eve's atmosphere is even more soup than Kerbin's. I'd say almost honey-like.
  5. Take a look at this thread. Many big planes with lots of different engine setups. For your plane, I would suggest to add some engine pods next to the cargo bay, maybe 2 rapiers on a MK2 bicoupler on each side. Probably will need more when you want to haul heavy cargo, but its a start. If you place the bicoupler vertically, then you can always extend it to the sides with another pair and stack them as much as needed. Just make sure that they are in line with your center of mass. Happy building!
  6. I disagree. Not one single mod was linked twice in the thread. Since when is it not helpful to direct someone to mods that might come close to the suggested idea? Maybe the person did not know about their existence and now he got some neat stuff to try out.
  7. Could it be a similar issue as I had here? Try to grab your root part and rotate it, check if the CoL moves in an odd way (what it did in my case). To the white cargo bays: There have been several support tickets for that. here is one. I had that once as well, a steam "validate game files" thing fixed it for me.
  8. Show your brother this At least it should cover the IVA and camera stuff (and besides, it's awesome). And this one should cover all your needs for making science in orbit. It also has telescopes and lots of other neat stuff. It's been done by mods and many wish for parts of these becoming integrated to the game.
  9. Welcome to the forums, you already have your target orbit, now you can do the following: - if the target on the ground is ahead, lower your periapsis a bit, do some circulations in order to "catch up". Once it is in sight, raise the periapsis again to the target orbit. - if the target is behind, raise your periapsis and let the ground target catch up with your sat. It's a bit like with a normal rendezvous, just with a ground target. Same mechanics.
  10. Actually, it is more the lack of bigger jets and intakes what makes it more difficult.
  11. That's a lot of gizmo usage and lots of clipping there - in fact so many details that they are hard to make out. Must have been hard to balance those 3 VTOL basic jets. What tool did you use to make those schematic displays of the craft? It looks great! And where have you hidden the fuel tank? Cause I can't seem to spot any from the pics. The design reminds me of some JemHaddar attack craft
  12. I think Kasuha did that with 800something m/s some time ago. Can't find a link right now. Anyway, I'd prefer the start/stop in one go without going orbital. I'll try a more serious entry later as my attempt was just for fun. Can also post more glorious 'xplosion pics.
  13. How on earth do you manage to keep those stable at those speeds? I did some clumsy attempts - admittedly this wasn't built for the challenge AT ALL, but never managed to reach speeds where I can slow down again. So yeah, 129m/s for me: I tried to go faster, but things become unstable and wobbly, sooner or later the craft just wants to take off. I also tried to turn around after a hop and break with the nukes, but I am not nearly a good enough pilot so I will spare you the messy shots I ran outta monoprop when I tried to break and had to rely on the wheel brakes to come to a full stop (which eventually happened). That SSTO also brought a scansat to Minmus on the trip (cause why not), and also another "special" vehicle for the challenge: Unloading: Brave Kerbanaout: This didn't end well as it went to Kerbin escape trajectory. Luckily the Kerbal jumped off the seat, did a break on his face on Minmus surface and got back to the plane with RCS
  14. A few times the claw summoned the Kraken and then there is the odd "wing collided into launchpad" upon landing planes.
  15. 0.21 if I remember right. Tried the demo, got the full game the day after.
  16. Those new parts make excellent rocket parts. Oh, and of course big spaceplanes. While they are a challenge to build, it's rewarding to be able to lift off with >300 tons. Landing is a totally different story, but I'll get there eventually Full post here Here is another. And here as well.
  17. It's all stock and I never seen this issue before, not even with a spaceplane I made not long ago that is built very very similar. Here's the stock craft file without payload: dropbox
  18. ..., however, it is where it belongs when I rotate it a bit (up/down). It took me a bit to figure out as I built it levelled and attempted to balance it - but then it could not even take off. Then I changed stuff, moved more control surfaces to the front and it flew perfectly fine. No biggie but maybe someone can give an answer. I gonna post that bird soon, it's quite a powerhorse, fun to fly and has nice range (~4k dV from LKO). edit: current cargo there were 2 scansat ion sats, one each in the bay on top/bottom. Here are some pics:
  19. Usually, once you have visited Mun and Minmus, it's either a Duna/Ike mission (with possible return) or you head to Eve/Gilly (oneway ticket only, sorry. The return ticket is reserved only for a few). Both are relatively easy to reach once you understand interplanetary transfers - you can practice first by trying to go to Mun after visiting Minmus as that is a very similar transfer. edit: welcome to the forums!
  20. @Kuzzter: That's a good idea and a LOT less effort than remodelling or redoing the animations.
  21. All of the poll options + clumsy cute little green aliens + 'xplosions = fun Kinda the smart, intelligent kind of fun.
  22. So, finally @home, I've taken a look at the insides. I like the perfect alignment of wings, the total shape and especially the top/bottom cover of the nuke - also the adapter which I will possibly shamelessly steal for future designs. Also nice subtle attena placement. What I didn't like and what's not visible, is the tank clipped inside another tank thing - but as you said, all a matter of personal taste. I usually empty tanks that clip each other at least to an extent that it feels ok. Of course this enables your plane to have a CoM/CoL balance that shifts less as if you'd have another tank somewhere else in the hull. But regardless, great range and payload for its size! I sometimes also clip nukes inside an engine with a modular girder segment where I mostly do not adjust the fuel amounts - so yeah, its weird and up to personal prederence. I love craft review stuff as it's where you can learn a lot. Anyone wanna take a look at these tincans? Fjord. ++ to the construction talk. edit: just noticed that the long tank on the backside has no oxy filled, then the clipped tank isn't that bad
  23. I did something like that at the BSC Aeris4a challenge. Yes, your CPU will hate you.
  24. Nice plane Rune, as always. Will take a closer look "under the hood". I guess there's a nuke clipped into the back engine and what else? Fjord. You never know what Rune's hiding there under the hood. And yeah I answer in Rune-style to Rune posts
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