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Festivefire

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Everything posted by Festivefire

  1. Floor 44: a computer with the old thread with this game on it! and a tiger eating your face.
  2. but from a finanicial standpoint, is it still? these ships would end up in a role play. which one has more parts, three frigates, or a cruiser?
  3. try deploying drouges as soon as the heat dies down, and deploying your main shoots when your down to 200.
  4. I've never been banned, but I've been kicked when playing on a friends minecraft server, cuz we were arguing in team speak, and he knew it would bother me.
  5. those two arn't even ssto, they have external tanks and boosters that are jettisoned, making them multi stage
  6. do you mean the campfire? thats green. the rocket is brown and yellows though.
  7. also, the smoke looks kinda scribbled in, that was the only thing that bugged me about it. its excellent artwork!
  8. yes, your fire is the characteristic yellow-green shade of burning logs wrapped in copper wire (the campfire, not the rocket.
  9. The part clipping is great for engine clusters, and making spaceplanes look good (but i have a rule for that, no fuel tanks or batteries and generators inside eachother, only structural parts can clip, and its not cheating for engine clusters unless the engine bells clip. consider it one multinozzle engine, not five engines with their pipes and bases eating eachot. hack gravity is great for making sure your rcs is balanced. infinite fuel is good for getting high enough to test launch aborts, or station lifeboats. but don't use those on your actual attempts.
  10. That's badass. the engineers of EVE will be pleased with this one.
  11. It's always nice to see a fellow procedural wing user!
  12. nope, last i checked, areo spikes have the same surface isp as they do vacume isp, which is why they are so good. they are really efficient for in-atmo rockets, and fairly efficient for space engines.
  13. the ariane-5 is arianspaces prime lifter, and the falcon 9 (unless i mixed it up) is a brand new rocket with only 3-4 flights under its belt, with more planned. the titans were used for stattalite launches for decades, and the atlas was used for commercial launches through the 70's and into the 80's, as compared to its introduction in the 50's. there is the delta series, still used today, there is the vega lifter, used by arianspace. as for you telling me that those rockets are discontinued, so is the x15, spaceship 1, the space shuttle, and buran. only two of the ones you named are in service, one of which (space ship two) hasn't even been to space yet. spaceplanes are harder to build because a much larger surface needs thermal protecting, limiting it to vary narrow re-entry corridors, and also making them unable to re-enter at transfer return speeds due to the weight of ablative tiles. they have benefits of cross-range capabilities during re-entry, but have really low lift to weight ratios, making them tricky to design and use. compared to standard rocketry they ARE in fact, hard mode, financially and from the engineering side.
  14. so you named 4 planes, the buran, spaceship 1-2, the x-43 and the x-15. If you add the shuttle, thats 5. now compare that to the amount of different rocket models. a quick estimate for me would be in between 30-50. teh ones i can name are redstone, atlas, titan-1, titan-2, ariane-5, falcon 9, soyuz, n1, appalo, and that's just a fraction of the ones if seen, I just can't remember all the names. so in comparison, spaceplanes are hardmode, if so few exist in comparison to traditional lifters.
  15. well i seem to remember, back in the day of sas or bust, that parts actually transferred heat quite a lot, meaning that there were mod parts for parts with high heat tolerances to act as sinks, and engines with 0 thrust and negative heat production to act as thermal exchanges fridge style. I think that since then, heat transfer has been turned down quite a lot, but i don't think there is a .cfg setting for heat transfer. I remember struts were really good at it, but that might just be because it was a random part in between two engines that could absorb heat, as it produced none, so people used those to make large srb clusters without exploding. Heat sinks haven't been necessary in a long time, since we have so many actual useful parts, making 50-srb clusters rare, so i don't know if transfer works the way it used to.
  16. I am thinking that spaceplane parts should be shielded on the front and the bottom to prevent this. also, is there any kind of shielding so far besides ablative? we don't have heatsink type stuff besides parts that just have a really high temp tolarance?
  17. A suggestion for armor classifications, for standardization, because medium-high and heavy don't mean anything whithout standardization. class A: little to no armor, integral components are exposed class B: Wing armor, flush with the hull class C: Wing armor, extended from hull class D: plate armor, flush with hull class E: plate armor, extended from hull the naming convention would go <bridge/cockpit [class.# of layers]> <sides/top/bottom [""]> <rear/engines[""]> <weapons/cargo bays [""]>. when multiple armor types are used, you use both letters. ex: fighter sometype armor rating: A.0; B.2/A.0; A.1; A.0; meaning: no armor for the cockpit; duel layer wing armor in some spots on the sides, none in other places (probably meaning wings on the sides, exposed tops); single layer partial armor around engines; no armor on the missiles;
  18. that applies to prop planes. most commercial airliners land in between 105 and 130 knots, which is about 115-150ish mph. but yeah, ksp planes haul anus compared to irl planes.
  19. AND that is why you dont' play on servers owned by a single person. go for the really big clans, with good reviews, corruption is less common, and more controlled when there are other admins they have to report to.
  20. a: thast from firespitter, not b9. b: IRL props produce more thrust on the donward stroke than the upward, so that may be intentional, but the author mixed up his directions when writing the cfg? go to the firespitter thread and bring that up.
  21. you can't download it from there (or anywhere i am aware) because of the recent nuke of all community made deadbeef mod patches to bring them up to speed with the new versions of the game. this is because of copyright issues, where deadbeef's licences prohibited others from working on his stuff without express permission.
  22. press capslock, use fine control mode, and asas at high altitudes. for planes, you may want to turn on rcs at 17k to 25k, as the control surfaces have almost no grip up there. also, use alt+ wasd for trim, so you have to use minimal control input while flying, because the more change you make, the more likely you are to stall at those altitudes. also, BIG wings and lots of control surfaces help at those altitudes.
  23. I have never built an ssto rocket, but planes are better, because the turbojets are so efficient. I don't do it very often because I am really bothered by having extra oxidizer or extra LOX when the engine flames out, and most sstos, which switch between jets and rockets, end up like that. I wish i could do a fuel dump before re-entry to get rid of the extras.
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