XOIIO
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Everything posted by XOIIO
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Why does evryone use Rockomax Jumbo 64 instead of Kerbodyne-1400
XOIIO replied to LABHOUSE's topic in KSP1 Discussion
I love meat and your comment offended me I have a refueling station made of orange tanks and some RCS, not going to change it, orange tanks are the orange standard, I just use the big ones for launch, once I'm coasting to circularize I get rid of them even if they have lots of fuel, by that time mechjeb throttling them on and off quickly causes compression issues and I don't want to risk something breaking. It's also nice because it means less parts, and less lag, I was able to get 7 orange tanks into orbit and still ran at around 14fps for the main launch, normally that would have been around 7. (my core 2 quad can't handle big stuff very well ) -
Nice, I was thinking something similar, did you get that asteroid from kerbin;s SOI or interplanetary? I'll have to use more fuel tanks for sure, and yeah, my first asteroid redirector had several pods with grabbers and rCS that mounted on various points, it was a lot easier to move than with just RCS on one side.
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There's no way for this SSTO to get into orbit, is there?
XOIIO replied to XOIIO's topic in KSP1 The Spacecraft Exchange
Hmm, so the original can get into space, that would be ideal, I'm glad to know it can, plus it has a decent amount of fuel left (normally I see SSTO's almost empty). Guess I just need to work on piloting. I'll download that one and rename it and try on that. I am a far way from making an SSTO that has an in line clamp o tron and advanced grabbing unit for asteroid exploration, that's for sure lol -
There's no way for this SSTO to get into orbit, is there?
XOIIO replied to XOIIO's topic in KSP1 The Spacecraft Exchange
Got the weight down to 16.442 tons, I was able to get up to speed better but when I had to turn the jets off I started losing speed, then altitude, couldn't break into orbit :/ -
There's no way for this SSTO to get into orbit, is there?
XOIIO replied to XOIIO's topic in KSP1 The Spacecraft Exchange
I might swap the jet engine tanks with half size ones and engine nacells or maybe liquid fuel then to try and drop the weight down. I really want to keep the in line clamp o tron, it looks a lot better. -
There's no way for this SSTO to get into orbit, is there?
XOIIO replied to XOIIO's topic in KSP1 The Spacecraft Exchange
Got closer with a 15 degree angle but engine power started cutting out, I'll add another set of intakes (have to move the jets back), couldn't get much above this speed though. I always see people fly them and when they get up to speeds like this the ap point manages to get pretty far up but I can barely get it any further than my current height. I could aim straight up and burn but then my speed dies and it gets unstable. -
Yeah, I've found pushing to be a pain in the arse most times. I made an asteroid lander with four of the large radial mount rockomax engines for a suicide burn to slow it down before I deploy chutes but I think that pulling will be a lot better, I guess I might just have to add an extra probe body so mechjeb can pull off burns properly, unless it handles systems with reverse thrusters well. Guess I'll find out.
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There's no way for this SSTO to get into orbit, is there?
XOIIO replied to XOIIO's topic in KSP1 The Spacecraft Exchange
Alright, I'll give that a try, it's proving difficult to get the angle just right, too low and I drop, too high and I guess it's too fast. That's where I'd like mechjeb to be able to hold a specific angle to try stuff out and get the best one. Also, I do have fuel lines leading from the external tanks to the internal one so that I can run the rocket engine longer. -
Hey all, I was wondering what you guys think/use for heavy asteroid moving ships, what sorts of engines and configurations, and other engine setups for moving heavy loads, I just had an idea, I usually use the poodle for asteroids, but this will give more thrust and burn for a fair bit longer than the poodle, maybe this would be a good solution, though I don't know how well it works, haven't even put it in orbit yet let alone try to move a class e asteroid. It also stacks nicely which is a bonus.
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There's no way for this SSTO to get into orbit, is there?
XOIIO replied to XOIIO's topic in KSP1 The Spacecraft Exchange
I got up to 1300m/s, lowered the oxidizer more, going to try again, but when I got to 1300m/s and the jets gave out, I lost speed rapidly when I switched to the LV-N and I was at over 25km :/ Maybe I'm just a ****ty pilot. I'd like to get up with as much LV-N fuel as possible and I've read a couple times that some people can get a 100km AP with jets alone, that would be great, no clue how though. https://www.dropbox.com/s/bd3lrz14eh6riv9/LV-N%20spaceplane.craft -
There's no way for this SSTO to get into orbit, is there?
XOIIO replied to XOIIO's topic in KSP1 The Spacecraft Exchange
I might give FAR a try then, I defenitely agree, mechjecb is awesome for orbital manuevers and long time burns, I use it for most of my rocketry, since it's hard to get an accurate burn time estimate without altering your orbit whereas mechjeb knows, but anything spaceplane related it does not work, tried the landging guidance a couple times, just dropped me into the ocean lol. -
There's no way for this SSTO to get into orbit, is there?
XOIIO replied to XOIIO's topic in KSP1 The Spacecraft Exchange
I don't have ferram aerospace, would that help? I heard it makes SSTO design harder. 25 degrees seems to be the angle for me, otherwise I lose altitude, I dropped down to 18km, and only got to 1100 m/s, maybe higher up it will help, but this is just proving to be a huge pain. Can't remember how I got my previous SSTO into orbit :/ Too bad mechjeb can't handle an ascent profile for spaceplanes, that would be handy. -
There's no way for this SSTO to get into orbit, is there?
XOIIO replied to XOIIO's topic in KSP1 The Spacecraft Exchange
Didn't occur to me to remove some oxidizer, I'll give that a whack. I threw two reaction wheels and an SAS module because it was having a lot of troublee maintaining a stable heading at 45 degrees, or at any angle, it would always drop a lot. -
So, I've been trying to make a decent looking and functional SSTO for a long time, this is quite satisfactory, however, with the LV-N it just seems impossible to get it into orbit. It would be great for decent range operations but the jets can only get it so high, and it's far to weak to get into orbit itself (though I suck at flying them anyways). I tried with RAPIERs but they have so much little thrust it takes ages to get up to 100,/s, and would take way, way longer to get into the damn orbit. I'm guessing it's just not feasible for a craft without four engines to get an LV-N into orbit :/ edit: there we go. Also. Got it close to circularization, barely any fuel left, and got this annoying fking bug where the cockpit stays solid and the rest of the ship moves, it happens on multiple ships and is a real pain in the ass. Also getting a bug where I can't place the whole wing assembly back on it, if I do it just won't let me, I place it lower down off the ship, and suddenly it's part of the damn ship, and it will even go to the Launchpad with the parts spread out, but then falls apart/explodes.
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People say the moon landing was staged, it wasn't, but the rocket was
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Ah, didn't think of time acceleration, I will probably just gab another asteroid though, or do that once I upgrade the ship with more RCS. Thanks for the tip on the flags, does that work for the grabbing unit and engines as well? Thinking about it more I would love another claw that would let you fire it at the target to grab it and winch it in, that would be awesome. I do know that I am going to have to put "derelict" satellites in orbit and make a ship to bring them down , the claw is fun as heck. I also love the new engines, I thought the mainsail was impressive but the new ones made it a piece of cake to get rockomax tanks into orbit, took 30 seconds to make one that worked flawlessly.
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Alright so I just spend around 20 minutes trying to hook a second ship up to an asteroid I had already docked with (mechjeb got me close enough, but manual piloting is needed), however, this second ship made me give up. Why? Well, when I first tried, I hit it a bit to hard, and it started spinning at probably 3 or 4 meters per second, and the next 20 minutes were me trying to dock, looking perfect, them hitting it even at 2 m/s and it bouncing away, followed by a crapton on repositioning and painful maneuvering only to do it time and time again, so I have given up on this asteroid (was going to try and land it on kerbal). So, what is the max docking speed you can actually connect with this thing? Have you been successful hooking on once the asteroid has started to spin? I'd love to see little harpoons to grab onto it. Also, why is the KSP logo on all the new parts and on some of the cockpits/lander cans? It kind of ruins it to see that logo all over stuff, I do know what game I'm playing (and yes I had to use debug fuel, otherwise I would have ran out of RCS fuel way, way before the 5 minute mark)
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hmm, I've tried fiddling with the angles quite a lot without any luck, I guess I just never found the right one, something always clipped an engine and broke it. Nice to see it can be done stock.
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I put it in a separate folder to the original Squad files actually, just to make it a tad easier to remove if needed.
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That thing seems to be only updated to v 0.20, of course it may work with 0.23, didn't bother to check, but to me changing three lines of code is easier than potentially having to wait a week + for a full blown mod to be updated.
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135 hours I'm such a noob
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Hello all, this is something that frustrated me for quite a while, I wanted to use three LV-N's side by side, however the fairings would completely destroy one or two, if not all three engines, meaning you had to have a hollow "core" in your rocket, which is doable, but a bit of an annoyance to build with, so I searched, and someone beat me to it, but I decided to make an actual part you could just use. It's the standard LV-N, without the fairings so that you can mount three or four in a tri or quad coupler (three is recommended, I think four will overheat and explode). Just extract the archive into your Kerbal Space Program folder, and research the part in the same spot as the LV-N. Here are before and after pictures. You will need struts between the two sections of your ship as LV-N's don't handle a lot of pulling or pushing very w Download Original Source (needed a small tweak)
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My interplanetary ship design (no clue how well it will work)
XOIIO replied to XOIIO's topic in KSP1 The Spacecraft Exchange
Well, I am going to need a lot more fuel, I got all the science I needed from POL then decided to head back, because I didn't think I would have enough fuel, I was right. I also forgot to add a communication device lol. I barely managed to get back and set my trajectory to crash into kerbin, I set my science guys in the landers and undocked them, and prayed they would survive, sadly they got further than 1km away (my fault for undocking them too soon but I had no more rcs to get them back) and now they are MIA, my first two lost (if you don't count the f5 re attempts I've made in the past lol) I did get a lot of science though, since I moved it to the main pod, so that's good and now I know more what I need to do this properly. Unfortunately I also forgot to plant a damn flag