-
Posts
816 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RocketBlam
-
Elevons pitching the wrong way?
RocketBlam replied to MelonHeadSeb's topic in KSP1 Gameplay Questions and Tutorials
OK, I've been thinking about this. When the flap seems to be moving the wrong direction, I think it's actually moving in the right direction. It moves down, which increases the vacuum on top of the wing, which increases lift, right? -
I never thought of doing that, but to me, launching two satellites on one rocket is nearly as good, and only costs a bit more.
-
I have a spaceplane with a cargo bay. The cargo bay contains a fuel tank attached to a decoupler and a docking port (it goes 1. Decoupler, 2. Docking Port, 3. Command Module, 4. Fuel Tank). First, the decoupler is supposed to block fuel flow from the fuel tank in the cargo bay, but it doesn't. Second, turning off "enable crossfeed" on the docking port has no effect either. There is no way to stop fuel from being drained out of the tank in the cargo bay.
-
Well, I verified my game cache, it said two files needed to be updated. Relaunched, and I still don't have the Big-S wing, even though I researched where it is supposed to be (Aerospace Tech). I guess I have to reinstall.
-
I love the song in the first video... Wish I knew what it was.
-
For some reason I have the Big-S tail and wing strake, but not the actual wing.
-
I thought we were getting big wings to go with the big spaceplane parts. I haven't been paying attention, but clearly there are no new wings. I have to build my wings out of many of these small parts, and besides looking funny, they come apart at pretty low angles of attack.
-
I just can't get to like how the engines are knobbled now
RocketBlam replied to Foxster's topic in KSP1 Discussion
I think a small propeller engine is a great idea. It would work on any planet with an atmosphere, assuming it used fuel+oxidizer, or maybe electricity. It would add an interesting dimension. I guess you could download firespitter though. -
I just can't get to like how the engines are knobbled now
RocketBlam replied to Foxster's topic in KSP1 Discussion
This. Ion SSTO's should have never worked. There have to be some limitations. In the various betas, there were several engines that I would just never use because they weren't better at anything than other engines. Thankfully this has been fixed. I mean, what's the point of having ten different engines if you only ever use five of them? -
Elevons pitching the wrong way?
RocketBlam replied to MelonHeadSeb's topic in KSP1 Gameplay Questions and Tutorials
I've seen this at least back to .90. If they're pretty close to the center of mass, they seem to point the wrong way. I'm not sure if the physics effect is correct though, it seems to be. -
Mobile Processing Lab and Crew Capacity
RocketBlam replied to RocketBlam's topic in KSP1 Gameplay Questions and Tutorials
Thanks! -
"things like laythe roundtrips are as good as dead" I don't see how a round trip to Laythe in an SSTO can be remotely considered realistic. It's absurd in fact. If your game model allows you to build an SSTO that can do that, why would you ever build a regular rocket? I'm glad you can't build an SSTO that goes all the way to Laythe. Any SSTO that can go to Laythe is almost certainly using methods I would consider cheating (infiniglide, intake spam).
-
I like the way they overheat now- I mean, not that they overheat, but how they do, and how the heat transfers to other parts. Much better than the old "just throttle down" way, which was simplistic. FYI, I've done 10 minute burns with the new model and not hurt anything. If anything, I just wish they would make bigger LF tanks, because you need to haul a ton of fuel before these make sense vs. A regular engine. To get 10k d/v with one engine and a command pod I needed 15 LF tanks.
-
The problem I have with the fairings is that they seem to create a lot of drag, and since they're usually on top of the rocket, it makes them harder to launch because it exacerbates the flipping problem. I had one design with a big fairing on it, and I had to remove it because it made the rocket uncontrollable at high speeds.
-
1.0 low altitude flight VS 1.0.2 low altitude flight
RocketBlam replied to Roflcopterkklol's topic in KSP1 Discussion
You post a lot of threads like this. -
Duna Aerobraking/capture/landing Observations in 1.02?
RocketBlam replied to Jonboy's topic in KSP1 Discussion
They're set to the lowest they go, .01. They pre-deploy just fine (although doing so about 600 m/s causes them to rip off). -
I created a subassembly from two fuel tanks, a jet engine and an intake, intended to be placed radially. When I select it, it won't connect to the ship even though it is green, and I can never thereafter get the thing off my cursor. I can't "throw it away" in the area to the left as you normally can. It is stuck to the cursor and the only way to continue is to quit out of the SPH. This same part behaves the same way in the VAB. Another, similar part (radially attached) does the same thing. ETA: Subassemblies designed for in-line attachment work fine. The only installed mod is MechJeb.
-
Duna Aerobraking/capture/landing Observations in 1.02?
RocketBlam replied to Jonboy's topic in KSP1 Discussion
I previously landed a probe here with chutes too and didn't have all these problems. I'm coming in from about 120k, with a periapsis of 32k. I did finally make it down, but only by burning until I was down to about 100 m/s so after the chutes opened, I was not going too fast and had time to do something. Also, on Kerbin, the "altitude" that the chutes open is above the ground. If you set it for 500, they open 500 meters above the ground whether you land at sea or on a mountain. On Duna it seems to be above sea level, because they just don't open 5000 meters above the ground. They open when ASL altitude hits 5000. -
Duna Aerobraking/capture/landing Observations in 1.02?
RocketBlam replied to Jonboy's topic in KSP1 Discussion
I can't seem to land on Duna now. I've set my chutes to open at 4500 altitude, and they still will not fully deploy before impacting the surface. Now trying 5000... - - - Updated - - - Nope... setting them to 5000, they open, but do not slow the craft enough and I still crash. Seriously, 1.0 + seems to have major issues.