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Signo

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Everything posted by Signo

  1. Based on my experience biomes should be available from scratch. It might be harder to gather science from the "weird" ones like the flagpole but I think you will have plenty anyway. Enjoy your walk
  2. If you want efficiency you should follow slashy advice - a clean aero with proper wings AoA will allow for less wings and engines, therefore less overall drag and reducing your placement issue. On the other hand KSP does not care so much about "IRL aero", so you can fly bricks if you wish so and you give them enough power overhead. So you can have Batman Or Aliens Or an "IRL wannabe" If are you looking for ideas on how to build "huge wing nacelles" housing clusters of 6/8 engines there are a few building tricks - I would suggest to avoid Mk2 decouplers due to their drag, but offsetted Mk1 parts built around an Mk3 nacelle can do the trick.
  3. So the answer is "send it somehow manned and with moar boosters"? Nice finesse touch by RT
  4. As far as I can remember default RT has no delay implemented.
  5. Actually, to be safe, the "second stage" must be outside the atmosphere while landing the "first stage" - i.e. give you first stage an ascending path and an attitude that could keep it above 23000m while you manage orbit with your "spaceship two". However I am pretty sure there are several different ways to complete the mission.
  6. The "active separation" between crafts is now based (as far as I understand) on atmospheric pressure - when pressure is below 1% of total sea level the crafts are allowed to be. So if you separate the crafts above 23000m on Kerbin you will be able to keep both flying.
  7. Hard to say without a picture, however if you build a "puller" it is going to be more stable than a "pusher".
  8. The Flagpole is a biome you can exploit. If you started a "default" game he will be back soon. MiA Kerbals will be back as available crew if you did not modify the proper permadeath option.
  9. I think u should provide a picture (at least). If your wheels are now blocked due to a "crash" of any sort I am not aware of how it is done but I am pretty sure you can edit the cfg file to unblok them.
  10. I support the "radial rockets" school. They allow you to even recover the rover, if you wish so, while a skycrane recovery might be a tall order.
  11. On planets with an atmosphere you can use aerodynamics too. Kinda like a plane but reversed.
  12. I share your same feelings with more or less the same ratio - 70/30.
  13. FAT wings can not withstand re entry heat in a good way. They are very good at "goin' up" but they suck at "goin' down".
  14. Sure, that's it - but I was missing datas regarding your craft. Could not find'em in the pics. I was not implying your "pay per t" price was a fake.
  15. I am sorry but I could not find anywhere in the album either how much does the craft weight or how much does it cost. You can obtain 150/200 m/s of vertical speed on wing lift just "going straight" with 5° wings AoA.
  16. Empress, that depends on your flying path (and AoA of intakes too). It is not a matter of drag but a matter of pure lift - 8 rapiers can lift 280t (90t payload), if you waste that on engines you lose payload and you use a lot more fuel. Horizontal speed rules and you can attain orbit with a 0° pitch. The craft in the pic can lift stuff to orbit for a mere 150V$ per t of cargo.
  17. Stick the bigger ones on side nacelles and then offset them to the correct (wanted) height. Struts are "the devil" for planes but you need a few to avoid bending, that might be why your craft turns slightly when you pull up. (this craft can lift to LKO 40t) KSP loves "leverage", you do not need so many control surfaces if you give them enough distance from the CoM to act - a "crowbar" works too, like in the pic above. Careful with engines at the back - they may end offsetting your dry CoM. KSP hates open nodes in terms of generated drag - try to close'em all if possible (notice the nosecones at the back of my rapiers) You can deactivate the staging for structural pylons, I had a few crafts with that solution but I then scrapped it due to part and drag reduction.
  18. If you do not give AoA to your wings you will waste fuel and available payload space. Moreover you will lift less "per engine".
  19. KSP does not care (more or less, you lose a fraction of lift) if wings are "thick."
  20. Hi all, the silly craft of this week is a classical Batwing 1992 style. It has been a while since I've seen one around here. It is not exactly a proper replica, but Mr. Wayne had so many he might just say it is a brand new one. This one can reach orbit too, so I think this could be an improvement for Wayne enterprises. It maneuvers like a rusty gate, but hey mr. Wayne, it is a Batwing. It is a little bit short on range, you can barely reach LKO and dock somewhere (full docking capabilities of a common craft) or just get back home. Room for Robin too. It takes off at 50 m/s, going faster than 75m/s on the runway can result in an unplanned stunt. Climb above 7000m ASAP and build your speed at least to 1300m/s before 24000m (pitch between 1° and 5°). Then switch your rapiers to closed cycle and reach your favorite Ap. ACTION BUTTONS: 1) toggle rapiers 2) switch mode/toggle intakes IMGUR album Get your Batwing >>>HERE<<< (official craft name is "Bcoz Im Batman")
  21. Usually you need a kerbal per ton of weight - kerbals must be standing pretty close to the "operation". I am not sure about your second question because I never did it myself, but I think it should be possible provided you have enough kerbals.
  22. Even if the game is pretty lame, Buzz Aldrin Space Program Manager has a nice way to handle "per body programs". That could be of some sort of inspiration.
  23. Guys, I think this was supposed to be "question time" and not craft exchange. However, in KSP everything that hasn't got the words "Eve SSTO" in the sentence can usually be done.
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