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HelmyJune

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Everything posted by HelmyJune

  1. Obviously you have never flown a real plane. Those are all standard in aviation, as far as I know even in Europe. It is supposed to be a flight simulator after all. To require a change would literally destroy general aviation in particular. Considering a new avionics panel cost as much as your average economy car. (In a small plane, I have no idea what a commercial panel costs) Now if you were flying something built in Russia or China and it was in imperial units then that would be a little strange. Experience: US Private Pilot But more on topic to the actual thread. As far as I've seen everything in KSP is in SI units. Considering nearly all rocket science is done in SI units it makes sense. Especially after NASA crashed their Mars orbiter because they were using a mix of metric / imperial units.
  2. I'm surprised nobody has said this yet but you can fine turn maneuver nodes with the scroll wheel when you mouse over the direction you want to fine tune in stock. Much better than trying to fumble around pulling direction nodes. It's not as precise as MechJeb but it works for pretty much everything I do. Blew my mind when I found out about it.
  3. There have already been a few similar challenges, that's probably why this hasn't gotten much attention. Seeing as I just completed a different once I can submit it here as well. 37.5t (+375), 5 extra ships used (-50), dragging (-20) Total: 305 points It took me 4 of my ground tugs to drag this thing back to the space center 7 km away haha.
  4. Here is my entry, it is a class C weighing in at 37.52 t. I had already captured this asteroid before I read this challenge so I didn't get a screenshot of my capture tug. It is nearly identical to the lander tug in my screenshots without the detachable arms with the parachutes. This thing was a pain to get transported to the space center. It took 4 of the ground tugs that I have shown in the screenshots to move it 7 km. Edit: Stock
  5. I pretty much just leave clipping turn on in the debug menu. Not because I prefer clipping parts but because of KSP's wonky clipping detection. I don't even know how many times I've been building a rocket and you have to perform some magic handshake to get a part to place in a position where it isn't even clipping anything. But the editor will allow you allow you to place items inside of fuel tanks and stuff as long as you don't actually clip through the textures. I consider that cheating more than say clipping the edges of engines together to make an actually decent cluster. Now that the new engines are out I don't see myself making anymore custom engine clusters though. They were pretty much the only reason I ever turned on clipping to actually clip items together.
  6. kgries3 got it spot on. You can literally hook on to an asteroid anywhere as long as you can pivot enough to line your attitude indicator up with the asteroid's CoM. As long is your ship's CoT is lined up with up the asteroids CoM you will fly straight. I just captured my first asteroid outside of the scenarios yesterday. When I hooked up to the asteroid I had to pivot about 30 degrees to line my CoT with the CoM of the asteroid. It was a class C but I was still able to apply full thrust without any drift. My first attempt at capturing an asteroid in the scenario was veeeerry slow but successful considering I didn't know you could target the asteroid's CoM. I could only apply about 5-10% throttle without spinning out of control.
  7. Keep in mind my orbiter has ~340 parts including the docked ships. I've never had something that large in orbit but I bet I'd be in the single digits for fps. Lets hope we see some optimizations soon.
  8. Don't expect anything amazing when it comes to graphics performance from this game. My new computer I just built with a 4770K overclocked to 4.2 GHz and a gtx 780 SC that can play BF4 on high settings at 5760x1200 resolution still struggles with KSP at 1920x1080. Well I shouldn't say struggle, it doesn't even break a sweat. The game just isn't fully optimized, I only get about 15 fps viewing my orbiter lab with a few ships docked to it. If I change the graphics from everything maxed to everything minimum I maybe get 17 fps.
  9. This is my first truly successful SSTO or space plane really. I have made plenty that could get to orbit but none actually flew very well. This thing is just so docile, you have to try to get it to lose control and when it does it will quickly recover. It has a service ceiling of about 33km and a top speed of 2km/s. It might be able to go faster but I don't have the patience to find out, it was still accelerating but very slowly. It gets to orbit with about 1k dV left in the rocket mode. I designed it to go to Laythe with my orbital lab. It is capable of flying manned or unmanned. On the ground if you keep it below 10 m/s you can unlock the nose wheel with action group 0 and taxi with no fear of tipping. To toggle air intakes you use the action groups 8 and 9, 1 is to log data from all the science instruments and 2 toggles the mobility enhancer. Craft file: https://www.dropbox.com/s/jccrh5m1g3i9fqq/Staggerwing.craft https://www.dropbox.com/s/da60yc5h9kdmbby/screenshot19.png This thing has impressive short field performance. If you rotate at 10 m/s you're flying at 18 m/s. https://www.dropbox.com/s/ayaqdiut5futwv9/screenshot32.png I couldn't figure out how to get my dropbox images to display so I just made links to the images.
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