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Everything posted by cantab
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That's tough. I'll always have a soft spot for the Mainsail, the one-time king that sadly has been dethroned, and now may not even wear his royal robes. The Vector is a beast and if money's no object it's usually the best choice for a sea level engine. There's the ion engine. Phenomenal delta-V, itty-bitty TWR. It can do things no other engine feasibly can. Although for most purposes we use the Nerv. The Bobcat is a career great because it's really good for thrust per dollar. It's a bit bulky but works well with three-core designs. Overall I think I'll give it to the Vector. I shamelessly like performance. Build big rocket, stick enough Vectors on the bottom, job done.
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KALs. Lots of KALs.
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-11.
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How to make an actually controllable Space Shuttle?
cantab replied to Kerb24's topic in KSP1 Gameplay Questions and Tutorials
I don't have the mods needed. If it's on launch, you probably aren't able to get the thrust pointing through the centre of mass. The game's SRBs don't have thrust vectoring so you need to rely even more on the main engines - the real Shuttle boosters have gimballing nozzles. Raising the external tank can help. Look at a side view of NASA's shuttle, such as at http://www.nycaviation.com/2011/07/photos-space-shuttle-atlantis-lifts-off-on-final-mission , and see how the butt of the external tank is well forward of the rear of the shuttle - AND consider that because they used low-density hydrogen and denser oxygen, with the oxygen at the front, the centre of mass is towards the front of the ET too. This all means the main engines don't need to be so angled and don't need to gimbal so much. If your problems are when gliding or on re-entry. You want centre of lift a bit behind centre of mass, and you want elevons a good distance from centre of mass. Edit PS: A NASA-style Space Shuttle is one of the hardest things to build in KSP. Expect to do a fair bit of design work to get it flying well. -
-9 Archipelago sounds good. Go Team Aqua Minus!
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There are FOUR lights.
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-3. Work doesn't keep me forever.
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Good morning all 16
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If the zombies have only just appeared and they don't asymptomatically spread, then I have a pretty good chance of destroying the zombie apocalypse, but we get a giant asteroid apocalypse instead. If the zeds have already spread worldwide, and there's no way to stop it by targeting one place (eg killing patient zero), then I can't even get rid of them.
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The museum is closed due to the government shutdown. Congress.
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Whatever makes anyone think that light is a positive number? 16
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Ah, well, my previous post was a null op anyway. 19.
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I have a plane with an all-moving canard, a delta wing piece mounted on a servo, that want to use for both direct pitch inputs and for trim or something like it. (This plane, https://steamcommunity.com/sharedfiles/filedetails/?id=2796094084 and yes I know you can see a hinge, the rotation servo is underneath that.) So I want a single servo to respond to a direct input - press one key it goes fully one way, press another key it goes fully the other, let go and it goes back to the neutral position - and to be able to set the "neutral" position incrementally. Is there a way to do this in stock? If not, is there a mod that can provide this functionality. The servo is set to range from -20 to +20, with 0 being the position that puts the canard flat. I have tried all the following and they didn't do what I want: Binding the servo's Target Angle to Pitch in absolute mode. This gives me direct pitch control but no trim. As previous forum threads have discussed, trim and SAS ignore axis assignments. Binding the servo to Pitch in absolute mode and to Custom01 in (inverted) incremental mode. The absolute mode "wins" forcing the servo to 0 when W or S aren't pressed regardless of what I do with the custom axis. (Binding the servo only to Custom01 in incremental mode. This provides trim functionality, but no direct pitch control, and therefore no way to do sharp manouvres. I mention this to show that Custom01 and incremental mode do work by themselves.) Binding the servo to a single KAL controller (with position -20 at the start and +20 at the end), and binding play position of that KAL to Pitch in absolute and to Custom01 in incremental. Same result, absolute wins. I see this in the play position of the KAL controller, inputs on Custom01 don't move it from the 2.5s (midpoint) position. Binding the servo to two KAL controllers, "Canard Pitch" and "Canard Trim", with the same track set. Then binding the Canard Pitch controller to Pitch in absolute and the Canard Trim controller to Custom01 in incremental. Setting priorities: Equal: When I am changing the Custom01 axis the canard moves, but as soon as I let go the Canard Pitch controller "takes over" and forces it back to zero if there's no pitch input or full down/up if there is pitch input, regardless of the play position on the Canard Trim controller. Canard Pitch higher number: Only Pitch takes effect, Trim does nothing. Canard Trim higher number: Same as when they were equal. OK so I'm adding a third KAL controller, call it Canard Pitch 2. This one is set to control the play position of, enable, and disable Canard Pitch. Play position track from 0 to 1, Enable controller track at start and end, disable controller track in the middle. Canard Pitch 2, and not Canard Pitch, is bound to the Pitch axis. That doesn't work either! It turns out that when the Play Position on a KAL controller "jumps", whether that's by an axis (either absolute or incremental) or by clicking the slider in the part window, 'instantaneous' actions in the KAL tracks such as enable, disable, toggle, etc do not trigger. Those actions can only be triggered by Playing the KAL track. So that's where I'm at. All these things that don't work and I'm just about out of ideas.
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20. And good evening @Nazalassa
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