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Duribun

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Everything posted by Duribun

  1. When it comes to landing a plane, if you're sticking with stock parts completely, don't be afraid to circle the runway until you drop enough speed and altitude to land. If you have B9 you can place air brakes on your plane, they will be under the control tab the first one unlocks under the "Flight Control" node of the default tech tree. If I had to say one thing about a good altitude to be at, try and be around 1000m and around 150m/s by the time the ground goes from the grasslands green to the light green around KSC if you're approaching from the mountains, an just try and maintain a constant 10-15m/s decent to the runway, it's generally what I find easiest to do before I make my flare just as I'm about to land, also the ground around KSC is as flat as what it is at the poles, so you can just as easily land on the grass and taxi to KSC to get full recovery. An there are tutorials on youtube for runway landings, Scott Manly has acouple on his channel, an once I get a better mic I plan to make afew tutorials for KSP myself.
  2. Rover wheels seem to really want to fall through that bay. Struts can sort it out during launch, but the whole point of the ramp is to allow rovers to be recovered. Even KAS struts would not have saved this one; the rover fell through immediately after reconnecting to the docking port; there was no time to strut. That is happening because of how KSP works with docked parts, generally any part of a vessel if it's loose and still attached in some way with the main bulk, will clip through the other, helps to avoid collision mesh issues in the engine. As suggested using quantum struts may fix this, but another way to fix this without Qstruts is to either have the docking port be on top so your rover hangs in the bay, or you place the docking port on the bottom of the craft and cargo bay and then you can let it sit on the port, I've done both as it solves the falling through the floor issue.
  3. Go to where the steam installation is located and just do a copy of the folder and place it somewhere else, the steam copy of the game will work without needing steam to be running, so you'll have two copies of the game, one that will get auto updated and another hat won't update until you want it too, both the saves will be seperate and you won't need to worry about them conflicting.
  4. Another option I would suggest, if you don't wish to go to the end of the run way, press Cap lock to turn on fine controls for the keyboard, then as you raise your nose to get airborne, just keep the plane balanced until you're in the air, provided you have enough speed going forward, even a 2-3 degrees of pitch will let you take off, an then once you're clear of the runway where you can pull up more sharply to actually gain some altitude, you'll be fine. The best thing to remember about take off is, you don't need to go straight into your accent climb right from the word go, sometimes just let your plane actually get it's wheels off the ground and away from the runway and THEN start your accent climb.
  5. Just a small bug I think I may have found with the V7 pre release, as it currently stands I have a cargo helicopter I just quickly developed for Kerbin transport work as I need it, now I can get it into the air, provided there is no actual cargo on board, yet when I haven't got any cargo on board the helicopter takes off at a quarter throttle. Also if I activate the hover function on the rotor, my helicopter just falls as the RPM of the rotor blade just drops to between 160-170 and this doesn't appear to be enough to keep the hover, if you would like I can upload it for you to download and try out. The RPM drop also happens if the throttle setting goes above 50%, it's almost as if the you're throttle down sharply as you go above 50% throttle. An if I set max RPM to be above the default 600, upon launching the RPM will reset back to 600 and any adjustment of RPM whilst in flight has no effect. Afew quick stats on the helicopter are, it's weight is 34.214 tonnes, blade length is maxed, no. of blades is 10, and engine size is maxed, I figured I would need the full power of the motor and blade length so it can lift heavier cargo.
  6. Actually, there is at least one as previously mentioned that doesn't use firespitter parts, An infact I think he went entirely stock. An to be honest, while they may be cartoonish in the textures, there are other mods out there that provide helo blades, but they do use the firespitter plugin to get them to function.
  7. So, as promised, here are the screenshots with the VTOl I'm going to use to hopefully complete ALL the challenges, just may need some additional engines for the speed run, FAR makes going at 2,000m/s a pain on occasion =[ After completing the circumnavigation challenge, an landing on the VAB for the second time An the VTOL itself, it's so easy to get this VTOL into a perfect hover, I added compressed air nozzles as previously mentioned to allow me to actually translate the craft left, right, forward, and back with up and down via the B9 VTOL engines themselves.
  8. Okay, new VTOL built, will be uploading screen shots taken today during flight shortly, but it's already landed on the VAB twice, the second time after it's trip around Kerbin, now to actually make some cargo for it to carry and do the various other challenges, but the new VTOL is capable of a near to perfect hover. Translation controls thanks to B9 compressed air ports makes hovering so much easier =]
  9. Okay, well the Harrier GR3 design is what I've named this VTOL, an I'm just going to put it down for the Bedstead and the Moller Distinction as it's two, I'm attempting to make another VTOL design that can will qualify for other awards.
  10. Well, I have got several designs I've been working with, I've been tinkering with VTOLs ever since I discovered Infernal Robotics, as in all honesty I find them easier to fly and such, no having to worry about the jet wanting to nose dive in one direction or another on the run way, anyways another shot of the Harrier for you, landed ontop of the VAB and passing the "The Bedstead Award". Also a rear shot There are four engines in total to get it to take off, they are from a mod which modifys the default small jet engines and offers a small and medium sized variants, the engines are pointed down in the picture. The RTGs are for CoM tuning and to make sure I have plenty of power, as the small variants generate zero power when on, an the lights along with mech jeb, which I'm probably going to use for circumnavigation of Kerbin use up quite abit of power, so I figure I may as well have plenty of it provided.
  11. Well, while I attempt to actually make a VTOL capable of doing the various challenges, I figured I would make a quick VTOL that one of the challenges gets it's name from, so without further typing here it is. I have more screen shots of it, just not sure how to actually upload the album like how others above have done.
  12. Hi, I was just curious, is there any plans to potentially add some kind of winch pulley into the KAS system? My apologies if it has been asked before an my searching of the thread wasn't complete enough.
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