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Reactordrone

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Everything posted by Reactordrone

  1. Once you've done the plane change you'll have to set up the manoeuvre node about a third of an orbit ahead of your position in order to get the right phase angle for an intercept. If you've done a few orbits and aren't in the start position you can just go around until you're approaching the right angle with respect to the target and then place a node just in front of you to set up the intercept.
  2. If it has enough delta-v to get back of the surface you can burn retrograde to get down to safe entry speeds and then use ISRU to refuel on the surface. I dropped my big ISRU rover onto the surface like that, reducing my entry velocity to less than 1500m/s and dropping in without heat shields.
  3. I guess you could use the engine thrust limiter by right clicking the engine and adjusting the slider to a specific percentage.
  4. Your clipped in too far. the decoupler shoes need to be completely visible otherwise the boosters will stay attached to the tank when you decouple.
  5. You might also be better off with just a single set of RCS quads on the centre of gravity or they'll tend to fight each other when you're trying to use heading hold modes other than stability assist.
  6. I don't think it has enough delta-v to reach orbit no matter how you fly it. If you have them, some steerable fins on the boosters will help with control and getting rid of the extra LV-T45 and replacing its mass with fuel will get it into orbit.
  7. Slight modification of an earlier design to get under the 6000 fund level. (Flys much better with steerable fins though). Slightly less than 1.7 tonnes to orbit after burning a pair or two of the separatrons.
  8. Well at the moment the only control you have is the butterfly tail and that's quite close to the CG of the aircraft which will limit its control authority. You could try moving those delta deluxe winglets to the rudder or tailplane position and add elevons to the wing.
  9. This will also depend on what you consider to be upright. If you point your station normal/anti-normal it should stay in that orientation (rotating around its axis as it orbits). Any other orientation (radial or prograde) will appear to change as you orbit unless you have SAS direction hold on and you're focused on the station.
  10. It has different colours in different situations. Green when you're landed on kerbin, unlit when you're in flight in an atmosphere, blue when you're in space and orange when you're accelerating in space.
  11. I'm not fussed if it's not there. I've always done back of envelope calculations for delta-v where I need to and I find it quite enjoyable to punch up numbers mid flight to see if I can squeeze another biome hop out of a lander or optimising fuel loadouts for ISRU landers.
  12. But in 0.90 and 1.0 (and all before) the part weighed 0.9 tonnes and only had 150 liquid fuel in it despite having similar dimensions to the 2.25t rocket tank.
  13. Higher spring strength will take more force to compress the spring so the suspension will have lower travel at the same impact force and higher damping will increase the amount of time it takes for the spring to return to its original length.
  14. The liquid fuel tank had its fuel quantity raised in one of the recent updates to bring its mass/volume up to a similar level to the liquid fuel/oxidiser tank. The description was probably there to try to explain the low mass/high volume of the part even though the fuel has always had the same weight per unit .
  15. The main "ships" folder only contains the stock ships. Any ship you've saved will be in the "ships" folder inside the appropriate "saves" folder. It should then just be a matter of copying the file and uploading it to a hosting site.
  16. The wheels used to clip through the fairings in 1.1 as well.
  17. It's worth working out how much fuel the vehicle needs in order to land and only load it with that much. If you've still got 30t of fuel in the tank when you land that's two ore tanks worth of fuel that could have stayed in orbit. Leave just over 20t of fuel/oxidiser in it and you should be able to land.
  18. When testing this it took me a little while to remember that in the old demo you have to turn the SAS off in order to manoeuvre. No wonder I was having such a hard time turning the ship
  19. I don't think any of the landing struts are working right at the moment. All of them seem to sink into the surface or crush to their minimum height and there are issues with the foot pad position of the LT-1 and LT-2 struts when they're started in the retracted position.
  20. I usually stick to biome, ore concentration and elevation e.g- Highlands 4.2% 4212m It makes it easy return to good spots for ISRU units.
  21. I've noticed that the mission timer text, which is normally very crisp, will also go blurry when you mouse over it to show the timewarp indicator.
  22. Yeah, there seems to be a problem with the landing legs. The feet are pointing in the wrong direction (unless you're timewarping) so they just sink into the ground. The parachute is still set to deploy at 500m as well, so that can make the return a little hairy if you don't notice it.
  23. The only other thing I could suggest is to go into orbit and then drop back to sub-orbit.
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