-
Posts
1,102 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Brainlord Mesomorph
-
http://www.theguardian.com/science/2015/sep/28/nasa-scientists-find-evidence-flowing-water-mars
-
(Let’s please try to avoid a flame thread about stock fairings sucking and/or mod X is better) Trying to get stock fairings to work. My biggest problem is closing a midfairing, 99% of the time they refuse to close on whenever a circular part I’m trying to close them on. Is it only certain parts? Is there a tutorial somewhere? Anybody got any tips or tricks?
-
Do struts produce drag?
Brainlord Mesomorph replied to baldamundo's topic in KSP1 Gameplay Questions and Tutorials
Russian crossdressing Kerbals? -
boy do we need that! So it’s obviously my payload modules that have too much to drag, and are moving the CoD forward. So: pointier payload modules (obviously) and adding fins to the back of the payload module? Any other ideas? EDIT: Wait more than fins; an *extension* off the back of the payload module (long girder segment or 2) and fins on the end of THAT. like the tail on a dart! I can certainly visualize how that would help keep my nose(s) forward! EDIT II: another question: what about the "suction" drag (i'm sure that's not the right term)of a flat bac k end vs. a pointy back end. Does KSP model THAT? would that move my CoD aft?
-
OK, OK, OK, (most educational game ever!) Drag can cause airplane stability problems?! I figured drag could cause speed problems, fuel consumption would be higher, but I don’t understand how (even, symmetrical) drag could cause handling problems? Or the overcorrection that I’m seeing. (EDIT: light-bulb goes on: Once I start turning, my even symmetrical drag isn't even or symmetrical anymore! now its causing more drag on one side - is that it?) I need to understand more of this “drag†of which you speak. suggestions for further reading?
-
Sorta required given the shape of the payload,( guess I could add a spacer to push t he nose father out) They're there. (can't see them well) Specifically, directly above and below the landing gear. I'm thinking maybe too much control surfaces? That;s 8 BigS Ailerons Plus the 8 vertical "delta deluxe winglets" (OH plus 2 sets of canards, although they seem to really help) Or that may just be how an 85 ton coke bottle strapped between 2 Concordes would fly.
-
Since I started 1.0, I’ve been working on some new heavy spaceplanes and they handle strangely, and I’m trying to figure out if it’s my new designs are simply the new aero system. My new designs are all variations on a MK2 delta wing biplane, 350 plus tons. They all take off nicely, climb and accelerate nicely up to about 300 m/s and/or 6 km. At which time I have to totally level off (0 degrees) to get any further acceleration. Assuming I do, I can accelerate horizontally to about 400 m/s, at which time I can begin climbing and accelerating again. (it’s almost like there’s some sort of “barrier†at the speed of sound!) The other problem is throughout that time the ship is very difficult to steer, ridiculously easy to overcorrect , I can only call it “slippery.†(esp. roll) and if you lose control, you just tumble out of the sky. Once we’re above 750 m/s she’s easier to handle, and by 30 km or so, we’re maneuvering primarily on the gyros and retros so that’s okay. So my question is, is this a problem with my design (hypersonic deltawing biplane?) Or simply a more accurate simulation of what is like to break the sound barrier?
-
I've never used it! As soon as I found out it existed, i thought, "But that's cheating!"
-
Looking at the pics: you have 4 RAPIERs pretty much in line with CoL and CoM, but those turbojets are well above CoM and CoL. That would push the nose down. When you try to fly straight and level, is SAS neutral (centered)? or is it pulling up trying to compensate for a CoT that is too high? (if so, as soon as you touch the controls, you override that, at now you're out of control)
-
I wasted several hours trying to fix CoM issues by defueling aft tanks to move the CoM forward. The benefit goes away in flight. Realize that empty tanks (of the same kind) all weigh the same. So, as you burn up the forward fuel. the CoM shifts back to where it was originally. If your plane can't fly full, it can't fly empty. I fixed my problem by adding forward fuselage. Maybe you should add forward wings, canards? (looking again at your plane)how about adding tail?
-
Retractable Landing Gears; Pretending
Brainlord Mesomorph replied to SpacedCowboy's topic in KSP1 Discussion
I think it depends on the gear. Seems to me the heavy gear have drag. I deployed them accidentally, and wondered why my plane stopped climbing. -
what age is the average ksp player?
Brainlord Mesomorph replied to carneyvich's topic in KSP1 Discussion
WRONG. Do it again! Every time I make a mistake I hear that in my head. (How can you have any pudding if you don't eat your meat?!) But I would like to see the results of this poll. I think everyone I talk to around here is about 45. -
How finished is KSP in your opinion?
Brainlord Mesomorph replied to Robotengineer's topic in KSP1 Discussion
There's an old adage in software development: "The last 10% takes 10 times longer than you expect. This is cyclical." -
I love that! Reminds me of this - - - Updated - - - Ah, Slash, I love our debates. challenge (noun) : a difficult task or problem : something that is hard to do. Yes. more of a challenge. As soon as I did the KPrize I thought: "Great! Now, how can I use this to haul spaceships to orbit?!" And yes, I could make bigger, or faster, or more efficient planes. I eventually gave up, thinking "ok spaceplanes for fuel or crew but that's it." (that was giving up) Now I have new idea. 80+ ton SPACESHIPS to orbit on spaceplanes. And they don't have to fit in those little payload bays. Details soon.
-
How finished is KSP in your opinion?
Brainlord Mesomorph replied to Robotengineer's topic in KSP1 Discussion
Can I change my vote to 50%? We STILL lose command buttons on symmetrical parts? The current fuel flow model sucks. Smoke (from engines) sends my frame rate through the floor. Planets FLICKER whenever I plot maneuver nodes. the list goes on...