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MinorInconvenience

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Everything posted by MinorInconvenience

  1. Also, there seems to be some odd shading on your parts. Darker on the leading edges and lighter on the back ends. I don't kno why, I know nothing about modeling. (Three of your parts are on this bird. The intake, the engine and the inverter. Each seems to have some shading issue.)
  2. Everyone go here! http://forum.kerbalspaceprogram.com/threads/120454-WIP-1-0-2-WarpShip-0-2-1-Update-expansion-of-IXS-Enterprise
  3. Were you using the ram intakes? I seem to be getting a huge amount of drag off of them.
  4. I just think EVE+Scatterer pushes me to the x86 memory limit rather quickly. - - - Updated - - - The clouds are moving in my game (I don't use the KSPRC settings--and the EVE version I use is 7-4, not the overhaul).
  5. Cool beans. Can't wait to see the new parts. Keep up the good work!
  6. SuicidalInsanity: I love, love, love, love, love what you are doing. The parts you are making are awesome. However... can you fix the alignment on the ESTOC?
  7. After reinstalling my mods, the problem has disappeared. At least so far...
  8. That cockpit is so slick. Love it. You must release it!
  9. Head on over here: http://forum.kerbalspaceprogram.com/threads/120454-WIP-1-0-2-WarpShip-0-2-Update-expansion-of-IXS-Enterprise
  10. Hmm... KIS is an extremely popular mod. If it was KIS (and not some other mod, or an bad interaction between two or more mods), wouldn't more people be having problems? I was planning to experiment tonight after work with a clean install and adding mods back one at a time to figure it out. Did you try to remove KIS (assuming version 1.1.4) to see if the problem went away?
  11. Do you mean when you click the buttons in the lower left hand part of the screen to switch from staging to docking mode the keyboard doesn't change? If so, that is not a bug--it's a new "feature" of 1.0. See http://forum.kerbalspaceprogram.com/content/336-KSP-1-0-is-Released under "Controls" in the change log. If that's not what you mean, sorry.
  12. I just started having the same problem tonight after loading the following mods: Ven's Revamp, B Dynamic Parts, Adjustable Landing Gear, Intake Build Aid, Mk2 Expansion, KIS, KAS, Atomic Rockets, Porkjet's Habitat, and Stock Fuel Switcher. And the newest Hyperedit. I suspect one of them is the culprit, but I could be wrong. Any of those recently installed by you?
  13. Smaller (Slightly) but just as good: Craft file: https://www.dropbox.com/s/jrxmbnmqlgi9jcj/XK-39%20Kangel%20One.craft?dl=0 Always refining. Thoughts? (I know it is a jack-of-all-trades master of none. Science + Cargo + Passangers.)
  14. With a better ascent profile (and some cheaty clipping), I now have an SSTO that can get 6 tons to orbit (76 x 76) with about 300 m/s left for manuevers while still retaining the same form (10.6% payload fraction... not including the 4 passengers it can take). I like this new aero... I think this is the maximum I can do without adding engines (which would be even more cheaty). Thoughts? Craft file: https://www.dropbox.com/s/mw6hzbv1z3yso10/KR-72.craft?dl=0 (All stock. Mechjeb and Protractor parts removed.)
  15. I was experimenting with only three engines previously, but getting it balanced and looking nice was... not happening for me. And since I am still getting about a 10% payload fraction (not including passengers) with the 4x engine configuration, I am hesitant to try and mess with it. Excellent point about pitch control surfaces on the main wing near the CoM! That was foolish of me now that I think about it in lever-fulcrum terms. I am now wondering how much speed that drag I was creating cost me on my last orbiting attempt.... Thanks for the feedback!
  16. I have thought of that, but I wonder if the extra fuel needed to go up, come down and go up again offsets any gains in payload as compared to just go up... - - - Updated - - - Two. One inline on top and one centerline rear (I have considered making this the "command module" of an eventual "grand tour" craft).
  17. One thing I am still struggling with is the ascent profile. In fact, I'm not quite sure how much better the second version is from the first. I might have just lucked out on the ascent--getting to that sweet, sweet spot (a touch over mach 1, altitude between 12k-14, and a very low angle of attack) where the RAPIERs just start running away. Right now I am trying to figure out if a more gentle ascent where I am already going Mach 1 as I hit 12k is best or if a steep climb to 14k-15k at subsonic speeds and then diving to break the sound barrier is better. Anyone have any thoughts?
  18. I started another thread with this SSTO (my first 1.0.2 SSTO and my first personally-designed one... I usually just steal Rune's awesome designs for my game), but I thought I'd post it here for comments: Comments and suggestions always welcome!
  19. Okay. I really tried to take eddiew's advice, however, Betty and Veronica (the "crew" and "cargo" versions I was developing) just didn't seem right to me... so I adjusted the original spaceplane and was able to get over 4.5 tonnes up plus the crew cabin (six Kerbals in all). This is the story of our nerve-racking mission: And the craft file of the new and improved KR-72A!: https://www.dropbox.com/s/w3ip5inpllvn8n1/KR-72A%20Kenture%20Star.craft?dl=0 Comments, criticisms, and such so very welcome!! (And I'm still trying to take eddiew's advice and make single purpose vehicles. I'm just a little stubborn and a slave to appearances... [My main problems with "Betty" and "Veronica" were that I had to get ride of the leading canard... and I so love the Su-33 "look"]).
  20. I figured someone would call me out on the jack-of-all-trades design (like the US Space Shuttle, really). I think I'm going to fiddle with this tonight based upon your suggestions. Thanks.
  21. Free mode appears to work but chase mode doesn't. And even in free mode, I am getting spammed with a "velocity vector" error in the debug log.
  22. As designed, the center of mass is only a hair in front of the center of lift/pressure unloaded. With a nuke back there, I'm sure the CoM flips behind the CoL. Maybe try removing the front canard and setting both control surfaces on the large delta to pitch. I never fly it without SAS, but don't have trouble with flipping when I do. - - - Updated - - - I guess I'm just a slave to fashion... Seriously, however, I was under the impression that large wing surfaces help you stay in the high-altitude sweet spot where you build up to Mach 4+ before lighting the rockets for the final ascent?
  23. That's about right. I ascend to 12k at about 30 degrees or so. Am about Mach 1 by then. Then I level out and slowly make my way to 20k. Usually about Mach 4.5. Then I switch over to rockets to orbit.
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