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Wanderfound

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Everything posted by Wanderfound

  1. Just integrate RPM already. IVAs are useless visual candy without it.
  2. No love for Plan 9 From Outer Space? The opening lines: "Greetings, my friend. We are all interested in the future, for that is where you and I are going to spend the rest of our lives. And remember my friend, future events such as these will affect you in the future..."
  3. I just ran a little test to gather some screenshots proving you wrong, and... You're right. Open or closed appears to make no difference at all to FAR drag. Despite folks consistently telling me otherwise from the first day I arrived here. Hmmph. Anyone know if it makes a difference in stock aero?
  4. They'll keep working as elevons at any flap setting. Flaps mounted well behind CoM are going to generate a significant amount of pitch-down, however. - - - Updated - - - BTW, Khazar: it'd help a lot if you posted images at a high enough resolution for us to be able to see detail. See my posts above for examples. As Van mentioned, clipping the intakes into the fuselage won't reduce their drag. Intakes are draggy by nature; that's just a function of what they do. This is why you want to close your intakes after you shift to rocket mode; the drag reduces sharply once they're closed.
  5. It's generally a lot simpler to just bite the bullet and do the orbital refuel. With an orbital top-up, it wouldn't need the wingtip tanks, and would have about 6,000m/s after the refuel.
  6. Okay, Khazar: try this. Nothing above tech tier 5, no building upgrades, not quite enough fuel to hit orbit but can effortlessly make suborbital hops. Full flight demo at http://s1378.photobucket.com/user/craigmotbey/Kerbal/Beta/Kerbodyne%20Showroom/Lotek%20Suborbiter/story Alternate pic format at http://s1378.photobucket.com/user/craigmotbey/slideshow/Kerbal/Beta/Kerbodyne%20Showroom/Lotek%20Suborbiter Craft file at https://www.dropbox.com/s/ww6u5xp348yv7p6/Lotek%20Suborbiter.craft?dl=0
  7. Ah, missed that; thought they were turbojets. Khazar: for sustained level flight, basic jets aren't much good above 10,000m. But you can exceed that temporarily with a zoom climb, and with added rocketry you can reach orbit. I'll post a couple of examples (one with rockets, one without) later today.
  8. Max: there is no 64-enabled release of FAR, and there will not be. This has been gone over several dozen times in this thread since the release of .90. If you want to recompile 64-bit FAR for yourself, you're free to do so, and the information required to do this is available in other threads. If that doesn't sound like something you want to do, your remaining option is to switch back to 32-bit and dump whatever bloaty part packs are causing you to want 64-bit in the first place. Or go back to stock aero.
  9. How low-tech are we talking about? This one uses nothing over tier 7: http://forum.kerbalspaceprogram.com/threads/90747-Kerbodyne-SSTO-Division-Omnibus-Thread?p=1630075&viewfull=1#post1630075 (presented as a demonstration, I appreciate that you're wanting to build your own here) The issue of wingspan is a separate issue to tech level, though. High tech or low, most Kerbal aircraft designs tend to have too much wing and not enough tail.
  10. Jets will definitely run at 20,000m, unless you've skimped on intakes to an extreme degree. Build a high altitude specialist, and you can keep the jets running well over 30,000m.
  11. I'd be inclined to just cut the wings down. Those wingtip extensions (shown at http://forum.kerbalspaceprogram.com/threads/20451-0-90-Ferram-Aerospace-Research-v0-14-6-12-27-14?p=1755270&viewfull=1#post1755270) are unnecessary; you can get away with short wings if you build appropriately.
  12. Kerbodyne Farlander. KSC-Duna-KSC without refuelling, in a spaceplane still small enough to be fun to fly. Flight demo at http://s1378.photobucket.com/user/craigmotbey/Kerbal/Beta/Kerbodyne%20Showroom/Farlander/story Alternate format at http://s1378.photobucket.com/user/craigmotbey/slideshow/Kerbal/Beta/Kerbodyne%20Showroom/Farlander Craft file at https://www.dropbox.com/s/d5qjx4i5q9e9527/Kerbodyne%20Farlander.craft?dl=0
  13. I'll try and remember to repost a Scansat-free version tonight.
  14. It's got good static roll stability, but it will get a little wobbly if you start flinging it about while the droptanks are still in place. Most of my stuff will work with a combination of Turbojets and LV-T45s; it's just not as efficient as the RAPIERs. - - - Updated - - - Fixed, although I'm not certain if I remembered to remove the Scansat-required cargo.
  15. Those little wheels look a lot like prop plane gear to me. Now we just need some stock props...
  16. Want to go Mun-visiting in an unrefuelled spaceplane, but don't want to do it in a gargantuan behemoth? Kerbodyne Twostep. There's more than one way to stage. Flight test at http://s1378.photobucket.com/user/craigmotbey/Kerbal/Beta/Kerbodyne%20Showroom/Twostep/story Alternate format at http://s1378.photobucket.com/user/craigmotbey/slideshow/Kerbal/Beta/Kerbodyne%20Showroom/Twostep Craft file at https://www.dropbox.com/s/d6tsn7wq3cokfcf/Kerbodyne%20Twostep.craft?dl=0
  17. .You need to steer it like a real motorcycle: countersteer to initiate the lean (e.g. briefly steer left to make the bike lean right) and then use both body weight (i.e. the Q/E keys, in docking mode) and steering (A/D) to control the lean angle (steer into the turn to pick the bike up, out of the turn to lean over more) while the lean angle does the turning for you. If you drop it, you can pick it back up again by accelerating, steering into the ground and leaning out. It does take a bit of practice to ride smoothly. Just like the real thing.
  18. Kerbike. Just the thing for those quick trips around KSC. Pics at http://s1378.photobucket.com/user/craigmotbey/Kerbal/Beta/Kerbodyne%20Showroom/Kerbike/story Alternate format at http://s1378.photobucket.com/user/craigmotbey/slideshow/Kerbal/Beta/Kerbodyne%20Showroom/Kerbike Craft file at https://www.dropbox.com/s/4eytqdvmm7cq84e/Kerbike.craft?dl=0
  19. Spin stabilisation. You won't be able to manouvre much (so get pitched over a bit in the right direction before too much spin builds up), but you can hold direction easily. Either give it some torque and mash the Q or E key the whole way up, or add some tailfins with a bit of angle to them (like the feathers on a dart or arrow). Try it, it works; it's what they did with early real-world rockets, and it's how rifle bullets work.
  20. Kerbodyne Sidewinder. Best of both worlds. Flight test at http://s1378.photobucket.com/user/craigmotbey/Kerbal/Beta/Kerbodyne%20Showroom/Sidewinder/story Alternate format at http://s1378.photobucket.com/user/craigmotbey/slideshow/Kerbal/Beta/Kerbodyne%20Showroom/Sidewinder Craft file at https://www.dropbox.com/s/0jnc90esq1gm70x/Kerbodyne%20Sidewinder.craft?dl=0
  21. How expensive is a long simulation vs landing for the first time in the real thing?
  22. Kerbodyne Imperius Tug. Everything you need in orbit for your mid-tech space program. Flight test at http://s1378.photobucket.com/user/craigmotbey/Kerbal/Beta/Kerbodyne%20Showroom/Imperius%20Tug/story Alternate format at http://s1378.photobucket.com/user/craigmotbey/slideshow/Kerbal/Beta/Kerbodyne%20Showroom/Imperius%20Tug Craft file at https://www.dropbox.com/s/ifxgn46wpz7gq7f/Kerbodyne%20Imperius%20Tug.craft?dl=0
  23. Don't jam the stick back from the start. Wait until you get up to speed, then pitch up. And maybe raise the max deflection on your elevators a bit.
  24. Can't be bothered waiting around for jets, but hate wasting hardware? Got some bulky stuff to lift? Sick of waiting for Squad to get around to releasing circular cargo bays? Kerbodyne Napoleon. Whoosh. Flight test at http://s1378.photobucket.com/user/craigmotbey/Kerbal/Beta/Kerbodyne%20Showroom/Napoleon/story Alternate format at http://s1378.photobucket.com/user/craigmotbey/slideshow/Kerbal/Beta/Kerbodyne%20Showroom/Napoleon Craft file at https://www.dropbox.com/s/95zm18ev9jby76c/Kerbodyne%20Napoleon.craft?dl=0
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