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Everything posted by Foxster
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Using flaps to prevent spaceplane flipping
Foxster replied to Milesy's topic in KSP1 Gameplay Questions and Tutorials
Try the RCS Build Aid Continued mod. It provides an extra indicator for dry CoM. Very useful to figure out where the CoM and CoL are going to be when low on fuel during re-entry. The other thing is how you design your craft's fuel tank layout. If you arrange your craft to have equal volume of tanks in front of and behind the CoM then it won't shift when dry.- 21 replies
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This might be jumping on the bandwagon a tiny bit but all I've ever wanted was an Aston Martin Valkyrie. I asked my mum and dad - nope. I asked my rich doctor brother - nope. I asked God - not got back to me yet. So, cos we are a lovely cuddly community, is there any chance a few members here would club together and buy me one? It would only be about £800,000 each if three of you clubbed together! PULEEEEEEZE!
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How dangerous is duna’s atmosphere
Foxster replied to RocketSquid's topic in KSP1 Gameplay Questions and Tutorials
It's the only place I use drogue chutes. Otherwise there is the risk of your craft not aerobraking enough for the main chutes to open. For lifting off the surface you can pretty much treat it as airless i.e. crank your gravity turn steep and not worry much about drag. -
Who knows, it might soon.
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Umm, I don't think much of the player base agrees with you there based on how it has been pretty much ignored entirely by players once they'd had a quick play and decided it wasn't for them. Squad took a punt on a big feature that no one had asked for. It was a big miss. Luckily this time around they are delivering stuff that a lot of folks have been asking for. Should fare better.
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Well the new deployable experiments have to be stored somewhere.
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Here's a just-for-the-hell-of-it entry from me. No idea about a score... The Old Eve Oh: Full album and story: https://imgur.com/a/dn8mOw4
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To be honest, it's currently not a great idea to go unmanned. It will just considerably slow up your progress for no real advantage. You will get a lot more science by taking along a scientist to reset experiments and to complete ones only a Kerbal can. You also get a lot more by returning the results to Kerbin. It takes little more effort to get a Kerbal to a location than a probe.
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I remember making several posts a while ago about needing stuff to do at your destination and also about needing robotic parts - so GG on those guys! [snip]
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One small request: If you find a show-stopping bug at the last minute...release it anyway. It was so painful last time when that happened. I'd rather have it on time with a bug that formats my C: drive than wait longer. Also... How do we think "spider leg motion" is going to work? I'm guessing we are going to get motorised joints, hinges and electric motors, etc. So how will we make the timing work so that we can operate the parts in a sequence to make multi-leg craft walk?
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No, it's not Watts. (This works much better out loud).
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That will be the new programmable hydraulic ram.
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First thing I'm gonna try is making something like this into a "sky platform" to launch a rocket from.
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ksp mun mission save a kerbal and a ship landed.
Foxster replied to bjerrang's topic in KSP1 Gameplay Questions and Tutorials
Just good old Terriers. -
ksp mun mission save a kerbal and a ship landed.
Foxster replied to bjerrang's topic in KSP1 Gameplay Questions and Tutorials
Err, on the end of the girders. -
ksp mun mission save a kerbal and a ship landed.
Foxster replied to bjerrang's topic in KSP1 Gameplay Questions and Tutorials
You are trying to grab the cockpit by dropping onto it using engine braking? If so, then that is going to be hard. Much better to straddle it with a craft with very tall landing parts and lower it by retracting some landing struts. -
That seems like a rather large rocket to put such a little payload into orbit.
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Aeroshells in Eve Entry
Foxster replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
Too many variables to say. Mass, speed, size, Pe, layout of parts inside... Generally heatshields work well and produce a lot of drag so the craft slows quickly. -
Eve Ascent for three Kerbals
Foxster replied to jost's topic in KSP1 Gameplay Questions and Tutorials
Nah. That was the case several years ago but not anymore. -
Eve Ascent for three Kerbals
Foxster replied to jost's topic in KSP1 Gameplay Questions and Tutorials
Try it with the mod Gravity Turn Continued to automate the flight. If you can make orbit with some dV to spare using it then you'll know the craft is capable of making orbit. Once you have a good craft that can make orbit "in the simulator" then you can fly it yourself manually. -
Eve Ascent for three Kerbals
Foxster replied to jost's topic in KSP1 Gameplay Questions and Tutorials
Not as much as you'd think from their flat-top appearance. For use in Kerbin's thinner atmosphere they can still be the best mk1 tank-topper because of their low weight. -
Eve Ascent for three Kerbals
Foxster replied to jost's topic in KSP1 Gameplay Questions and Tutorials
Have a look at this craft: https://www.dropbox.com/s/al8kysx2eec844i/EveThree Fox 2.craft?dl=0 I have made the 1st and 2nd stages two separate pairs and fed the fuel from the 1st stage to the 2nd stage to the centre stack. All engines fire from launch. This increases the dV as shown by MJ from 6671 to 6693. Not a huge difference but it all helps. Plus you drop the 1st stage quicker and so reduce drag losses. -
Eve Ascent for three Kerbals
Foxster replied to jost's topic in KSP1 Gameplay Questions and Tutorials
Something like this would work for the heatshield. Needs tidying up a bit of course. I still think you might have the ducting sub-optimal. You are burning fuel from the 2nd stage from liftoff. Consider changing from this... ...to this... ...which would mean changing the symmetry of the first two stages from quad to two duals. -
Eve Ascent for three Kerbals
Foxster replied to jost's topic in KSP1 Gameplay Questions and Tutorials
Oh and have you slightly messed up the fuel feed of the first two stages? Shouldn't the first stack pair feed via ducts to the second stack pair rather than the central stack? That would let you empty and dump the first stage quicker. -
Eve Ascent for three Kerbals
Foxster replied to jost's topic in KSP1 Gameplay Questions and Tutorials
One thing that might be causing the flipping is the tip of the craft where you have a docking port. Find another way of attaching to the heatshield assembly, such as a decoupler or hardpoint. Alternatively consider not having that rear heatshield at all and put a load more airbrakes on near the top instead. You have an antenna and two solar panels on the side of the capsule that will be adding drag to front end. See if you can eliminate those or else move to the back of the stage. Do you absolutely need that battery on the top too? Oh and the remains of the decouplers (the 6 dots) might add some drag - can't remember. Replace decouplers with small hardpoints anywhere you use them. Regarding the bulge mentioned by Aegolius13. Have a look at the newer FL-A215 and FL-A151L Adapter tanks. They have lower drag than other tanks. Have a check on the drag of those intakes. They used to be the best mk1 tank-toppers but they got more draggy a while ago. You might find nosecones, though heavier, are more efficient because of the lower drag. You don't need the Remote Guidance Unit beneath the capsule after landing and you have your crewmen onboard, so stick it on the bottom of the craft for dumping before liftoff. Don't forget that you are lifting here from 17m. If all else fails, find a higher spot to launch from. Very nice craft btw!