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marza

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Everything posted by marza

  1. Lurking the forums since version 0.12, when landing legs where a bunch of radial decouplers attached to winglets and timewarping whilst landed on the Mun resulted with the rocket spontaneously vapourising. Kept playing throughout the alpha process because I didn't (and still don't) know of any other game with this scope and curiosity of what the version 1.0 would look like. Was fun. I don't really play anymore because it takes ten to fifteen minutes to launch an Apollo inspired moon rocket into Kerbin orbit, yet the mission time clock tells me only three minutes have elapsed. I still haven't worked out how to get 1.0.5 running as fast as previous versions.
  2. What was the TWR of your rocket at launch? I don't have KJR installed and have seen my share of spaghetti rockets. I've found that if struts are not effective, another thing to consider would be to adjust engine gimbal (as mentioned above) or to simply slow down. Every spaghetti rocket I've had was due to a heavy payload/configuration that has a large amount of drag at the top of the rocket and a powerful first stage with a TWR of 2.5 or more. When the rocket in question has a mass of a few hundred tonnes, the forces acting on it are mind boggling huge. Keeping your TWR at no more than 2 during launch will get most, if not all, stock spaghetti rockets out of the atmosphere.
  3. I strongly oppose the idea to limiting science into a finite resource as a sink for science already exists in stock in the form of strategies converting it into funds and reputation. Some mods also provide other sinks for this 'infinite science problem' as well as extend the tech tree, but that's for another discussion. Sure, it's possible for players to unlock the entire tech tree and never leave Kerbin's atmosphere. I'm going to say the vast, vast, vast majority of players find fun playing their career in a different fashion and that this isn't a problem to be worried about.
  4. Getting science is a bottleneck to progress, especially in the early game, but I wouldn't say it's too hard
  5. I've experienced the same thing TJ_Tas has. I've been playing a moderate difficulty career and whilst the contracts leave me awash with funds, the science earned is meagre. Implementing strategies to convert 35% of funds and reputation earned from contracts into science helped a lot, but it doesn't compare to what can be earned by launching a dedicated science ship/probe.
  6. I picked up KSP when it was in 0.12 and I still haven't sent a mission to Eeloo. Not even a diddly probe. Virtually all my manned rockets have abort sequences designed into them. Sometimes they actually get used and save the crew! After the pod lands safely, I revert to launch regardless.
  7. I'm not sure which text file handles asteroids, but... If you're playing sandbox, trying to refuel by mining asteroids is very difficult compared to other options. If you're playing career, those crazy contracts to eject asteroids from the system just got a lot more appealing!
  8. Every manned vessel I make has an abort sequence. Partially because it's fun to design in that extra little complexity, partially for the satisfaction in knowing that the big red button at the top of the screen actually does something dramatic.
  9. Hi guys. I set myself a goal to design a SSTO space plane capable of carrying small payloads to LKO. I've set some restrictions; it must use the Mk3 shuttle cockpit and Mk3 fuselages (because using parts with wonky centres of mass is fun!) and it will not use nuclear engines. After a few weeks of on-and-off tinkering and scrapping four previous prototypes, I've finally got something that works. The Hauler Mk. 5 does get into orbit with a lot of brute force and very little gracefulness, with a mass of 50t at launch, 6 turbojets, 92(!) air intakes, 2 aerospike rockets and loads of fuel. It has all the power and fuel to get into orbit and beyond, but it's a nightmare for me to pilot. The craft is really unstable travelling at supersonic speeds at altitudes of about 25k. SAS is not reliable under those conditions; any attempts made to correct rolling ends up with the whole thing slowly resonating into catastrophe. I have FAR, Chatterer, Procedural wings, Procedural fairings and the Kethane mod installed in my game. What changes should be made to this design to improve its handling at high speeds and altitude? What settings could I tweak in the FAR light Assistance to make this thing fly straight? Pics here: Plan view Side view And if you want to fly this nightmare: Hauler 5 craft file I know this thing currently has way too much jet fuel and the RCS needs tweaking, but I'm outta ideas when it comes to aerodynamics. Help?
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