endl
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Everything posted by endl
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SSTO + FAR + Deadly Reentry Help
endl replied to Zeenobit's topic in KSP1 Gameplay Questions and Tutorials
from what i can tell those intakes are for subsonic you might want to put on some radials that perform better at hypersonic, or invert that if you have better parts for the inline intakes. your basic grasp of the flight path is correct wonderfound told me to climb to 15k though and stay above 25k when my speed gets high enough, you might want to just build speed until things start to get hot (since your playing with DR) then climb to cool them off. depending on your TWR you might have to "bounce" (do your speed run/climb/speed run) a few times to pick up speed. some times i do 2 or even 3 bounces before i get the required speed i need. -
i want to deliver rovers out of it if i make a bomb bay that will limit the height of my rovers because they would have to be able to drive out from underneath yea thats what i was talking about. otherwise id have to slap on more engines which is more mass which is a new plane all together
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yes i meant robotics sorry, as for the high wing design im aware of that but im limited by the fact that it will block the top cargo bay, but more importantly the engines wobble when mounted to the radial rotatory this makes its very hard to make an osprey that can fly from ground to orbit without eating massive amounts of fuel. (varriant engines)
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the shifting COM gives me problems and that is far more engines then i can probably fit, i was thinking of something more creative like using KAS to rotate the main engines but with my configuration they hit the ground also they tend to wobble heavily so i was hoping for some ideas on a wing/cargo configuration that could support this design approach like a cv-22 osprey for space basically.
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it has 4 nukes tucked under the wings the sabers are for orbital insertion. i was thinking i could switch over to nukes for the xfer part, that said moving the COL closer to COM did the trick. seems like the bigger the plane the closer you want to have them spaced. im going to go ahead and mark this as solved but if anyone has any ideas on the vtol approach for this type of plane i would love to hear it
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this is my ssto cargo plane that i would like to deliver to duna i cant seem to make it lift off: ive tried playing with the angle of attack it doesnt seem to help, it also makes the ramp too low also any ideas on how to get something of this nature to fly with a vtol system as well would be greatly apreciated
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thanks this explains why my signal is dropping out i assumed that the link range was only based on the range of the strongest antenna between two sources. guess i need a low orbit comms array for drone flights edit: this actually explains why not all my sats are linked, i think the com 32's need a range increase to 6mil as they are the highest orbiting omni antenna. my reasoning for this is because if you plan on going with a 2 axis array at geo kerbin and you will have one axis above the geo kerbin orbit the distance between your sat at 90 degree intervals can go above the 5mm limit. there should be a bit more wiggle room for this type of set up other wise you have to up the number of sats on that orbit which isnt ideal since you already have 4 and increasing launches is kind of a nuisance given those variables i think its reasonable to request a range buff to 6mm for com 32 to give more flexibility for gko arrays
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do you need two way range for links to work? like can a 500 link to a 2k antenna
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
endl replied to ferram4's topic in KSP1 Mod Releases
i want to build an SSTO VTOL with interplanetary engines. any advice? would it make sense to go with sabres/nukes/none air breathing vtol? or is there some better approach to this scenario? i would like to reach duna.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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thanks for this mod baha, i was using the old b9 legs which i had to rest them on the wings of my plane, unfortunately they clipped through the wings and it didnt look very nice, now i can use your legs and attach them to the body and angle them so that i have nice smooth looking wings. the only down side is that there are still no gears with integrated lighting besides stock p.s. yes i am using your RCS parts too
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why is my uav getting no signal? i have a working coms array its not connecting at all
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the icon turns into a white box, i restored it also just thought id mention it in case its not on your exclusion list. i ran your program from inside the rar file so perhaps it didnt use the white list you created, this might have been the reason for my issue.
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just restored the CRP>karbonite folder, it works now
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yes thats exactly what im talking about, i can see nothing from the ground or in map mode or in 100k orbit. i tried restoring the mod and its definitely happening as a result of the conversion. also the resource overview icon for toolbar is broken
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hi all im having trouble with flying my drone around the dark side, this is strange because i have a 8 sat gps array on two axis that works as a coms link. i dont know why my drone is losing signal in LKO. also ive noticed some of my sat are not connecting to each other even though they are linked to other sat further off. any idea whats causing this issue?
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hi lilleman, i started using dds+ your converter it works great but i have a problem with karbonite i can no longer see karbonite nodes when using the detection array.
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today i finished my project, it was really hard and im proud of myself
endl replied to endl's topic in KSP1 Discussion
no ive never tried this mod it didnt seem relevant to my play style tbh. i may look into this but it doesnt really seem to add any value to other mods nor does it introduce a degree of difficulty to my knowledge. or do i have it wrong? any reason im not aware of that i should give it a spin? the phase angle is less then 1 degree margin or error (getting this is what kept killing me as i kept loosing comm's several times), the orbits are within 2km or each other which is pretty good considering they are sitting at 3Mkm speaking to the coms for some reason some of the sats arent linking on the Y axis but on the X axis they are linked its wierd that remote tech decided not to display the YY links only the XX XY links if i take away the x sats it will probably start to show up but still strangeness. -
you know i already have this mod installed but i dont see the leg, i might have it disabled or something. i just checked the folder and thats def it thanks alot.
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today i finished my project, it was really hard and im proud of myself
endl replied to endl's topic in KSP1 Discussion
thanks, heres some more pics. its designed to be a very light ssto scout plane, i managed to fit a basic science package some KAS storage units and it has a full sensor package in the nose. i have it parked at 100k orbit atm with plenty of fuel left. i actually switched over to using procedural wings so its changed a bit in the last picture also configured the elevators for braking so i dropped the use of the control surface brakes. other then that its the same. mods: figaro gps procedural wings karbonite, k+ b9 bahamut dynamics kas near future solar craft file (disable gimbaling and turn on rcs for orbital burns) balancing the COM to COT was tricky thus the fuel tanks on the belly -
can someone tell me which mod has this i know i ran into one that did but i cant remember the name.
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today i finished my project, it was really hard and im proud of myself
endl replied to endl's topic in KSP1 Discussion
im playing with more realistic aero dynamic module, remotech makes everything have a communication range, and the gps mod lets me get coordinates after i set up the satellites in the right orientation. these mods are really difficult to work with if your trying for precise orbits. basically i struggled at first to keep my sat in communication range, then i struggled to keep them linked to each other then i struggled to orient them. after many many many many failures i finally figured out i needed more satellites in 90 degree intervals on 2 axis instead of 3. i was going to go for the 55 degree configuration that most modern gps arrays use but i didnt want to launch 24 satellites. also i was trying at a lower orbit and this increases the need for the number of satellites. once i started using geosynchronous orbit this helped my communication links tremendously after that i could figure out what i could and couldnt do. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
endl replied to RoverDude's topic in KSP1 Mod Releases
great job looks like those nasty drag values have been corrected keep up the good work -
so im trying to set up a gps constellation but im stuck on trying to fix my orbits to the correct alt/speed position in orbit. the main problem is caused by losing contact with the ground station so i cant actually do maneuvers when i need to. should i make a communication array first? just so i can fine tune the gps constellation or is there a better way? honestly this feels like its challenge worthy, i.e. make a gps constellation with as few satellite launches as possible.