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cardgame

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Everything posted by cardgame

  1. That would probably be the Inventory tab then. I don't know if it's intentional, but the Addon tab is entirely empty for me.
  2. This looks like something from the '90s. Are you sure it would run KSP?
  3. Four of the largest 1.75m boosters (and nothing else) will get a command module in a very close orbit of the sun, ~375,000km or so. One large booster and 6-8 of the really long, 70 second burners is my typical launch stage nowadays. Love the power of these SRBs.
  4. Can't wait for this mod to catch on, so much better to actually fly an aircraft that doesn't ignore physics. Hopefully this thread will help a little bit. Also, I think I've figured it out, thanks ferram
  5. What speed are you trying to get to?
  6. With a little bit more thrust it might be possible, but something in one of the MMI-related plugins gives the solar panels a large amount of drag when deployed, or at least acts like it (it only makes sense) and very quickly drops your airspeed. They take something like 20s to deploy, so by the time you deploy them and undeploy them you've probably already crashed.
  7. Perhaps a first in the world of Kerbin, an eco-friendly solar-powered airplane has been developed. CG Ventures is proud to present the Dreamweaver! Weighing in at a modest 5 tons, the Dreamweaver design has a similarly minimal power plant, producing a TWR of only 0.3 on takeoff. She can achieve liftoff as slow as 36 m/s, though for a more stable takeoff I recommend 41m/s or above. She's pretty easy to fly and quite stable, though you won't want to pull off a lot of stunts as the 15 kN of thrust provided will not be enough to get you out of trouble once you're in it. With solar panels deployed: And here she is in the hangar, with control surface settings available in case they're not already set in the .craft file. The range of this beauty is roughly 36 km on full throttle, which provides precisely 8:06 of burn time. YMMV based on piloting skills. I've achieved a top dive speed of ~120m/s in a modest dive, and a level top speed of ~90m/s. She has no operational ceiling that I'm aware of, but due to the operational reality of fuel and thrust, I would rule out taking her above 4000m. NEW! The Dreamweaver is a toy, a novelty, and that had to change. With this design philosophy in mind, CG Ventures has created a new beast, the Dreamsnatcher. The Dreamsnatcher is everything the Dreamweaver was not: fast, agile, and powerful. Capable of reaching 6000m or higher, with a range of ~55km and a tentative top speed of 160m/s, the Dreamsnatcher is competitive with mainstream jets. Weighing in at less than 12 tons fully charged, she's still pretty lightweight for a craft of her size. When the power is depleted, she's only 8 tons and pretty easy to land, even at speeds of 50m/s. Be very careful with the stick, if you pull up at the last minute and don't have enough speed to keep her gliding straight, she'll nosedive. She can even fly, for a time, with solar deployed. Just don't try to land with them deployed, as the drag will pull your nose down 20 degrees or more when you least expect it. note: do NOT empty your fuel cells, as once they are dead, they are impossible to recharge. Should be fixed in 17.1. pilot's tip: yaw is useful once again, and combined with pitch, is the best way to steer your plane. ------------------------- Mods Used: Get Ferram's Aerospace Research here for a semi-realistic drag model. Way better than the broken thing we have now, and as far as I can tell, it killed the infiniglide bug, therefore all craft produced with it are legit. Get Mechanical Mouse Industries pack here. Don't forget to get the satellite pack for the solar cells, and the assorted plugins that go with them – Kreuzung's electrical energy plugin, Mumech, and PowerTech. *[CG Ventures] is in no way responsible for any deaths, dismemberments or explosions caused by attempting to charge the batteries while in midair.
  8. Mine can fly, but they're all totally uncontrollable. If anyone has a working craft, could they be so kind to post it as an example? edit: sort of figured it out, still very unstable for jet aircraft but I've made a neat little electric plane.
  9. Oh, totally my derp then. Manually installed, took forever but it does work – now to figure out how the hell realistic aerodynamics work.
  10. I'm using Kreuzung's electric, PowerTech, cart, Bace, Mechjeb, and MMI. I removed all of these and it still froze on loading StandardctrlSurface, probably because such a part does not exist. I only have a SmallctrlSurface. This is also true of my backup folder, however, which loads without problem. [](/ajbaffle)
  11. I've never used RCS to land on any celestial bodies, a proper retroburn is all you need. RCS is useful when you have a giant ship in space and it takes two minutes to turn around with the command module's gyros.
  12. Oh, maybe I was just hitting the wrong button. Thanks for the help Dalfite, Cykrios
  13. This is probably not ideal, but the easiest way I can think of to force a rendezvous: Have your target in a stable circular orbit, launch on the same direction and inclination, establish a slightly elliptical orbit. Time it right, then burn towards your target and retroburn as you approach to kill speed and match AP/PE.
  14. 1. Is it possible? 2. How can I do it on a Mac? I heard someone say it's just alt > or alt + clicking on the warp, but neither of those work for me...
  15. I still haven't been anywhere but Jool, and that was only with a chute probe. Need to beef up my lander just a little bit and I'll be able to get it to Duna though, I think. edit: "M&Ms by Kerbin"
  16. The fact that his helmet looked like another planet as I slowly scrolled down made this image way cooler. Nice shot.
  17. At the moment, mostly playing KSP, RO2 and WoT.
  18. What part makes up the chassis of that lander?
  19. Everyone refers to the autopilot, but as one poster said, it provides a lot of very useful info and isn't necessarily an autopilot.
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