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KSP2 Release Notes
Everything posted by TheXRuler
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Landing Strut Specs and what they can handle?
TheXRuler replied to Vorg's topic in KSP1 Gameplay Questions and Tutorials
I would assume that the 450m/s are the impact tolerance befre the leg itself explodes. However I think that if you have something attached to the leg and impact at 450/ms/s the connection to the other part will break. I can say from experience that either the heaviest or the second heaviest can survive a ~250m/s impact (with an impact angle of about 10°) on the mun. I could no longer retract it but it survived and it saved my craft. Yay for lithobraking -
Massive steady reusable heavy SSTO (rocket)
TheXRuler replied to Warzouz's topic in KSP1 Gameplay Questions and Tutorials
Hmmm I don't think it'll be possible to slow down much by adding more chutes, either keep a little fuel to make one last braking burn right before touchdown, or avoid landing in the ocean, if you touchdown on land your landing legs can absorb the shock with far less damage to your spacecraft. -
Lack of heating and glowing parts
TheXRuler replied to majortimekiller's topic in KSP1 Gameplay Questions and Tutorials
If my memory doesen't fail me not even the ^^mighty F1 rocket engine^^ started glowing because it was cooled sufficiently. They injected the relatively cold exhaust gases from the gas turbine driving the turbopumps into the nozzle so that it would "wrap around" the exhaust and prevent the super hot H2+O2 flame from actually touching the nozzle. Also the cryogenic fuels were run from the tanks along the outside of the engine, not only to preheat the fuels and thereby increase internal pressure but also because blasting thousands of litres of liquid hydrogen (~ -250°C or about 20 Kelvin) through the pipes around the nozzle has a massive cooling effect. -
New jet engines help
TheXRuler replied to Scottiths's topic in KSP1 Gameplay Questions and Tutorials
Well, putting in nukes can be kinda hard, I recommend clipping them through an otherwise unused tailsection and adding the other engines radially. -
Tri-coupler - the point?
TheXRuler replied to CorBlimey's topic in KSP1 Gameplay Questions and Tutorials
I use them for building SRB only first stages, especially with the 2.5m to 1.25m tri and bicouplers I have managed to make a triple core 2.5m first stage. -
How to make an upgradeable orbit station?
TheXRuler replied to cephalo's topic in KSP1 Gameplay Questions and Tutorials
Ooooh that's such a cool way to show the crossection xD also, yes, medium (or even small) docking ports are fine for permanent and stationary stations. If however you want to do something as crazy as me and fly an entire ~700 ton space station out to jool you should definetly use the Sr. Docking ports. -
Recoverable booster S1 SRB-KD25k
TheXRuler replied to POllik's topic in KSP1 Gameplay Questions and Tutorials
The description is like that because they are based on the shuttles SRB's as far as I know. And those were indeed recovered. Still I agree that it is rather misleading to new players, as are some other things in KSP (many of which are not the dev teams fault) -
Massive steady reusable heavy SSTO (rocket)
TheXRuler replied to Warzouz's topic in KSP1 Gameplay Questions and Tutorials
~140t to orbit for ~100k is actaully quite reasonable, the only way to exceed this that I know of is using a gigantic SSTO. -
[thread=85063]How to change unanswered to answered[/thread]. At least you want to do it, I see so many answered thread with the unanswered tag.
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hmmmm you could either add in some staging (drop the empty t100's). Also launch not directly toward kerbin but toward the retro direction of your kerbin relative orbit. lift off and turn so that you are going in the opposite direction to which the mun is orbiting. For an optimal gravity turn launch when you are either directly in the center of the kerbin side or directly on the other side. Well not optimal but close enough
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Massive steady reusable heavy SSTO (rocket)
TheXRuler replied to Warzouz's topic in KSP1 Gameplay Questions and Tutorials
I agree with laie on that the drogue chutes are pretty much useless. Semi-deployment should not act as a drogue chutes (as far as I know it doesen't do that in real life) however with chutes fully deploying instantly and ripping crafts apart I see why they do it that way, I just think they should either slightly rework semi-deployment (ie a max amount of time like 30 seconds) or do it more like the realchutes mod in wich chutes deploy gradually, then at least drogues would have a use -
Welll, you could mount small fins halfway up and then strut everything nicely. You could start using the good old stitching technique again. Also have you considered getting the Kerbal Joint Reinforcement mod, it can do wonders in that area.
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[old thread] Trajectories : atmospheric predictions
TheXRuler replied to Youen's topic in KSP1 Mod Releases
I was going to say the same as futrtubl FAR has changed massively. Supersonic drag (among other things) has been redone on a big scale. However as "FAR" as I know (not funny, oh well ) aerodynamics themselves (as in L/D to AoA etc.) have not changed as they were already rather precisely modelled. What might have changed is the internal names and the way the code works, if I remember correctly ferram4 (long may he live) said that quite a bit of the code has been reworked and FAR now not only relies on modulemanager but also the ModularFlightIntegrator. -
Massive steady reusable heavy SSTO (rocket)
TheXRuler replied to Warzouz's topic in KSP1 Gameplay Questions and Tutorials
I haven't played much 1.0 but I would recommend a smaller braking burn, in .90 with FAR and DRE I usually circularized at ~71km and then lowered my Pe to ~35km. Also, dump all your leftover fuel before reentering the lighter you are the faster you will slow down The drogue chutes probably will not make much difference, they should burn up more or less instantly (at least as soon as you get enough pressure to slow down), however maybe airbrakes in the upper atmosphere could help a little. -
1.0 Delta V Maps and Atmospheric Charts
TheXRuler replied to NASAHireMe's topic in KSP1 Gameplay Questions and Tutorials
Well, the actual delta-v for planetary transfers etc ahsn't changed that I am aware of. The only changes are in the ascent for bodies with an atmosphere. Haven't heard/read of any updates yet but I'll link the m here if I do. -
Well, you could just land a rescue craft next to it (this can be a lot harder than it sounds, basically set the crashed vessel as your target and deorbit. Keep your retrograde Marker on the retro target marker and keep trying ) and use EVA to transfer your kerbals manually. In case you don't know EVA is Extra Vehicular Activity (or sth along the lines of that) so basically let them get out and walk over to the rescue craft. However this will require the corresponding upgrade (I think it's the astronaut complex, let me check). Edit: to EVA you will have to upgrade your astronaut complex to level two, which only costs 70k funds.
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Tips for my first interplanetary trip?
TheXRuler replied to SlabGizor117's topic in KSP1 Gameplay Questions and Tutorials
Just a little sidenote in general. I did a rescue mission to duna (screwed up my amount of life support, only had 80 days left on arrival) sending a payload more or less vertically up from kerbin (11km/s burn on one nuke xD) and tried aerobraking into duna orbit, however with ferram and deadly reentry there was no way I could aerocapture at ~9km/s relative velocity. What I did was burn retrograde shortly before entering the atmosphere to sth like 5km/s and then aerocapture, all in all I got there with 3 hours and 17 minutes to spare, lucky kerbals ^^ -
Hmmmmm I was wondering whether it would be worth suggesting to something like an insulator part to squad, to keep heat from the NERVA from killing my science equipment. Looks like squad already took care of that though(in a way). Sounds like the new stock airbrakes are just a teensy weeny bit OP, much like they were with B9. I don't know a huge amount about hypersonic fluid mechanics, but shouldn't airbrakes be limited in a similar way as control surfaces in that they either do almost nothing or are just torn apart when deployed at mach 5+? Oo
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Glad you liked it, I had quite a good laugh when I read the original post the first time The weirdest thing is you kind of get used to it and expect a certain key to rotate something in a certain way and then it does something completely different. Needless to say I absolutely love the editor gizmos added by squad in 0.25(?) and barely use the qweasd keys to rotate things anymore ^^ Edit: Maybe they will fix it some day (I hope they do) but I guess it's just too much work for too small a problem, as there are much more important things that need working on atm.