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selfish_meme

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Everything posted by selfish_meme

  1. OK I think I have done it correctly. This craft has not been flown. I just built it. The SMA HIDC (Hope it don't crash) The cost of the plane to build is 44435.2 Cargo is 3t of ore Ah, how to fly, well I would shallow climb off the end of the runway, going really fast until about 20+km doing about 1400+m/s, once I stop accelerating then I would switch with action group 1 to the nuke. Once I had an apoapsis above 70km I would set up a circularisation burn and get on it, cause it's going to take a while with the nuke. Landing is the same as always, 25-30 degree pitch airbrakes deployed (crap, I just remembered I forgot to turn them off for pitch yaw) once atmosphere is thick enough action group 2 to turn the nuke off and the whiplashes on, land like a normal plane. Fingers crossed, head between knees, kissing my own sweet ass!
  2. Ah, sorry I didn't read the rules properly, I build these things all the time so I will track another.
  3. Finished testing and optimising the OrbitMaster, and I am releasing it officially. Differences from the K-Prize Orbiter. 5t Lighter Faster due to Better Aerodynamics (and TWR boost from weight reduction) Carries more fuel for better range Has more control authority for easier operations in air and space Improved Balance Bigger Batteries and improved area placement of solar cells I don't recommend this SSTO for beginner pilots, but you only need a little experience to fly it. Detailed instructions are in the album, or you can read my how to fly. 110t on the pad with 36.8t cargo for 33% payload fraction (puts you high on the leaderboard in the Stock Payload Fraction Challenge) 4 Rapiers 1 Whiplash Designed to reach 71kmx71km orbit with maximum cargo Action Group 1: Mode Switch and Activate Rapiers Action Group 2: Shutdown Rapiers for in atmosphere return Craft File Some Images are from a slightly earlier craft than the released version and details may have changed
  4. You need to do a shallower reentry, also make sure a blunt non aerodynamic surface is pointed forward like a heat sheild, also airbrakes help.
  5. The atmospheric boundary is a bit messed up for all planets bar Kerbin, the zone between instant death, aerobraking, and no effect is quite small. I expect it will be fixed in the next update. Most people just come in too sharp and too fast expecting it to be like Kerbin.
  6. The algorithm that attenuates the atmosphere was redone to help balance Kerbin. The other planets affected by it have not been fixed yet, this is why it is so hard to aerobrake currently. On Jool there is about 500m between not aerobraking, aerobraking and instant death. I wouldn't count on their atmospheres staying like this and Jets and Rapiers will probably stop air breathing at 10-15km on Laythe. Also: Use chutes.
  7. So there is a definite effect, at least some of the fairings benefits remain and the weight is gone.
  8. Your going to have to reduce your velocity, I think orbital is around 3k/s if you are coming in faster than that you will probably have issues. 100Km orbit to re-entry is definately survivable even without heat shields, just air brakes.
  9. Also, once out of the atmosphere having a fairing counts against you, because it provides no aerodynamic benefit. So the fairing needs to be ejected at the right spot to provide the most benefit. Also the craft with the least weight will start to catch up once in space. So the longer you spend burning in space the the closer the gap will be. I just did another series of tests because I think Fosters had too much wing (which impacts an aerodynamic craft negatively) and I also think Mechjeb will fly the craft differently (limit speed etc) so I just used the prograde SAS. Interestingly the results I got show the unbuilt fairing get an Apoapsis of about 4000 km, the built fairing about the same but with a much more circular orbit with the periapsis of 10,000m. The deployed fairing achieved 9000 km. Can we explain that by weight difference?
  10. What speeds were you doing, the craft has big draggy wings at the back, what if you go more streamlined (no wings) and faster.
  11. Um http://forum.kerbalspaceprogram.com/threads/116729-Stock-Payload-Fraction-Challenge-1-0-4-Edition
  12. After reading a few comments on the forums I decided to chase them up. Below are the results. Fairing Bug Test If you stage the fairings on the ground you get rid of the mass but not the aerodynamic efficiencies: True Pre-coolers allow you to go faster and higher while air breathing: Inconclusive Edit: After fixing the deficiencies in the first test it seems the difference is negligible and can be accounted for by extra intake air. It is better than a fuselage part but if you need more LF it's probably better replaced by the LF tank.
  13. In a real Sabre/Rapier design they should be necessary to cool incoming air to make it denser for high altitude operation. Maybe they just have not managed to implement that yet.
  14. Nvidia SLI does not need game support, and Linux nvidia can do it, i ran an SLI setup for many years.
  15. In another thread someone discovered the same thing, my guess is that drag is a cumulative average and two less draggy things in front of a draggy thing make overall less drag.
  16. An ice age Kerbin makes sense when you think about it. Population gone, last few trying to find a new home, last industries space prioritised. Kerbin would be a lot more boring.
  17. Can you fit a jet engine in either or both, inside where no one can see it? It might let the speeder fly and if pointed down (not working) will lower the cg of the dune buggy. Awesome craft I am gonna try them later.
  18. I can't give rep on the mobile site but I wish I could. I was wondering the exact same thing.
  19. RCSBuildAid set to engine, red circle is dry mass, important to design plane to be balanced when full and empty. IntakeBuildAid balances intakes for performance and stop asymmetrical flameouts. These days spaceplanes are a matter of maximising your in atmosphere speed. Two whips to a swivel, or a Rapier to 15t. One intake only per engine. Get your speed to max possible by 17km, as close to 1350 m/s as possible. Then switch when acceleration tails off and pitch up a bit for orbit, not too high or you lose effiiency through cosine loss. Rapiers don't hit max thrust till over 400 m/s so you want to hit that as early as possible.
  20. OK, I have done some quick testing, it is here. TLDR: Shock Cone, don't use anything else. I pretty much duplicated Levelords work, the only extra thing I found is two Shock Cones, one in front and one behind Rapier is the best combination.
  21. I have never seen that screen before, is it a Windows thing? I have always run mine from steam on Linux.
  22. Apparently try the Directx 11 command line argument, it should reduce your memory footprint enough to run Eve and AVP. It could also cause glitches. Best bet for stable is to go Linux. It has the only stable supported 64bit ksp client. - - - Updated - - - The Eve pack is for 64bit installs, if you have Windows it is by default 32bit, unless you have done the not recommended 64bit hack.
  23. This thread should be moved to the support forum. And OP copy your KSP folder somewhere else then delete and re-install from fresh, no mods or 64bit, does it still crash? Did it ever work or has it just started crashing?
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