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tutike2000

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Everything posted by tutike2000

  1. Looks like a souposphere-era design You need aerodynamic rockets now. Nosecones and fins at the bottom at least. Maybe move that outer stack downwards as well.
  2. I'd suggest just using SmartASS from MechJeb, instead of going cold turkey. MJ doesn't have the option to match a contract's orbit, although it would not be impossible to implement, I think. If you absolutely have to use MJ, circularize at the target Pe or Ap, then change inclination to match the target orbit when you intersect it. Inefficient, but it will work.
  3. Landing is just taking off in reverse. On an airless body, that is. So just think of the most efficient way to take off: Full thrust, pitch over as soon as possible to just barely avoid the terrain. Circularize at Ap. Do that in reverse: - Pick any point in your orbit, ideally your Pe - Burn retrograde so that your new Pe brushes against the terrain - Suicide burn to land This all assumes near-infinite TWR, realistically you'll be pointing a bit 'upwards' from your retrograde during your suicide burn.
  4. You can also increase the min pressure for parachutes. Could probably set it to anywhere between 0.3-0.75 for use on Kerbin. You can also edit the default value in your chute's part files if you don't feel like tweaking it every single time you add one.
  5. ^This. Attach a probe or docking port that points 'up' by any means that you like. The Editor Extensions mod will let you attach a probe core directly. If you want to keep you game vanilla, you can add a radial attachment node, docking port, girder, anything that will have a node, then plop that probe on top. Or just use a single docking port and 'Control from here'
  6. 1920x1200 Surprised it wasn't in the options, it being so common.
  7. Lift in real life can only be generated by 'pushing down on' or 'turning' the flow of air. Both the upper and lower sides of a real wing contribute to this. In (stock) KSP however, a single part/wing section will generate lift regardless of what other wing pieces are placed next to it, inside it, stuck to either side, glued on top, etc etc. Not sure about FAR.
  8. Screenshot of it happening, please. Ideally with right-click menu on the engine visible.
  9. Ah, it seems somebody went ahead and did it. Thank you. http://forum.kerbalspaceprogram.com/threads/129154-1-0-4-Chute-Safety-Indicator-v1-0-0-July-19-2015
  10. Blasting through SOI changes is still very much possible. Unless you've got KAC installed and set up to bring you out of warp, you're not safe.
  11. Exceptions eat up a lot of CPU (compared to normal execution). I've got SSDs only, and the spam was very noticeable. I have a very slow CPU (FX-6100)
  12. Well, I was thinking that you would get 1.0 TWR from SRBs alone. With Liquid engines you'd have 2.0-2.5 or more on the launchpad. SRBs are also useful when your VAB isn't upgraded, so you can make a stage using half the usual part count (1 SRB instead of 1 tank + 1 engine)
  13. You can simply not add engines to your transfer stage. Use your lander's engines for both transfer and landing. Essentially, in orbit you'd only leave a fuel tank and reentry capsule.
  14. Vertical stages get less stable the longer they are because of the center of mass shifting. Try having more stages, that are shorter. Parts on the same ship cannot collide with each other, so girders will not help with wobble. Add SRBs as your first stage, attached radially. Limit their thrust in VAB so that they give you 1.0-1.5 TWR, have one liquid engine on the same stage as well so that you can control your speed. Add as many control surfaces as you want, see what works best for your design (trial and error, sorry). Get the kerbal engineer mod to show you VAB readouts. I can't imagine building lifters without it.
  15. Remove mods until the issue goes away. Find the mod that's causing it. Contact the person who made the mod.
  16. - Fleas when your Separatrons just aren't big enough. - Suborbital tourist cash grinding. - Deorbiting lifter stages that end up having too much fuel in them
  17. This. A long, thin ship will not slow down enough to be salvageable by regular chutes. Use drogues, airbrakes, or just detach everything except the pod.
  18. Drogues and regular chutes need to be in different stages. 1 drogue will probably be enough no matter what sort of craft you have - set its deployment height as high as possible, it should slow you down below 200m/s even if you have a monster of a lander. Once at reasonable speed (250 or less), stage your regular chutes. If your drogues can't survive your airspeed, you're coming in way too steep. If you don't have drogues yes, you need to come in at a very shallow angle, or have leftover fuel to slow yourself down with. ---- Edit Oh, now I notice that you're talking about chutes on your lifter. That gets a lot more complicated. Either install StageRecovery to make your life easy, or tweak chute properties. All chutes on the stage you drop need to be staged together, but deploy separately. Your drogues should deploy as soon as possible (min pressure, max height), and your regulars as low as possible (max pressure, min height). Adjust until you can get it right, and don't stage your empty lifter if you're going too fast.
  19. Hi there, Never really built planes, but I'm considering starting to. Back in 0.90 and earlier, I remember people having to pay attention that the wings they place on their spaceplanes were the right side up/forward, otherwise they did not produce lift. Is this still the case in 1.0.x ?
  20. If it did, we probably wouldn't have much problem with 32-bit KSP using too much memory.
  21. You can go into your GameData/Squad/Parts dir and edit the command pod in Notepad. Set its weight to whatever you think is right.
  22. Alt-F2 to see your debug output. Or F3 to see your flight log. I've had something similar happen when a mod threw an exception, then the whole craft blew up.
  23. Docking ports are useful for maintaining low engine torque. When docked, they will tend to keep your craft aligned properly, assuming your docking ports are placed on the main stack. Using the klaw can mean your craft ends up being asymmetrical.
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