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Good_Cat

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Everything posted by Good_Cat

  1. @Cupcake... your Moth fits perfect in my new Minmus Colony. Perched atop the highest spire.
  2. Congrats on release, these look amazing im usually not a fan of things that aren't stock-alike but the look and detailing on these are great.
  3. Made one also in stock aero game then tweaked in it in FAR and imported back into stock for the pics.
  4. Security Post Clarke was overdue its upgrade and expansion, "the Pits" is now joined by what's now being called by those allowed in "the Heights". Twin Taxi spots, 4 smaller Landing Pads 1-Left to 4-Right on the lower deck, 4 Medium Landing Pads 5-Left to 8-Right although these are mainly used as large Landing Platforms 9-Left and 10-Right. Pits Bar on lower and Heights Bar on upper levels. New power core and generators behind main hub. Two ReFuel Docking Rings Primary and Secondary I managed to get the part count down to just over 400, Welding was a pain and didn't like some parts welding them in different angles. So B9 Procedural Wings to the rescue. That's just over 400 minus the aircraft with its back up to 750 odd, lol i achieved so much i went from 750 parts to 750 parts.
  5. My modest creation from version 1 to version 2 modified for part count. Security Post Clarke otherwise known as The Pit" and not for any good reason other than its a s***hole. "The Pit" the local wild life has some unexpected visitors, not sure it was designed for this much traffic tongue emoticon. Might have a chance now at gettting some repairs done and some expansion pads. Joining the Taxi and the Single Seater Javelin, is its bigger brother twin engine Swingfire looking for the next "dogfight" to get mixed in with. The sleek Brimstone that dwarfs the others two making a pit stop on it way to its next combat contract, best avoided the predator of this sector. And finally making room for a little one a Patriot Medium CrewCargo (crewed for once more often than not a drone core front end) dumping it's load of whatever the love it wants but this time fuel for the station on the lower docking ring and to stop for a beer and some crap food.
  6. I've done a lot of reading but the information I've got nothing to apply or relate it to. What the difference between the Cross Sectional Are Curve and Curvature Cross Sectional Area curve. I understand how the Green line is calculated by lateral cross section area not the yellow, does it have something to do with Sears-Haack body. The Blue line is air pressure so im expecting a positive spike at the nose followed by negative then shouldn't there be another positive spike on the leading edge and trailing edge, im thinking where the mach cones would be created or has this line something to do with aerodynamic drag?? Why the large spike on the trailing edge I build this in stock and have tweaked it in FAR
  7. Has anyone got a working Skylon lookalike working. I'm a FAR noob. I've got the basics like area ruling down but i've nothing to compare mine to in terms of Cl and Cd figures along with what speeds / altitude should be stable at. Along with TWR's for FAR.
  8. Mk3 inlines can't wait too see this will it be standard size either end or Mk3 to 2.5m or Mk3 or both.
  9. AirBrakes wrap 8 or so round that tail and mainsail even if it is for looks, i don't need to use airbrakes unless im landing using the below. Drop periapsis to 50km roughly above where you want to land, you have MechJeb so this is easy, open Smart.A.S.S - SURF - SURF again heading 90 pitch 30-35 roll 0. SAS will try to hold a 30-35 pitch up into the atmosphere giving you a nice long steady glide. RCS can help hold this. Any lower than 40km peri for a big heavy craft and you smash into the thicker atmo real fast , the above will be a long burn with plenty of aerobraking in the high thinner atmosphere. I've brought back a Mk3 Spalce Plane with its cargo (5 man Tourist Taxi, which filled the double bays because i forgot solar panels on it and though f*** it.... i wonder if i can).
  10. I've put hundreds of hours in KSP nut never tried something like that, my spaceplanes are better than my rockets, rockets i've usually forgot something. That looks badass, gotta give that a go myself. I might have to try replicate this, download burn together and take 2-3 Mk3 SpacePlanes into orbit with full cargo bays, tweak a my Mk1 to fit a nuke on them. I take it Duna with its thinner atmosphere needs are larger wing area???
  11. Tourist Contracts round the Mun and Minmus built a 2.5m lander to hold 5 plus abaltor, decoupler, fuel, poddle, lander legs and RCS, looking good 3km/s delta v sweet added a cool Halo ODST nose with air brakes and parachutes. Throwing this into orbit time after time gets expensive dumping mainsails and skippers to burn up. I wonder could i use the Mk.3 SpacePlane, the Tourist Taxi fits into the cargobay nicely. Wait a sec disable the fuel on the taxi don't wanna end up in orbit only to find out the Mk3 used the taxi fuel. Launch. 80km later, undock Taxi, no solar panels. De-orbit both. SPH - add another set of landing gear to the back double sets each side look cooler, oh yeah solar panels change the panels on the Mk3. Launch. 80km later, undock Taxi, still no solar panels. De-orbit both. Really attention span pay attention. SPH - solar panels add panels on the Taxi. Done Launch. 80km later, undock Taxi, deploy panels while still in the cargo bay they all break. De-orbit both. Really, this can't be that hard. Lau...wait SPH add the damn tourists. Almost forgot them only realising 3rd lauch attempt in. Launch. 80km later, undock Taxi, deploy panels, Yes everything looks good, solar panels and tourists no MechJeb or KER who cares they're a luxury. Goooo.....noooo...???? No fuel I must of forgot to disable cross feed and used the fuel getting up here. FFS. De-orbit both. Really, this can't be that hard. " disable the fuel and RCS on the taxi don't wanna end up in orbit only to find out the Mk3 used the taxi fuel." I forgot i did that............ Checklist - for ***'s sake pay attention. - don't try anything complicated or clever because i'm an idiot, keep it simple. - solar panels. On and end note the Mk3 is over-engineered and works great looks cool too and the ODST air-brake and parachute section for the taxi works great too but adding solar panels takes 1.5 hours and 4 failed missions.
  12. Perhaps using the world "suitable" wasn't the right word to use with Valentina, find something suitable to take to Minmus. A Concorde(esque) SpaceSpane. No Val thats not what suitable means...
  13. What is the worst or most difficult rocket or spaceplane you've tried to dock to a spacestation or another craft. This was a pain to dock. Made this for bouncing round the planet and high altitude contracts, its a sort of Concorde, wish i could fill the wings with fuel. The spacestation i put in orbit by mounting the same wings and tail on it.
  14. I'd bring the centre of mass a little further forward, they are close now with a little fuel use the CoM will shift behind the CoL and it'll flip, switch the Docking Port and Monopropellant tank around that should shift the weight around enough. And bin the radial intakes not really worth it.
  15. Pilot Jeb checking i built this Mimus Drop Ship properly he wasn't a fan of the last one, unbalanced thrust caused the thing to spin only managing 10seconds or so of forward thrust. VTOL was fine though.
  16. Though dead but found a 1 week later IRL with Val on my first Carrer Minmus Station never noticed those two sneaking in there.
  17. 10 - More solar panel do look good KSP is all about form over function ........right. I might get that Eeloo capture.. on its next orbit of the sun, ran out of lecky, not enough solar panels. Aero capture ............... sets impact periaps for 1km, double stack heatshields FTW Fuel for return trip from the mun, thats what RCS is meant for isn't it. On topic: Your Moho lander turns into a Moho flyby when it arrives and you realize you need 3 km/sec of delta-v just to burn into orbit. (That was me for sure, still haven't managed more than a flyby. Moho has given me new appreciation for why we've only orbited Mercury once in real life...) You capture Moho and orbit.....whats this return trip you speak of.
  18. As always your stuff is awesome, more rep.
  19. Looking at your rocket once those booster go and your high enough that the fins don't have a great deal of influence as the air thins out the heaviest part of the rocket is the back end, so it'll flip. Even looking at the rocket now the weight is all quite low, short and fat rockets aren't very stable. As ^^ he said some fully movable canards (AV-R8s, tailfins) and Mach 1 at 18-20km?? how fast is that in FAR. As long as im not going transonic below 10-12km in the thick atmo or get reentry heat during assent the faster the better.
  20. I've tried building a few SSTO's in career I've jumped forward to unlock the turbo jets and have a few parts mods installed but struggling to get them into orbit, its either my TWR is below 1 so i cant break the sound barrier and keep accelerating or i don't have enough delta v. I can go much smaller but then i don't have any cargo or passenger capacity. In the end i mashed to two together and jammed on a launch stage from the runway ( because i least i got some from the runway to space and its a plane but i used a rocket, so almost there.) Anybody got any pics of not massive but smallish with a either a passenger or cargo capability. This was my passenger. And here's the mash up of the cargo and passenger attached to a very early weedy KSS, destined never to climb out of Kerbal's atmosphere on it own power. Does make a good looking SOI runaround though.
  21. I take it none of your Tourist have asked for SUB-orbital tours of the Sun. Impact trajectories into a gigantic ball of nuclear fire why not its a once in a life time chance. Highlight "once in a life time".
  22. I've flown by Moho and Orbited Duna and Ike the only place i've captured, orbited and landed was Eeloo lol, built my first thought out Interplanetary ship and figured screw it Eelloo it is. P.S. You need massive solar panels or RTG / Fuel thingy.
  23. CoL and CoM both matter. The further the two are apart the more stable the rocket it but its harder to turn due to it stability. You want you CoL as low as possible and your CoM high enough, to low closer to CoL and you rocket is too sensitive to imputs, to high and the opposite the rocket will not want to turn. Think of you CoM as a pivot point about which your rocket will move around and CoL is where the turning,yaw,pitch force is applied. Bigger wings and gimballing engines give you more control, bigger wings also mean more drag. If you have a bit of a dogdey stage try draining the fuel of of the stage while in the VAB and watch where the CoM moves. Short fat rockets the COM will move a lot And around Mach 1 you want the craft as stable as possible due to the extra aerodynamic forces in effect. And struts always struts the more rigid your craft the more precise your imputs can be, as control imputs wont be soaked up by wobble and flex.
  24. Thanks for the help gents, for my first Interplanetary landing i did.....Eeloo. Not my brightest but all the other transfer windows were ages way and all the others came and went while i was still on my way there :S. However I managed to orbit, land, plant the flags, re-orbit, re-docked to the transfer, and returned to Kerbin's SOI with 700m/s dv still in the transfer tank, still came into atmo a little on the hot side of 3200m/s but still successful. (4400 science and 31xp for both Jeb and Val.) Tweaked the escape stage for better TWR and bigger solar panels for high solar orbits (ran out of lecky and took forever to charge) and moved then on the centre nuke not the disposable outer tanks:S Did have to cheat and HyperEdit my lecky supply at Eeloo, i ran out totally, need RTG's or as above bigger solar panels. Plant a flag on the Sun next......Jeb's idea.
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