Veldez
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Everything posted by Veldez
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I am having many issues trying to use fan shrouds to make a tilt wing vtol aircraft. 1. How do you even get the shrouds attached? The only attachment point is the one inside for the motor. 2. Is there an upside and a downside orientation for the shrouds? I cannot tell if the side with the motor mount is supposed to be at the top or the bottom. 3. I am also unable to actually to get the fan blades evenly attached, especially once the motor is mounted inside the shroud. Should I maybe try to build the motor and blade assembly first then mount it inside? When I have tried this way I seem to be unable to get the motor to mount to ANYTHING. 4. I only have the small shrouds and motors right now. What is the most I can get them to lift, weight-wise, using 6 or 8 fans? Any tutorials or help would be appreciated. I am terrible at building fixed wing aircraft, and was hoping to make something the could land vertically and also get most of its lift and velocity solely from fans. I should also mention I am currently trying to use fixed wing surfaces, and just tilt the shrouds for vectoring.
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Highest Dv with decent TWR?
Veldez replied to Veldez's topic in KSP1 Gameplay Questions and Tutorials
Ok, I guess that answers my question pretty well then. Thank you for doing the math lol! I guess I should aim a bit lower then, maybe 8-10k dV. -
Highest Dv with decent TWR?
Veldez replied to Veldez's topic in KSP1 Gameplay Questions and Tutorials
Well, it was half-thought exercise, half-real attempt. I was curious just how high a Dv we could get in KSP, given the limits of the engines and fuel tanks available. My best attempt was using about 60 or 80 of the Mk0 liquid fuel tanks meant for small planes, and a single nuke. I hit just under 12k Dv with a TWR of 0.2ish. This was with zero payload though. The origin of this idea for me was to see if I could make a vehicle that could transport 2 kerbals to the orbit of any body in the system, dock with a pre-positioned station, and do it while (mostly) ignoring launch windows or any other optimal transfer concerns. I could either assemble it in space or refuel after launch, either way would work, as long as it is reusable once built. It would just be a personnel transporter for a pre-built refueling network. The reason for the TWR minimum is I HATE doing super long burns, plus overheating is always a factor too. Since it is intended to be reusable, the cost isn't important, although asparagus designs that include 50 orange tanks in a cluster make me gag a little lol. -
I have been trying to built a nuke engine setup that can hit 15,000+ Dv and still have a TWR of 0.2 or 0.25. So far the best I have come up with is under 12,000 Dv. Can anyone give me pointers on the best way to built a massively high Dv rocket, or do I have to settle for assembling such ships in space? I hate the wobbling clamp-o-tron attachments cause lol. Using stock parts BTW.
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I use KER for Dv and T/W ratio displays while building rockets, and in flight I mostly just use the top-of-screen display. It is so handy I usually get into orbit without ever entering map display or using nodes, just by using the info there.
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Ok, I just got 2 of my scientists to 3-star, and am setting up a couple science stations orbiting Mun and Minmus. I know the lab can hold 2 scientists, but is it required? Can I just stick 1 scientist in each one (maybe with a pet rock or something for company), and still get the research speed bonus? Also even assuming 1 is all I need per lab, are there any bonuses to putting 2 scientists in each one?
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Orbit related questions 1.0
Veldez replied to Veldez's topic in KSP1 Gameplay Questions and Tutorials
Ok, I got two launches to orbit now, by nosing over slowly as soon as I hit a couple hundred meters altitude. Kinda of a pain, having to swap between map view to watch apo, and the flight view to pop stages, but it works. So, it seems the old way of getting into orbit doesn't work anymore. Also thanks for the alt-F12 heat thing, and too bad about the flight engineer data..... I was REALLY wanting that. I don't want to use any mods. -
Orbit related questions 1.0
Veldez replied to Veldez's topic in KSP1 Gameplay Questions and Tutorials
Ok, maybe that is my issue with orbiting as well. I have been doing little if any turning before 10,000m. Basically straight up until 10-12km, then turn to 45 degrees as fast as I can. Haven't spun out of control, but I have not orbited either. Once my apo hits 75km or so, I kill engines (or usually drop SRB's lol), coast to near apo, and full throttle toward horizon. I always run out of fuel before circularizing, the closest I have gotten is a decaying orbit half in and half out of atmosphere. Will try turning slowly and as soon as possible. -
A couple questions: 1. I was definitely in the "throw moar rockets at it if you fail to reach orbit" crowd for 0.9, and while it was fun, it doesn't seem to really work in 1.0. I have yet to get anything into orbit yet. Is it really important to stay below terminal velocity now for efficiency? I turned my SRB down to 70% but still break 200 m/s well before 5000m up. As a related question, is there a list of terminal velocities by altitude and planet anywhere? 2. Is there a way to see the temperature of various parts in stock KSB? My rockets are regularly glowing, and occasionally exploding from heat. It would be handy to see where the heat is. 3. I had thought that an engineering report including Dv and TWR was going to be part of the update, but I cannot find it. Is it buried somewhere I just haven't looked, or are all the Dv and TWR figures people are quoting coming from a mod, or heaven forbid, MATHS!?
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Changing Tracking List Order
Veldez replied to Veldez's topic in KSP1 Gameplay Questions and Tutorials
Ah bummer..... well thanks for the reply anyway -
Is there a way to change the sorting order of the list of objects in the tracking station view? I have my stations, bases, probes, and landers named in such a way as to group them the way I want to, if only I can change the list to alphabetical. Sadly I can't seem to figure out a way to change from the default "by flight age" order. Is this even possible?
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How do you make plane wings solid?
Veldez replied to Veldez's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the replies. I made modular strips in rows and tied them together. The wings are now more or less solid. And I managed to get a small plane with a 2x800 fuel tank payload on it to about 20km altitude..... and then it goes tail-to-prograde flipping, and I lose all control of it lol. Apparently I need to work on it more. -
Title pretty much sums up my question. I have been trying (largely unsuccessfully) to make a large enough space-plane to resupply fuel in LKO. Among my many issues, the wings I build always seem to be in multiple pieces, such that strips actually flop around independently. That REALLY doesn't help with getting a heavy plane into the air. I see on the couple of planes I downloaded that the wings are all nice and solid, even when composed of many separate wing pieces. How is this achieved in stock KSP?
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A quick question on admin building strategy settings; in career mode I researched the entire tech tree, and set the strategies to 50% science->funds, and 50% science->reputation. I was assuming that all contract science would then be split between funds and reputation, and all "exploration" science would still go to science. The contract science seems to be dividing properly, but what seems to be happening with the other science points is they are just vanishing. None of the science, funds, or reputation meters go up, even though it says I am getting science for transmitting data from a new biome, for example. Is this normal, or am I misunderstanding how the strategies work? I wanted the bulk of the science (from contracts) to go to funds and reputation, while still getting a trickle of science from exploring, in case I wanted to change strategies, or new tech trees come out.