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Spaceman_Spiff

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Everything posted by Spaceman_Spiff

  1. Nah, it's Bart Kerman. Eat my shorts!
  2. I've never done a Kerballed mission to Moho, but I recently successfully sent an orbiting probe with a lander there. On the first attempt I didn't have enough dV to insert the probe into Moho orbit, but I found out the trick was to time the Moho intercept when Moho is near its Aphelion. That way, the dV requirement is much lower. Also, I launched directly from Kerbin with enough inclination that I didn't need much correction later. I agree that it's not easy to get there, but with some fiddling it is at least possible. I still don't have the experience to attempt a return mission, though.
  3. I just tried this, and it works, thanks! It only has to be angled very little downwards, pressing the c-key so it doesn't snap. If I angle it too much downwards, the lift vector moves backwards again somehow.
  4. That's because in level flight the tail plane is not at 0 degrees angle of attack (in most normal aircraft, I know there are exceptions). Only when pitching down. This still doesn't change the problem that the tail plane creates positive lift, when it shouldn't except for special designs.
  5. One thing that has been bugging me for quite some time, is that I can't mount a tail plane with negative lift; when attaching a tail plane, the lift vector gets moved further aft. On real aircraft, tail planes have negative lift to counteract the CoG being in front of the lift vector. Usually I end up making aircraft with canards instead which do have positive lift. Is there any way that I don't know of to make negative lift tail planes? With the new aircraft parts in 1.0.5 I tried making some realistic aircraft, but they ended up with the CoG so far in front of the lift vector that they hardly had any positive pitch range in flight. I suppose KSP somehow takes into account the negative lift of the tail plane while flying, just not when building in the SPH. Otherwise the aircraft would be highly unstable in flight.
  6. Yes, same wheels. I might well have had SAS on, brakes were on and off as I tried to control the rover but it only moved at a few m/s as if it didn't have traction. In the end I 'solved' it by sending another similar rover but with landing legs on, and just park it. It was a drilling rover like the one above, so it didn't really need to drive around. My conclusion back then was that those rover wheels were bugged on Minmus.
  7. I've had this same problem before, I believe it's a bug. The only way I was able to fix it was by putting landing legs on the rover, and deploy them when landed. You can also try editing the save file and change the state of the rover to landed, but in my experience even that doesn't work, the rover just jumps right back off the surface. What happens if you timewarp? When I did, the rover exploded!
  8. C'mon c'mon c'moooon!!!! (First post on the forum, by the way )
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