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Screeno

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  1. Oh I forgot to add, I have the temperature gauge disabled, so it can't be them, that's why I was so suprised it crashed. I'm gonna do the landing again now, hopefully it does not crash again - - - Updated - - - Woooo it didn't crash and now Jeb bill and bob are safe amd back home thank goodness.
  2. This is starting to really irritate le now, I've made made this spaceplane I'm very proud of (details ill post later so people can have a look, as I need some answers about it) I go through reentry, and come in to land ofver the desert continent (because I keep undershooting ksc but I don't care now lol) and I get to a safe landing speed and at a low altitude, deploy my gears and prepare to land.. and thre times, ksp has crashed to desktop at this point. No even "ksp is not responding" or error report either! This happened on another occoasion last week. I was also doing the same thing then, albeit with a smaller ssto. Anyone else had this problem? It's really making me exasperated now, as I've had to try landing this thing (which is big and difficult to land but more on that in a nother thread ) 3 times. Argh
  3. Cool thanks I didn't know you could do that, looks like I will get KER then!
  4. what does "In" mean? is that dividing? multiplying? what to i divide and multiply by what ? ive now got a load of numbers, but i donrt know what toi do with them. edit> omg i did it lol so i now.. think that my craft has 3089 Delta v in space. is that enough to land on the mun and back? the thing is i will end up wasting delta v a lot on landing because the craft would be heavy and ive only got 2 nukes.. argh im just gonna try it. if this doesnt work i think ssto's to the mun are dead.
  5. but it seems that mod involved putting an extra part on your ship, i thought it was just a ui mod... you see i want my ships to all be stock parts.
  6. Hi fellow kerbonauts! I've been designing an ssto, that when refueled in LKO is meant to go to the mun, I'd like to know how much delta V is have when I'm refueled, so I don't have to make the trip and then realise I can't get back... I much rather know if its possible or impossible before hand XD I'm very crap with numbers, so if someone could explain how a delta V calculation goes that would be great. Oh and twr too lol thanks. - - - Updated - - - When its refueeled it has exactly 3000 units of liquid fuel, and it weighs 46.1 tons at that point. Also it is using 2 nuclear rockets with 60kn each and an isp 800
  7. you mean, getting crushed by too much drag in the transonic region XD oh yeah ill find them for you just give me a minute ill get em- - - Updated - - - Here you are Geschosskopf dragMultiplier = 7.0 dragCubeMultiplier = 0.08 angularDragMultiplier = 2 liftMultiplier = 0.045 liftDragMultiplier = 0.027 bodyLiftMultiplier = 9
  8. Also I had a weak moment... I felt bad at first, but..I changed the Physics Cfg... Not to 1.0 settings, that would be a bit too much, but I put the settings exactly between the ones from 1.0 and 1.2.0. And it works like a dream! fun is back for me for now haha, My ssto went to orbit with 800 something LF remaining just docking with my station now. And then I will refuel, and test its real power! To minimus first. After it gets back, I'm sure it will Then if it performs well there ill launch another and try for the mun - - - Updated - - - (personnaly I think squad should pat h the game to be inbetween 1.0 configs and 1.2.0 that would please people suficenlty I thnik )
  9. Cool coincedence Mr red crown and yes I plan to take it beyond my stations orbit, testing if it can make it to the mun and minimus and back and stuff, then seeing if it could make the round trip to duna... But maybe it would just be landing on ike as nervas would produce less thrust on duna because of the atmo, but to counteract this I could just refuel some oxidiser for a. Little rapier boostt basically I'm manufacturing an ssto that could become an interplanetary ship, once refueled either at LKO, or minimus orbit, (i don't know which is better for delta v in a transfer?) to the surface of duna, ike, fully (definatley not eve lol) probably dres, possibly moho, but I don't think so, and I am sure it couldn't make it to the joolian system or further though.
  10. How much fuel did you have and how much was left when you got into orbit? The thing is I needed the shuttle wings because they contain liquidfuel which I seem to need about 800 units in orbit (which the two big s wings and wing strakes give exactly) to rendezvous with my space station (75x75 km equatorial orbit) it always did that in 1.0 the oxidizer is all consumed when the rapiers go to rocket mode to push the apoapsis to 75 km. I just wonder where I could put more liquidfuel without causing more drag or messing with the com/ col balance (currlently its balanced dry and wet)
  11. I still get the same problem, my craft can't climb fast enough, like, ill get 50/ms on a 45 degree climb, and when I want to gain speed ill still have to pitch down well below horizon. Im gonna have to change my config, the transonic drag is retarded. That's the only thing wrong with 1.2.0 . Does anyone have the old 1.0 config so I can look at both and put it in the middle? here are the pictures
  12. well, ill try climbing steeper and waiting longer to start my turn you mean?
  13. Ok so, I'm having a problem with flying rapier ssto's in the transonic region, as the rapier struggles massively to go from just under mach 1 to supersonic, like, my ssto (a Mk 2 fuselage based ssto, 45 tons with four rapiers and 2 nukes just to clarify) which im flying now will accelerate fine from takeoff at a 30 degree angle, but when it gets closer to supersonic the thrust of the rapiers drops, the speed drops, even using the nukes to help it break through to mach 1 does nothing. i actually have to dive if i want to break the sound barrier, like 20 degrees below! then pitching up to get back to climbing again i loose speed and go back to below 300m/s even... either im doing this all wrong or 1.2.0 aero has way to much drag in the transonic region... also if anyone could post the old 1.0 aero config that would be great. i think id be better off making a config exactly between 1.0 and 1.2.0 even though i do not like modding ksp at all.. i like to keep it stock.. just feels like cheating to me but now for the sake of my own fun i need too...
  14. Yeah how do you give rep? I think you deserve some!
  15. I find if I maintain a 20-30 degree angle of attack during rentry I only see a small amount of fire, and the temperature is safe, then when I get slow enough ill glide down. My attempts so far land in the desert continent or splash down beyond ksc lol
  16. I like the so called "potato chip" fairings, there satisfying when they all shatter about and your payload is revealed
  17. Looking at the poll so far, its almos 50-50 for both 1.0 and 1.0.2 atmo, so I suggest squad patch it literally in the middle of the two! That would be great! Please everyone and we all shut up about it.
  18. So, here's my thing, I've just used my space shuttle, (mk3 crew module, large cargo bay, big-s delta wing and wing strake, three skippers... yadda yadda yadda you get the picture XD) to do a replica of the first ISS module into orbit and now I'm thinking... How is it best to de orbit and return to ksc? I've got plenty of monopropellant to deorbit using the oms, the question is where should I target, and what altitude? WARNING! Just so you know, I'm using the old 1.0 aero configs. Oh teak its a 75km x 75km circular equatorial orbit.
  19. Anyone who tryed this out have you experienced parachutes being needed to deployed earlier? I did a simple slest on just a mk1 pod and mk16 parachute, it seems if you let it fully deploy at the default altitude, 500m, there isn't enough time for it to slow you down from your terminal velocity to a safe landing speed. Tried upping the altitude for its deployment and seems that doing it at 2000m is good, I also noticed that the landing speed with parachutes has increased, I'm getting 8/ms around about now, where before I used this mod to restore the superior 1.0 aerodynamics, in 1.2.0 landing speed was about 5.6/ms with the same set up. I know its not a deadly landing by any means, but with this mod changing the aerodynamics back, and squads recent parachute hotfix, it seems you have to be more careful when to deploy parachute. Before it was just like, "lol I'm 500 m up! Better pop dat chute! *slows from 200+ m/s to 5m/s in a matter of seconds* ... Yay!" Now it seems more realistic perhaps? I though ksp parachutes were a bit too powerful anyway.
  20. Personally now the way stock aero being the way it is I crave FAR XD does anyone know if its coming out soon?
  21. I've downloaded that mod for the 1.0 aerodynamics and it is so good, just like 1.0! It's fair and balanced. Most of all its fun! I was so happy when 1.0 came out cus it felt like I was almost playing FAR.. then a few days later what people are calling "the souposphere" came with 1.0.2 .... This 1.0.2 aerodynamics ain't fun really.
  22. personally I don't find it hard at all, I find it easier as its more realistic, so I know how to fly in it. But it seems lots of people would find it difficult, I think it would be nice to have the option to turn it on or off in game
  23. What if, squad talked to ferram, and FAR became integrated into the game as a new difficultly option! So whenever you start a new game, you are given the choice of easy aerodynamics (stock) or simulation aerodynamics (FAR) with when you choose far you get a popup warning saying something like, "this option is reccomended for players experienced in flight simulator games and aerodynamics, are you sure you want to pick simulator aerodynamics?" or somthimg . I think this would please everybody. Just my two cents guys
  24. I thought as much, so from now on ill turn them off
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