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martinborgen

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Everything posted by martinborgen

  1. Dropping only tanks with no engines on the first stage of an asparagus is something I tended to do too - as the outermost tanks get drained very quickly on a big setup - so your TWR is going to be enough to lift those without engines on them because after the first 12 seconds or so your rocket would have to make do without them anyways.
  2. Yes. The advantage is that you mantain a higher TWR compared to an asparagus.
  3. Cool, good explanaition. yes something like that. Mechjeb is probably more accurate, but with this simple rule of thumb you can always find a good enough launch window. Here's what I mean with the tangent match-up: (a tangent is a line drawin straight from the edge of a circle) Of course, only for the circular orbits, it s a bit harder for the eccentric outer ones.
  4. Overcorrections is probably the reason why.you're tensing up and being stressed. As a classical music student, I deal with this a lot. It's as much knowing what to do, as knowing what you don't need to do, that will enable you to keep your cool and drop rovers and dock in gravity and what not.
  5. I always do my transfers from LKO. The trick is knowing when it's time to go: if the planet you're going to is outside kerbin, you should look when a tangent from kerbin straight ahead hits your target, if your target it behind, you should go when your targets tangent straight ahead hits kerbin. No time lost, usually if you leave kerbin's SOI, and do a manouvre-node, and drag it around, chances are you'll end up performing the manouvre at the same place anyways, but much less efficiently. I never use any mods.
  6. I had all my active contracts disappear. I noticed this when i flew a tanking mission in LKO, then crashed the tanker (watching it crash), then returning to KSC. I dont' know if this is related, or if it happened during the launch even. Second time I noticed this was after said refueling, going with a ship to duna and then to KSC. Same thing there - they're not failed contracts or anything. Also I notice that in the map mode, unless the navball is made visible, you cannot choose what will be visible on the solar system (debris, etc. )
  7. Minmus, close, and everything is possible.
  8. Arguably, a jet engine shouldn't perform very well on a beach buggy at 50m/s
  9. 50m/s = 180km/h. I see no problem - look at any sports car. Makes me like the drag model more. Occlusion doesn't really happen for a rollcage-like structure, so in this case stock>FAR.
  10. Yes, I know very well that I can remove the LOX in the VAB. But I cannot replace it with LF, hence the tanks are not such a good choice.
  11. I've encountered more problems with nuclear engines than I thought. Due to the only liquid fuel usage, i find it hard to build larger stages of nuclear engines - as before Mk3 parts are unlocked, only mk2 and mk1 pars are available - and the mk2 parts are difficult to use on rockets, as all adapters, nosecones, etc. have LF+OX, decreasing efficiency. Though efficiency is still better than normal engines for larger craft (I assume), the need for many engines due to their small size and the assorted heating problems leads me to consider not using them. Also, using them would create problems in the logistics chain for a craft, as refueling a nuclear powered craft from a station leaves surplus oxidizer.
  12. I haven't gotten there myself yet, but for a Minmus station, isn't it easier just to land the whole station to refuel on ore? I remember in my last career before 1.0 that even really big surface stations did well with a couple of poodles.
  13. Um, can't the pod survive re-entry without heatshield? I think it can. If it really can't, then do the opposite of launching it - have a craft that burns retro instead of only relying on the atmosphere. Not much, just to go slower, hence less heat.
  14. Soo, with the Mk3 parts really inviting to a huge spaceplane, the engines available are not up to the task. Instead of having to use something like 34-ish rapiers and perhaps even more intakes, it would be great to have bigger and more powerful engines so that a spaceplane launch can be done at more than 2-4 FPS. And of course, the intakes to put on the other end of the engine nancelles. Also there's a bug with the action group when working with many engines in the SPH. If the engines are moved, only the engines on one side actually react to the action group, the others don't. PS. I really like the new large wings though!
  15. In 1.02, I launched a SSTO plane into orbit while drunk last night.
  16. I'm interested how you managed to place all those engines and intakes like that. I tried to reverse-engineer your design, because it looks great. But the only way I know is octagonal struts, but those leave a gap. Also, my raipers started overheating.
  17. As title says - KSP has never been more fun! Love the new stock parts, love that the new mechanics are there (Deadly re-entry, lifting bodies, etc.).
  18. @ fuel draw, it was in the changelog I believe, jet engines now drain liquid fuel evenly from all tanks, or something like that it said.
  19. Just for the record - at least I still get the bug where attatching something to a radially attatched part (2x) makes two of the item on that one part, instead of the part on the opposing side of the craft. Also selecting parts when you are trying to attatch the second end a strut can happen, which will bork the whole process.
  20. I notice the 3-man command pod's exhaust vents (or whatever, they look like some kind or RCS spin thing) have one in the wrong direction, me thinks? From the default view, it's one for turning clockwise and one for anticlockwise, but the other side has two in the same direction.
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