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Everything posted by XB-70A
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Make a first attempt of flying Buran 1.02 with the fewest mods as possible, AB Launcher for Energia, Mk3 Mini Expension for the RCS and finally Tweakscale. Actually 99% of the job has been done by minepagan as I just change some parts of his creation. Changes include another Cyclone central tank, substitution of the Whiplash couple by Panthers (only for aesthetic reasons), a new, stock, and sad-looking airlock, a medium nose-wheel instead of two smalls and finally two (misplaced) Mk-55 Thud as the 17D12 O.M.S. : . Result here : I've misplaced the RD-170s and their tanks, two of them collided soon after separation just around 120 000 of loss... about the rest she's suprisingly stable during ascent (passing 40 km is another story) and once on a nice trajectory the Thuds give around 1000 Δ v, making a 300 km circular orbit with rdv at 225 km possible for about 3/5 of the fuel onboard (it's comprising my terrible maneuvers abilities). Still needs serious refurbish so.
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When you tear your hairs out while looking at the uncompleted checklist of your first contract asking to place a satellite with a "material bay" in orbit, until you realize its the codename for the Science Jr. pod and NOT the Service Bay you put instead.
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Much more true when we think about the US-A family launched from the late 60s.
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Interesting topic. I used to past over the small SRBs for a while, even the Thumper once good liquid fuel engines were availables. Then the last week I made a bet with myself to realize a simple, full stock launch vehicle based on solid propellant only. She's named Etendard for its form and in memory of the recently retired Super-Etendard. One Kickback, one Hammer and a Flea, and suprisingly the last one performed pretty well ! It gives a nice last impulsion before the final stage complete the job.
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Hi all, I got some problem about guidance and control with the vector. After nearly two years of gaming I decided it should be time to finally make a first trip outside of Kerbin sphere of influence and due to a closest launch window have chosen Duna. Here is the launcher : It's full stock and got a total of 12 Vectors with 4 at the main core and 8 in side boosters. Now here is the problem, the launcher use to be uncontrolable once it reach approx 100 m/s, it start to lean on pitch or roll without any inputs from me and with the SAS on and staying on manual (with a smooth less than 2g acceleration at 60% of thrust). I've read many other topics before where it was wrote to limit the engines gimbal to 5 or less, I tried it but she still was flipping quickly after 100 m/s, I even deactivate the gimbling on the boosters and just keep 5 fore the core vector, same results. So I've tried another version of it with 4 Mainsails and 8 Kickbacks to confirm if it was a design fault, in that configuration she flies pretty well and is stable, just a bit underpowered. It's enough for a Duna ride but for the next flight I would like to go to Moho and here will need the Vectors again. What can do that ? It's not an unique case for me, each other craft made with KS-25 used to be uncontrolables in any configuration tried, 1 central, 2 to 8 on sides. I use these mods : - AB_Launchers - AtomicAge - B9_Aerospace - BahaSP - BobCatind (the Soviet engines pack) - BoulderCo - CactEye - Chatterer - CommunityResourcePack - CrossFeedEnabler - CryoEngines - EnvironmentalVisualEnhancements - ETC - FASA - Firespitter - FuelTanksPlus - HGR - HGR_Redux - HorizonAeronautics - InterstellarFuelSwitch - JarDev - JSI - KAS - KAX - KerbalJointReinforcement - Kerbaltek - KIS - Klockheed_Martian_Gimbal - Klockheed_Martian_SSE - Kopernicus - KWRocketry - MechJeb2 - Mk3MiniExpansion - ModuleAnimateEmissive - ModuleRCSFX - MP_Nazari - NASA (it contains the Shuttle by Mike-NZ) - OPM - OPT - PersistentThrust - PortraitStats - ProceduralFairings - QuizTechAero - SmokeScreen - SolarSailNavigator - StockPlugins - SXT - Tantares - TantaresLV - TextureReplacer - Trajectories - TweakScale - UmbraSpaceIndustries (SrvPack) - WaypointManager Thank you in advance.
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totm june 2018 Work-in-Progress [WIP] Design Thread
XB-70A replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I'm not totally sure about a three seats in a side by side configuration, it seems like what looks like a third seat is actually the "second" passenger one as the port door is really close to it. About their combat history I could make a mistake but if I remember correctly nearly all (if not all) R-5/H-5 variants were engaged in Korea for S.A.R. (with dual cocoon litters when it was possible) but also as F.A.C. sometimes. -
totm june 2018 Work-in-Progress [WIP] Design Thread
XB-70A replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Most of the tome I've seen two to three souls seated inside with a side by side rear seats configuration. Some pictures here : Sole problem is these configurations could be differents between the variants and the operators. The S-51 and some Dragonfly also were able to get two rows of two seats plus the one of the pilot in front, like the first Piper Apache. -
totm june 2018 Work-in-Progress [WIP] Design Thread
XB-70A replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Because this replica is well done, so easy to identify. There are not many rotary-wings who got the glazed "gondola" plus the fuselage without any vertical surface, and without counting that nearly all of them were coming from the 40-50's. -
totm june 2018 Work-in-Progress [WIP] Design Thread
XB-70A replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Sikorsky R-5 or a member of the family ? -
What new parts should they add?
XB-70A replied to Jeb-head-mug kerman's topic in KSP1 Suggestions & Development Discussion
For my part, more than everything, I would like to see new parts in the science section, more especially for the probes. Inspirated by some of the most famous missions like Deep Impact, Giotto, Hayabusa, Rosetta/Philae, Stardust or Vegas, how great it could be to go close to one small celestial body, capture some samples and bring them back with a tiny dedicated re-entry vehicle. A sample collector, cameras, a mini-laboratory as well as return capsules would be really interesting. Also if a new and larger solid-fueled booster could be studied, the old Kickback can still be useful in some configurations but in most of the cases lacks a huge amount of power. About 33% of thrust to lift just its own mass did not leave you a lot of room to use it as a first stage. And as a final point (but the least important to me), a new range of 2.5 m/large fuel tanks (or a lifting to the X-200 family). Apart of the Jumbo-64 I never used the others from Rockomax due to one simple reason : ugliness. I simply refuse to see one of these drums and their horrible beads on my crafts when all the others tanks are way more beautiful and pleasant to see. -
Still present to enjoy this beauty! Now she gives me much more desire to finally switch to 1.1.
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Thanks for your help to you both, really appreciated.
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Hi everyone, I expect to switch to 1.1 in a short time but do crafts with the Small Landing Gear parts will be loaded properly ? It can seems an idiot question but I used to download a 1.1.2 full stock spacecraft recently, install it over 1.0.5 (just to try) and the loading window tells me it was not compatible with, it does not tell me which part was, but the sole different was a Small Landing Gear. So do I have to remove all SLG from my crafts before transfering them to 1.1 ? Thank you
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totm june 2018 Work-in-Progress [WIP] Design Thread
XB-70A replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Reminds the MiG-21I prototype used to confirm the Tu-144 wing profile. -
Graphic problems under 1.0.5
XB-70A replied to XB-70A's topic in KSP1 Technical Support (PC, modded installs)
Aye! A lot are installed... sorry I can give you the folder names, but the files are on a flashdrive a long looong way out of where I am now. - AB_Launchers - AtomicAge - B9_Aerospace - BahaSP - BobCatind (the Soviet engines pack) - BoulderCo - CactEye - Chatterer - CommunityResourcePack - CrossFeedEnabler - CryoEngines - EnvironmentalVisualEnhancements - ETC - FASA - Firespitter - FuelTanksPlus - HGR - HGR_Redux - HorizonAeronautics - InterstellarFuelSwitch - JarDev - JSI - KAS - KAX - KerbalJointReinforcement - Kerbaltek - KIS - Klockheed_Martian_Gimbal - Klockheed_Martian_SSE - Kopernicus - KWRocketry - MechJeb2 - Mk3MiniExpansion - ModuleAnimateEmissive - ModuleRCSFX - MP_Nazari - NASA (it contains the Shuttle by Mike-NZ) - OPM - OPT - PersistentThrust - PortraitStats - ProceduralFairings - QuizTechAero - SmokeScreen - SolarSailNavigator - StockPlugins - SXT - Tantares - TantaresLV - TextureReplacer - Trajectories - TweakScale - UmbraSpaceIndustries (SrvPack) - WaypointManager But as it was a PITA to re-install all of these mod when jumping from 1.0.2 to 0.5, I used to play more and more with stock-only vehicules and, apart of the visual and graphic mods (obviously), nearly stop to use the parts mods. -
Hi everyone, I experienced some problems since the last December but it starts to really become annoying now. Sometimes images are better than the words to explain : This line of separation appears on the menu but also during any flight. The sole solution I found since is to switch to the map view then once came back to the ship view the texture is loaded again, but only for one Kerbin rotation, after it has to be done again. I remember having read some months ago others topic about that but there were no solution at this time and I can't find the topic again. About the others problems I got a bad position of the exhaust flame on the Rhino : Another problem about the exhaust flames, they appear as the engines are not running and even without fuel, here with the Whiplash : You can see that the Infinite Fuel is not switched on. It also happen with the Kickback and Skipper, once they ran out of fuel, the trust is clearly at 0 but the flames still are present. And now the final problem. Since today there is a strange reaction each time I tried to past in front of each vehicules, the camera cease to be centered on the ship and is placed in a rear position, this bug also "broke" my ship, in these shots you can see that the cockpit is separated from the rest of the craft : Did anyone have some answers for the lost man I am ? And please have my appologies if all of these problems have already been treated, I was just making some quick jumps over the forum during these last months...
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About the glue if I remember correctly the next prototypes have received the same (from stocks) as the one applied on Ta-154 protos and pre-series variants.
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Well done ! And your pilot got more luck than Gotthold Peter.
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Thank you Beale, but I already used to try with those links months ago (I should have precised it before...), and they were running pretty well until one of the update make some parts impossible to join together, just like if the top was inverted with the bottom in the parts files. In fact I'm only looking for a Semiorka working on your mod for a low parts good looking light-medium launcher (and also cause I'm a terrible lazy one).
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- totm march 2020
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Hi everyone, I did not have any good time on KSP for more than three months from now but hopes to get back to it soon. I remember there were a lot of requests in December for new crafts links but I can't find some of the posts that contained the files. Does someone could tell me whether an R-7 craft file is available and works with the latest updates of Tantares? I often was using the old Semiorka for light launches before and one of the updates just prevent to use the file as before (but Proton and Ariane V were fully operational). Thank you
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- totm march 2020
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Looks like a crossbreed between A Sukhoi Su-9 and MiG I-75 or Ye-150/152 family. But without this kind of cross-tail.
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Table, are you using Active Texture Management ? It used to gives this kind of result with some parts.
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It's a first to me too. I would have like to add Real Plume but the RSS point force me to not install it. And as you guess well they don't produce any thrust (and only the Thumpers do it), the flames are here but also the sound of burning. Your suggestion seems to be the best, simply avoid to light them up. Simple edit : I also try the Mk IV station and a similar problem appears, the Mainsails keep on burning even after running out of fuel and oxidizer but without producing any thrust. Clearly a new game problem. Thanks for your help.
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None at all. I add more fuel tanks and used the gravity hack at the first time, but never switch the infinite fuel on. Could there be a way to shut them down by editing the craft file ?