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Everything posted by Adelaar
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The Aircraft Endurance Challenge
Adelaar replied to Gman_builder's topic in KSP1 Challenges & Mission ideas
I know, but I like SPEEEEEED. Besides, I don't plan on sticking behind my PC the whole day And to top it off; I wanted to test my long range supersonic aircraft's range (albeit with an extra fueltank for MOAR range). -
The Aircraft Endurance Challenge
Adelaar replied to Gman_builder's topic in KSP1 Challenges & Mission ideas
1200 m/s -
The Aircraft Endurance Challenge
Adelaar replied to Gman_builder's topic in KSP1 Challenges & Mission ideas
Well, I'm underway in doing this test and am currently over KSC after one circumnavigation of Kerbin, heading 90 degrees, altitude 21000m and having covered a ground distance of 6530 km and a total distance of 6536 (according to the flight log). Once this test is over I'll try to head westward, see if that makes a difference. -
The Aircraft Endurance Challenge
Adelaar replied to Gman_builder's topic in KSP1 Challenges & Mission ideas
Is FAR optional or manditory? If optional, I'll give this thing a go. -
I've parked a few asteroids in orbit, but I've always felt that the cost of getting it into orbit outweigh the fuel benefits. How do you guys feel about that?
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Highest altitude achieved by an airplane using air breathing engines?
Adelaar replied to drtricky's topic in KSP1 Discussion
My cruise altitudes for Panther driven aircraft lie at around 18 km, and the whiplash driven craft usually cruise at 21-22 km. But I have SSTO's that cruise at 28 km using airbreathing mode on the RAPIERS, but that's only after re-entry and used only to close the distance to KSC should I undershoot my descent path. Edit: I'm talking about sustainable altitudes. Of course I can get a Whiplash to 80 km altitude. But that's only a parabolic flight. Same goes for craft that hog around 26 km*, that altitude is unsustainable, hence the 21-22 km flight ceiling. *Exluding the aforementioned SSTO's -
It mostly comes down to calculating what kind of weight you want to send into what kind of orbit... In my gaming experience, I ferry Kerbin SOI orbits up to 25tons by spaceplane, a bit heavier loads by a recoverable first stage (which, only does a sub-orbital trip to keep costs down) and all heavy craft or high dV craft either by assembling them in low kerbin orbit, or just use disposable boosters... There just isn't a one size fits all solution!
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Nice and sleek SSTO designs Van Disaster! My own SSTO's are of the brute force kind, and are almost always RAPIERS only, except a few early career SSTO testbeds using ramjets and aerospikes. When constructing SSTO's I kind of like to have one RAPIER for every 10-13 tons. So for a 50000 kg craft I use 4 engines. This has pros and cons of course. The pro is a smooth ascentprofile and controlability. The cons an inability to properly do interplanetary trips.
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Reducing CPU temperature in VAB [solved]
Adelaar replied to Cairol's topic in KSP1 Technical Support (PC, modded installs)
I would always recommend upgrading the CPU cooler, whatever the use. The stock cooler is only certified to keep the temperature within bounds, given that the ambient case temperature isn't too high. I understand the hassle of installing a new fan; it's a pain in the ***. But it does increase the resale value of your old pc, so it might be worth while. -
Yes, I understand, but I reckon that the mechanic is the same for both the bay doors and the gears... But I could of course be mistaken.
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Well, since there was no update, it isn't back. Just verified with my VTOL craft; engines still activate whilst in a closed cargo bay... So there must be something else going on.
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Reducing CPU temperature in VAB [solved]
Adelaar replied to Cairol's topic in KSP1 Technical Support (PC, modded installs)
Nope. But you can try cleaning the cooling fans My CPU tends to run at 98% when operating KSP, I have an i5 installed. Operating temperature: 50-55 degrees. The secret? Good airflow through the tower and a huuuuge cooler. Isn't expensive, does keep your cpu alive for longer... FYI, the sensor is located on cpu itself, every core contains a sensor. Quality of the cooling paste, cooling capacity, ambient temperature, etc. all have a lot of influence on temperature control. I know, this is not very KSP related, but I do suggest proper maintenance on your PC to extend it's lifetime. Good luck! -
A few questions... The first is; why don't you tap into the datastream of KSP itself, rather than to resort to calculations rond by a script. I'm no modder, but I do know how to visualize the drag by turning on the Aero GUI via Alt-F12. Secondly, why use drag for an optimal ascentprofile, drag isn't the only factor, the slingshot effect is too... Also, why not Mechjeb? I don't use it myself but it does provide ascentprofile.
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Then why not make it a large, spherical, fully armed and operational battlestation as only Emperor Kalpetine would approve. Honour HarvesteR with a fireworksdisplay so large, Minmus explodes. Free mints for everyone!
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This was probably the KSP equivalent of a barfight, caused by two men squabbling over a trivial matter in how to help the damsel in distress. Been good fun reading this
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As someone who spends an aweful lot of time building aircraft, SSTO's and VTOL's, I am frequently annoyed by the balancing process of Center of lift, thrust and mass. The first two are to a large extent stationary (as in, by itself it doesn't move, unless flaps or hinges are being used), but the Center of Mass is inherently unstable as fuel drains from the craft's tanks, cargo is being added or dropped, tools are being loaded using KIS, et cetera. During the construction process, this means that I find myself frequently draining fuel tanks manually to see how the CoM moves about, so that when I'm actually flying the thing, it doesn't sneak behind the CoL and crashes the craft due to stalling. This is especially true when building VTOL's, where the CoM shouldn't move at all, or at least as little as possible. So what I would like to see implemented is the CoM button not as a On/Off state, but as a button that cycles through CoM view: off/current state/fully fueled/empty. Alternatively: Off/current state/fully fueled & empty (represented as two spheres with different colours or an F(ull)/E(mpty) mark on it. This would at least shave off valuable time for me, especially when the craft is made up out of 100 parts or more...
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- center of mass
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Parachutes for Kerbals
Adelaar replied to The Game Colonel's topic in KSP1 Suggestions & Development Discussion
I'd like to see this, but am a bit uncertain as how KSP should simulate this, since you always control one object at a time, so the escape procedure should either be simulated, or you'd have to manually dump them out of the craft and activatie the chutes. Any thought on this? -
In any other case, you can always link KSP in your Steam games list, but only as 3rd party game, which does(n't) have the benefit of keeping track of your gaming hours...
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Alterations I want to make to the KSC
Adelaar replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Why would you need a second runway for polar orbits, or even a launchpad to do so? For rockets, it doesn't matter whether they go east, west, north, south or anything in between. For aircraft and SSTO's, they're aircraft, they can turn in flight. If they can't; congratulations on building a horizontal rocket. That being said, I would love the idea of a second runway (and proper taxiways) because I tend to re-use aircraft where I can, fuel 'em up with tankers (which get their fuel from a mining installation nearby) and launch again. The use of more launchpads would come in really handy when using Kerbal Construction Time, which is just awesome. Also: Verrry useful later for when multiplayer is added, you could have a "more realistic" battlefield style of choosing your spwanpoint, instead of piling up on the same launchpad/runway until inevitably, something explodes. -
Is it true that most KSP players never go interplanetary?
Adelaar replied to KerikBalm's topic in KSP1 Discussion
What I meant is that I don't like to launch the ISS or whatever non aerodynamical shape into orbit. Like you did yourself, I build modular, but haven't yet built a prototype ship for interplanetary missions. Hope that clarifies what I said. -
Most of the fatalities in my game are due to either my aircraft exploding in mid-air upon quickloading because I f'ed up a landing on hilly terrain, only to watch the remains of my now partly wingless craft dive further and further towards the ground (in the process taking screenshots, so that the memory lasts ). Or because I have been so stupid to quicksave during re-entry, something goes horribly wrong and only to find out that quickloading again just gives me another go at screenshotting the hell out of another spaceplane mishap. However, to make up for this I always fly to the scene of the crash and plant a flag on the remains. Because I'm nice like that.
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I also use standardized lifters, which helps me shave off costs because I can track down the cheapest designs. I am also an incredible nerd and always keep an overview with me which displays my current set of lifting bodies, so that I can choose the most (cost-)effective lifter for a specific payload... This also means that I have a wide arrangement of sub-assemblies at my disposal. It shaves off a whole lot of time, and gives me something to do when my aircraft are flying somewhere on auto-pilot: working in photoshop. All bathe in my nerdyness!!!
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Is it true that most KSP players never go interplanetary?
Adelaar replied to KerikBalm's topic in KSP1 Discussion
Most of the arguments here are very recognisable; unwillingness to time warp, burn times, difficulties with nodes and little margin for errors.. The thing that holds me back, apart from the above, is that I hate building monstrosities that by no means Ever Be Built in the real world. Of course I know that this is not the case anyhow due to scaling and blahblah, but still; I want a realistic feel to my spaceprogram. So the only things I'm sending interplanetary are probes, lots of probes... But 900 gaminghours in, not a single kerbal was sent. -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Adelaar replied to Crzyrndm's topic in KSP1 Mod Releases
Hi @Crzyrndm (I have absolutely no clue how to properly quote you), I don't know if the following problem has already been noted, but I noticed that there seems to be a conflict between KIS/KAS and Pilot assistant. When operating the winches, the heading as noted by PA deviates from true value, PA no longer functions (so any autopilot function activated will freeze and cannot be de-activated), and shortly after, PA's input menu will disappear and cannot be re-opened until the craft is reverted or another one selected. This flaw has lead to a few crashes, which in itself filled me with the dispair some airline pilots will have known before they flew themselves in the ground due to flightcomputer malfunction, but it's a bit too realistic for me Anyway, apart from this apparent bug, your mod works like a charm and is the best thing I've downloaded for KSP in ages. It also works as expected and makes your aircraft actually fly decently instead of using the retarded keyboard controls. Also: I don't have any wobble whatsoever! Edit: I noticed that PA doesn't appear in my RPM... Is there a way I can get it working? Under which button on the MFD should PA be?