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Stigy

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Everything posted by Stigy

  1. Does it mean i cannot use my existing vessel to transport new parts for that station ? I got Vessel orbiting Kerbin. I have to build station on orbit around Duna. I wanted to lunch parts from Kerbin and use orbiting vessel to transport them to Duna. If what You say is the rule than i suppose that would be a problem too...
  2. Hey. I do a "build a new orbital station" contract. I know that all the things must be new. But what about "have 1000 units of monopropellant in your station" ? It doesn't say "have a monopropellant tank in your station" Does it mean i can attach the old one and tank it or attach it tanked ? Thanks in advance !
  3. I'm nearly sure, its not the craft problem. Main problem is, that drogue chute can be deployed only if velocity drops to 399 m/s. You have to use engines to make it so.
  4. Hello. Is it possible to land on Duna without using engines ? In 1.0.4 used engines for deorbitation only, chutes done the rest of the job. Now (in 1.0.5) drag is too low to brake my lander, and the chutes are destroyed above 400 m/s, so i need to use engines for braking under 400 m/s. Is there a way to do Duna landing without using engines for braking ?
  5. So if You Use Nuke engines where to place radiators ? above them ? Because it's impossible to attach them to engine. What radiators should i use ?
  6. What is the point of radiators ? I play 2 months now and never found them useful for anything. Even nuke engines are not overheating. I've read about overheating during drilling but even this problem doesn't exist for me.
  7. Yes I can. But its the center of mass here, near cargo bay. Also wanted to know what is wrong here.
  8. Every port was attached in the same way. I've used magnet and attached them outside without any rotation or offset.
  9. RCS Thrusters attached to Cargo bay doesn't work. One pair of them do but rest do not. They start to work when i open cargo bay. Than when I'm closing it they refuse to work again. Anybody know what is going on here ? not working - closed bay: working - opened bay:
  10. It looks like I have to prepare for more test... Thanks. Is it worth to install more than one intake per engine ? I don't understand this numbers J-x4 got 4.6 air/second. It would need at least 4 RAM intakes. Am I calculating something wrong ?
  11. Mass flow rate. That's the key for questions about more intakes. Thanks. Still - the calculations problem remain unanswered. For intakes - I've tested j-x4 engine with several intakes. It doesn't matter which intake i chose the result is the same. Flame-out at the same altitude. So whats the point of large selection of intakes if it doesn't mater which you chose ?
  12. Thats right. But shouldn't more intakes manage with thin air problem ?
  13. I manage to do 400 m/s and 13000 m altitude. Thx for advices. Still I don't understand how the air flow is calculated. If engine need 1.7 air/s (whatever unit is that) how is it possible that it's irrelevant what intake i use (with amount of 0.6 or 0.9) ? Does anybody know how is it calculated ? Another thing is that normally the higher you go the air becomes thiner and it's easier to gain speed due to lower drag. As i see it's not working like this here.
  14. Thx for reply. It's low tech because i test this engine. I wanted this plane to be very light. There is landing gear hidden in cockpit and tank. Tail Fins are controlling surfaces. Now after few tries i managed to get to 11000 m. 1.I still don't understand why i can't get over mach 1. Air intake is ok, mass is low, if it's so crapy engine why there are mach 1.7 in the description ? For J-33 vs. JX-4 - I understand it like: the bigger engine the more thrust you got but TWR depend on mass. So they should act similarly If TWR is equal. Thats why i can't understand why (witch parameter shows this) J-33 is so crapy. 2. Second thing is that i don't know how much air intakes I need - engine needs 1.8/sec but in all intakes descriptions there are "Amount" value. But it is not amount/sec so i don't know how to calculate air intakes to match engine requirements.
  15. Images of my plane are above in spoiler. 1. But why can't i get thrust above 80 kN ? 73 kN is max, when in engine description, it should be 80 kN already at 0 m/s ? 2. So which speed is relative to the surface and why air intake shows it different than it is ? 3. Jx-4 should get me to orbit ?! How if there is no air over the atmosphere and for orbiting i need to climb above it ?
  16. So i started to play with planes. I got two problems using J-33. 1. I can't reach anything over 330 m/s (Surface - i don't know witch speed is Surface on navball or airspeed shown by Air intake: 420s/ms). For max thrust i have to reach mach 1.7. Now i can't get even 80 kN when it should give me minimum 80 at 0 m/s 2. I can't climb higher than 7000 meters. Even if i do climb to 7k i fall immediately. I got 2.1 air intake (i don't know how it's calculated because the flow in one intake is like 37.0 Units - i can't check how much air is received by the engine) Any advices ? P.S. here are images of my plane
  17. Wgat does it mean that engines drain propellants evenly stage by stage ? Especially for CR-7 - is there any difference of consuming fuel by this engine compared to standard engines ? I know it can run on Air + LF but when it runs on LF+O is there any difference ? If not, what's the point of this description - "Drains evenly stage-by-stage" ? Thanks in advance.
  18. Yep. It's more like manual for Moders, not for users.
  19. As for SCANsat there was perfect an clear manual i can't find one for RPM. Maybe this great Mod isn't that much hard to use, but i like to know everything. Is there any manual for RPM ?
  20. Do you also find Mk1 Illuminator more useful ? In my rovers Mk2 almost everytime light up only 10-20 meters when Mk1 at least triples the distance.
  21. I'm thinking of Welding ltd. parts. How 1.1 or 1.05 could use them if there will be no update of addon ? I think ships with Welded parts will disappear, aren't they ? I haven't used this mod because I'm afraid I'll lose all units with welded parts :/ Isn't the conversion C# to C++ an additional problem for devteam ? I know there are converters but I assume that hours of tests will be needed after the conversion. I thought the migration to Unity 5 itself will cause great performance improvement.
  22. So, I read about 1.0.5 coming soon and 1.1 - maybe in a couple months. So my first thought was - what mods should work on new versions. Second thing is - will my savegame file work if mods are installed. I know that probably i will have to delete mod parts (like SCANsat antennas). But what with other stuff ? Will parts form Welding ltd. still work ? Also I can't imagine KSP without KER. I ask You this questions because it will be my first update since i started playing KSP. THX
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