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voicey99

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Everything posted by voicey99

  1. When in the air, it doesn't even wobble that much. That's only when pulling manouvers, but on takeoff it always starts to turn left or right and slide horizontally through the air like it's drifting.
  2. Yeah. I only use solidfuel boosters at launch because, in Career, they are much more cost-effective. With the SF boosters, they rely on high initial acceleration to get into a suborbital trajectory (I normally aim for 100K) and the main booster I use, the KD25, flares out after just over a minute and I aim for a TWR of >2 at launch, this will climb to anything up to 10 as the boosters burn through their fuel-this seems like a lot, but it's perfectly controllable with a few tailfins. As such, I have to take a very shallow gravity turn-by the time I hit 10K, I'm normally tilting ~20 degs and ~50 degs by the time the boosters burn out. The amount of time spent in the lower atmosphere as a result means "flying house" designs are a big nono unless I can fit them inside the 5m fairings from SXT.
  3. I've had bad experiences with MJ Landing Guidance, usually along the lines of MJ thinking my landing spot is in some wacky spot on the other side of the planet and burning all over the place to chase a glitchy landing prediction and when it does work, it doesn't account for terrain variations on the trajectory so I constantly worry about smashing into a mountain along the lines of Mt Whoopstooshort just west of the KSC. As for in the atmo, it would be like flying a house. It would have an extremely unaerodynamic end, be very top-heavy and probably pinwheel if you tilt it too fast. Maybe it would be easier for you using LFO boosters with their gimbal and toggleable thrust, as it is certainly very difficult with solid boosters. I think I'll stick to shipping them in two at a time inline with the rest of the rocket.
  4. You flew them there as one piece? Bet you had an adventure getting the bigger ones out of the Kerbin atmosphere. I guess I could just disassemble the wheels on mine, but they do help reduce sliding and dampen the residual physicshop, despite looking so ugly.
  5. Did you make all those base units with DIY Kits? They look decidedly less ugly than mine which look like centipedes thanks to the wheels needed to marshal each individual module around and slot them into place thanks to shipping them in from Kerbin.
  6. Pizza updated CollisionFX last month, so hopefully he is going to get round to this one soonish. I didn't even know it existed .
  7. I guess its name is Realism Overhaul, and Kerbalism has a level of realism that other LS mods just don't have.
  8. MKS is incompatible with KSP-RO thanks to the presence of Kerbalism, which screws around with the resource catchup mechanics MKS relies on.
  9. What did yours do? Mine thrashed around like a snake until the inflatable hab pictured tore off and flew away, usually taking a large chunk of the base and several kolonists with it.
  10. Back then, you didn't have the ground tether to deal with the hop. Even if it can't stop the sliding, the tether should be capable of dampening the physics hop enough to avoid breaking the struts. I have been on the receiving end of KIS ghost forces before. A Tourism Plus contract required me to dock with an asteroid on-orbit but I forgot a klaw, so I tried attaching with CC-R2s and... let's say the Kraken decided to play with it a little bit. It pinged and spun around for a very nail-biting fifteen minutes before the contract completed and I could undock it. Still, the ground tether should be capable of dampening such ghost forces through brute force-you saw what my base was doing before I tethered it (I don't call it "Boogie Base" for nothing)!
  11. Nope, you have to manually transfer it across with vanilla fuel transfers. Not sure if its excluded from PL, I haven't tried to transfer it.
  12. Wait, you can ship entire designs as DIY Kits? I have to try out GC ASP. Just add water, right?
  13. The ModelDialog issue is not caused by KAC at all, but it seems like it is the input lock itself that breaks KAC/TWP, and clearing it unlocks the UI but does not reinstate KAC/TWP. A save would be pointless because it starts working again on any scene change, including loading a save, and also even occasionally seems to come back on whenever it fancies (as, unpausing the game about 15 minutes later, it began working again of its own accord). Quite strange. Logs are here if you want them.
  14. Not quite sure what the jet TWR is, but it can sustain a climb angle of ~15 degrees while ramping the thrust exponentially (it can fly steeper than that, but the engines don't get it fast enough). I believe the nukes have a TWR of ~0.5 on Kerbin, which (accounting for fuel use) equated to ~1.9 on Duna. I kept a bit of emergency spare oxidiser as ballast and to allow me to activate the rapiers on rocket mode to give the craft a bit of extra oomph when needed (this happened to be after the jets had flared out on the ascent, and when taking off on Duna. With the rocket rapiers, it had a Duna TWR of ~7.5). As for the struts, I did use autostruts but even they weren't strong enough to stop the wings from shearing off far too easily for my liking. Also, strangely, removing them causes it to slide around in the air, doing aerial donuts until it crashes into the ground (likely something to do with the fact that both of the side sections are attached to just the fuel tank with the solar panel on, meaning they wobble around a lot, resulting in uneven lift/drag).
  15. The best way to gauge that would be to submit a pull request with the changes you want to make and see whether or not he accepts it.
  16. Point taken. I guess you need to blow it up to be in a condition suitable for feeding into the recycler.
  17. What I think @Baladain is suggesting is that half the mass would become MKTs and half would become recyclables. Isn't that what "recyclables" are anyway-bits of broken machinery, discarded nuts and bolts, components too worn to be useful.... Bits of parts that aren't useful (the "lost" mass) would make perfect sense to be turned into recyclables, because they are all going to have reclaimable materials in them.
  18. Yep. All of the SXT parts I had scaled up on craft have now reverted to their default size while in flight, most spectacularly this Oscar-C fuel tank I had scaled up from 0.625m to 2.5m form factor: It is still attached at both ends and also apparently contains 1507/54 LF and 1842/66 OX. The SXT engines and intakes on my monster SSTO have now also shrunk down, dropping a nuke on the craft's acceleration. But @mechanicH the latest version of SXT does fix this, make sure you have it.
  19. The UIMasterController comes up as an input lock very frequently (locking up everything) and that's what forces me to clear the locks very often, but it's unrelated to KAC. But when I do clear the locks, both of your mods I have (KAC and TWP) stop working and the buttons turn completely unresponsive until a scene change, at which point they start working again. I had a look in the game logs and can't find any errors relating to this.
  20. Here is my submission, the mission album is here. I present the Yate Haugan, the first payload-to-Duna-capable SSTO (in this thread, at least) of 1.2! Unfortunately, I can't use the Haugan manned in my main game, since I use USI-LS, but it could be sent out unmanned (using the Mk2 drone core I added for additional torque for control as well). As for the biplane, christened the Kelling K6, I gave up on the Duna goal (and went back to the drawing board, designing the Haugan for that) but managed to tease a Minmus return trip out of it, with enough fuel left to perform a runway landing to boot. I didn't take any snaps of that one, since I didn't think it would work, so you're going to have to take my word on this if you're going to accept it as an additional submission. Kudos to anyone who gets the naming references. Haugan .craft file
  21. Got another bug here: clearing all input locks will break the applet buttons for this mod and TWP (and any other triggertech mods?) so clicking them will do nothing and not bring up their relevant windows. This is fixed by a scene change, but having to go to the trackstation and back every time I have to remove the unrelated "UIMasterController:ModelDialog", which locks up clickables and nodes, gets very tiresome.
  22. Luckily the current design entry I'm working on uses a cargobay instead-here's the wacky early prototype (NOT my entry) that needed a fairing for its rover payload (it worked better than it looks, it was within a couple of hundred m/s of being Duna-capable). Biplanes FTW. And @proteasome It would be pretty easy to break the record, all you would need is enough fuel to do a sling around Jool. Just be careful not to eject yourself from the system.
  23. When flying one of my SSTOs, I had a thought that would go well with this mod: would it be technologically possible to, if a craft is going faster than sound, make it project a sound cone behind it and, if the camera is outside of this cone, no engine sounds could be heard?
  24. That config is written vertically, Sarnus.cfg is written left to right so you have to enter the values manually, but it works . I can't find any trace of the hexagon, though.
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