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Everything posted by JacobTheFoxx
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Well, the mission took longer than planned, but I managed to recover all five of the kerbals from my failed SSTO landing. Landed 12km away from the crash so it took a while to walk.
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Ohhhh okay, my apologies.
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Looking good, although I see a few issues. Don't put two nuclear engines, that reduces D/v while only increasing TWR, which is pointless. Just keep one of the nuclear engines and take advantage of the Oberth effect when ejecting from Kerbin. I only see one RCS thruster, ideally you'd want two on the top and bottom at the front and rear of the craft, and the same on the sides. Also, with those reaction wheels, there is no point on adding the extra canard and that huge elevon on the wings, they increase drag and weight, while only really being useful for getting off the ground. If you had two R.A.P.I.E.R.S and one nuclear engine, you wouldn't have to have the huge control surfaces to get off of the ground. My design can take-off on the runway at 120m/s even without the reaction wheels, although I recommend keeping them, as that is mostly what caused my Duna mission to fail.
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Hold on, how in the world is your kerbal walking underwater? Don't they normally just float to the surface?
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Well, I made some changes to my SSTO. Mostly weight saving, removed the battery bank, reaction wheels, changed out the cockpit completely and lowered the amount of oxidizer. All but the last two of those changes were bad. Of course I did no testing before heading to Duna, which caused this crash after at least 50-100 quickloads of trying to land properly. Now I've got Jeb, Bill, Bob, Billybob and Jacob Kerman stuck on the surface of Duna. I guess a rescue mission will be happening tomorrow. The kerbals did pack chess, plenty of music and their jetpacks, so they should be entertained until Valentina arrives to pick them all up.
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Haha, thanks. It doesn't look much like Concorde anymore as I've now changed the cockpit due to overheating issues. Good to hear I'm not the only one with exploding flags.
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What in the name of DUH did I just see?!
JacobTheFoxx replied to NorthernDevo's topic in KSP1 Discussion
It's from ModuleManager. Unsure as to why it happens. -
I made it to the Mun in the SSTO and had plenty of Δ/v left, didn't even try to do anything efficiently either. For some reason my flag exploded when I was about 5k away, so I did have to use a bit of magic and re-plant that after the mission.
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Made a simple passenger SSTO that was supposed to just have enough D/V to shuttle passengers to/from the Mun and Minmus from an orbital space station, but it figures that when it orbit it has 4,200 m/s of Δ/v. That's enough to go to the Mun, Minmus, Duna, Dres and Gilly without refueling. I'm pretty sure it'd also be enough to get to Pol and Bop if I used gravity assists to get to Jool. I'm quite happy.
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Hi, you might remember my Dres station which I posted here last year. Could everybody please just ignore that? I lost the save which that was on, plus it was quite disappointing. I'll be doing imgur albums for this challenge from now on as making videos is too much work when it comes to a Dres mission. I'll try setting up some comms first, then go from there.
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Nope, when I went to the saves folder inside the save nothing was there. I don't know what happened. Luckily for the shuttle I have plenty of screenshots so I can re-build it. I just wont have any of my satellites anymore, or the Dres space station I was working on. But again, I have screenshots and video, so I can re-build and use hyperedit.
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After the Mk.1 shuttle had only two flights, I've already made a Mk.2, as the problems made missions a lot longer than they should have. This revision of the shuttle fixes the wings tearing off during launch and keeps the gear from over-stressing on landings that aren't soft. The weird tail design is to help prevent tail strikes. Some things look worse in this revision, but others also look better (imo) such as the wings. Here's a change-list: Replaced the LY-60 Large landing gear with the LY-99 Extra large landing gear. Outer wing design changed so control surfaces can be added to it, meaning that roll will no longer be done by the two canards at the front. The inner wing, wing tank and outer wing are all connected to the fuselage then offset, meaning the wings will no longer shear off. The engine adaptor was changed to one made for 2.5m parts (I didn't know it existed). The battery now resides in the cargo bay, not behind the engines. The tail has had a design change, to bring the torque to 0, meaning the craft is more stable. A.I.R.B.R.A.K.E.S have been added to help the craft slow down when landing. The horizontal/vertical stabiliser assembly has been updated so the elevators no longer appear to float when pitching up/down. Reaction wheels are now attached to the front of the wing tanks, to improve aesthetics. Here's some photos:
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Found a bug a few days ago. I'm running KSP 1.5.1. At night in orbit, engines seem to light up a large area of the surface of the planet. I checked the logs, but there was nothing related to EngineLighting there. It happened with the Mammoth engine, not sure if it happens with other engines. Here is my mod list: https://docs.google.com/spreadsheets/d/1bR-gp5K9pMMBarGM23IbkOuTWFKRJULvv64xbh0f9dY/edit?usp=sharing
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Small Falcon 9 Challenge
JacobTheFoxx replied to Human Person's topic in KSP1 Challenges & Mission ideas
Has anybody made a badge for this challenge? I might attempt it and I could make a badge if you're interested. My skills aren't great, but'll do.