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Everything posted by Human Person
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That's the most kerbal statement I read so far. The rocket bends and flexes, and that's good, we'll use that to our advantage. Amazing. I wouldn't do it nontheless. My pusher-tugs work perfectly fine even with Class-E Asteroids. You don't need huge amounts of dv either, I once aerocaptured a Class-E asteroid using less than 50 m/s for all of my maneuvering.
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Again, this tutorial is very well put togethe and I'm sure it would be a lot worse if i had written it. I only spotted this minor error because it was one of my own mayor rookie false assumptions when building my first rockets. I actually thought I could make them fly better by putting more fins on. Now I save that space for more boosters.
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@A_name I quoted the wrong part there, i meant this one I highlighted the part. What you say isn't wrong, just misleading. It should be clarified. You mention high TWR and aerodynamic stability in one sentence, as a factor to "make the rocket fly straight". By that, you mean two completely different things. High TWR influences the shape of your ballistic arc, thereby it slows down the rate of turn your rocket experiences whereas aerodynamic stability just keeps your rocket pointed prograde (pointed in the direction of the ballistic arc). As I read in some comments, people seem to think that more aerodynamic stability influences their path of flight. E.g.: If you wanted this to be the case, you would need an Angle of Attack for the fins to create lift. Edit: I'd only recommend using fins for small rockets, rockets with very large (un-aerodynamic) payloads and rockets with non-gimbaling engines on the first stage. Especially the last case has to have active aerodynamic control surfaces.
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Really nice guide, but there is something misleading here: Aerodynamic stability will NOT influence your gravity turn at all. That's because "from the rocket's point of view", it flies perfectly straight all the time, just like an arrow's ballistic arc. Many people here seem to think, their rocket will fly "more straight" with a high aerodynamic stability, somehow magically improving their launch profile. Yes, it is important to avoid your rocket spinning out of control but with a decent gimbal-range and a well balanced (not tail heavy) rocket, you'll be able to fly a perfect gravity turn just as fine as a rocket with a lot of wings at the back. That's why hardly any modern Rocket has fins anymore. However, aerodynamic surfaces can improve the maneuverability of your rocket making course-corrections a lot easier and yes, too many passive aerodynamic surfaces can make it hard to turn.
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nice mod, it works for me in 1.2.2 @Starslinger999 look above.
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- renaissance compilation
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Cold wedding
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It's an excellent return pod! AGAIN: SUCH A GORGEOUS PIECE.
- 51 replies
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- scott manley
- galileo
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I'm playing around with a lot of mods now. Deinstalled a mod pack (now I know why people hate mod packs), and reinstalled many mods manually. Seriously, you should read what a mod does before installing it!
I actually got KSPRC running in 1.2.2!
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In EP 9, Scott has this gorgeous return pod. It's kind of mean he shows it off with all its beauty and the Interieur but doesn't say what mod this is part of. I'm searching mao to find it, obviously unsuccessful. Please help.
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- scott manley
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I did some thinking: KSP actually does show the aerodynamic center of your craft, but only in the VAB.
- 61 replies
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I'm playing since last September for 600h+. I "got it" real quick, even went interplanetary on my first day of playing (super inefficient: left Kerbins SOI straight upwards and then hohmann-transfered to duna. Didn't have the delta-v to capture.) I really got it when i developed my own method for performing a rendezvous with a craft that is on an entirely different orbit (a method i didn't find in a tutorial and i will write one on)
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The science behind materials in kerbol system!
Human Person replied to cratercracker's topic in KSP1 Discussion
Nice to see how most of the comments are useful and interesting. Everyone could just have been rude or mean, but they didn't. That's why i love these forums. -
The Fun-Career-Fun-Challenge
Human Person replied to Human Person's topic in KSP1 Challenges & Mission ideas
Unfortunately i haven't got the pictures, but once I built a ship that would carry 12 Tourists to the surface of the mun and minmus (those were about 4 or 5 different contracts), Planted a Flag on the mun and returned science from the minmus, deplojed 3 satelites on the way and tested a bunch of parts. We also dipped into a solar orbit very briefly. The main ship was docked to a large fuel tank which it could leave in orbit when landing. It would only take as much fuel along as needed for landing and returning to orbit. -
Scott Manley - Galileo Conquest Modpack
Human Person replied to SolidJuho's topic in KSP1 Mods Discussions
Thanks @SolidJuho for the Modpack and of course thanks to all the Modmakers. Does anybody know which Mod includes the Cupola Module with those shields and the beautiful Command-Pod Scott used in EP9? Edit: Had some issues with the mod pack, but the list is helpful.- 10 replies
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- galileo conquest
- scott manley
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This is about fun, happiness, ginormous rockets, fun and interesting mission profiles. - Start Career mode - Open the debug menu and max out your buildings (and unlock the tech tree if you like) - Always accept every contract available and perform them in a single launch. - Difficulty: Set your starting reputation to a lower (easy) or a higher (hard) value. It's more a gameplay idea than a challenge because we can't set up specific rules or quantify awesomeness because every mission will be unique and hold it's own challenges individually.
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Doing it Apollo style - Redux
Human Person replied to Xeldrak's topic in KSP1 Challenges & Mission ideas
No swapping ships? That's not realistic. Why shouldn't the CM perform the docking maneuver, as in the actual missions? I should read the entire thread before posting. However, you say the ML should be deorbited after rendezvous. This also didn't happen in the apollo missions (would have done that anyhow because I'm such an environmentalist)- 100 replies
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Jet engines on Eve (and Jool)
Human Person replied to Human Person's topic in KSP1 Suggestions & Development Discussion
Fuel cannot burn without oxidiser. The whole point of rocket engines is that they mix just enough fuel and oxidiser that it all burns up. Rocket-Engines in the real world leave a trail of fire because they burn a fuel-rich mixture. That tiny amount of left-over fuel (usually a few % of the exhaust gasses) creates the visible jet of fire. Because the mixture is fuel-rich, there is absolutely no unburned oxidiser left, just burn-products and fuel. Nothing of this would further react with a fuel containing atmosphere.- 25 replies
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Build rockets with lower TWR! I usually go for approx. 1.3 on the first stage and 1 to 1.5 on the second stage. It's difficult but fun to launch rockets with low TWR
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I have to learn how to build (space) planes properly. how can rockets be so much easier?
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@MedwedianPresidentI'm here. Next will be someone with the default avatar!
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Interactive planets
Human Person replied to Karol van Kermin's topic in KSP1 Suggestions & Development Discussion
Volcanoes everywhere!