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Flavio hc16

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Everything posted by Flavio hc16

  1. i'm loving this mod but it's very complicated, there is a manual somwhere? A in dept review ( i already say the kottaboos review on yt)
  2. i was thinking about this, and my idea is: they are trying the profile of the Dragon 2 on this launch, as we know that the Dragon 2 will require an ASDS landing due NOT to the weight but because the normal profile is too steep for astronaut in case of an abort. Ofc on the DEMO 2 mission the safety of the crew comes first, but as Spacex will have the cameras of the entire world on them, they probably want the booster landing to be picture perfect, as it is one of the trademarks of Spacex launches. So they are testing it now so they know every step in real life instead of simulating it
  3. IFA no earlier than the 13th of December, as it is the last date that the US press can apply to be accredited by nasa ( non Us can apply before the 6th) https://www.nasa.gov/press-release/nasa-invites-media-to-spacex-in-flight-abort-test-for-commercial-crew
  4. will this one be the 1st they try to recover or this is the "block 2" with the new sensor and everything ready but they won't recover it?
  5. i'm in the " let's get a far style aero model in ksp2" party
  6. As i usually play with 6.4 rescale, can this mod be rescaled x2 ( so it will become a 5.4 rescale to the base)? Does smurfs work with it? And the life support mod ( tacs/usi)?
  7. I did a lot of docking in 1st person with mk1-2-3 Pos and i can tell you that the are extremely satisfying to pull off
  8. Entri nella stazione di trading, clicchi 2 volte sulla icona e a quel punto puoi cambiare la tipologia di mezzo assegnata
  9. Yes, or you could build a Rover with a double claw, the claw then Rover first and afterwards dock the rovers to your tourist ship
  10. then you need a claw and to claw it to ship carrying the tourist or vice versa
  11. This is quite insane https://www.teslarati.com/spacex-surprise-falcon-heavy-booster-landing-distance-record/ Spacex moved the landing of the centre core for the stp-2 mission fro 40 to 1260kms ( braking the last record of 975 kms by a gigantic margin). I think that the people at the defense department are getting bit paranoid with the margin, or maybe it will allow for a 2nd stage deorbit instead of passivation
  12. Almost all your problems can be' solved with 2 figures: those are either 3.2 or 6.4 (Rescale) Add a little of smurfs variation in needed
  13. you need to start a new career/science/sandbox
  14. if i'm not wrong ( it might be an outdated information) the stock aerodynamic model doesn't care of your clipping, it will see still the part as it is when is outside of the other part clipped
  15. so, i downloaded your craft ( the 2nd one)and started doing some trials.... is somewhat a mess. -this is what KER read: so i can already tell you that the craft is: overengineered ( you need 3.4k+0.9k.0.4km/s of deltaV, you have them in the first 2 stages, not counting the 3rd), you could probably reach duna's orbit in stock -also, as other have pointed out: so your lab has no mean to communicate ( so you will lose control at some very early point) and can't generate power, so your lab can't run for more than probably an our before running out of electricity and can't even transmit back the data it developed. -too much TWR ( thrust-to-weight ratio) at the launchpad, you are wasting a crapton of you power and are making your rocket very hard to fly. -adding insult to injury to the last point ( hard to fly in the atmosphere) 1) you COM (center of mass, the yellow ball) is below the COL (center of lift, the blue ball) so your rocket will want to flip in the atmosphere ( you are trying to make an arrow fly backward) 2) aerodynamically speaking is a mess: you are not using adapter below your lab, so you have a crapton of drag , you don't have ( probably even researched yet) controllable flap/wings so flying it at high speed is very hard, and you don't have any probecore with at least SAS. ( in the 1st craft, the 2nd has it but is still underpowered compared to you aero's problems) and those are the problem of the whole craft. talking about your payload ( your 2nd craft) in vacuum, I started doing a burn without SAS engaged, and everything went normal ( you can see from the "thrust torque readout that it says "0") .....then I engaged SAS....and this happened as you can see the thrust torque readout from KER says 60kn-m, and the rocket started flipping like crazy then i saw a little detail: THE PROBE CORE IS INVERTED!!!!!!! this is why your rocket starts flipping, when you give it a nudge the SAS will try to compensate, but as it is mounted upsidedown it will actually make things worse instead of correct it. rotating the probe core resolved the issue p.s. don't worry iwth your first carrees and rockets being a mess, that's normal and part of the (steep) learning curve of ksp, we all improve
  16. are you playing with any mod? ( i hope that you have ker, it will be very helpful)
  17. Once you are in a body's SOI you can't targhet it anymore. However when you are given a contract, you should see the targhet orbit in game so it shouldn't be hard to reach it
  18. mmm, that's one of the few cases where i might call it bug, because i can't see anything wrong with your orbit ( a part for the fact that you had to work a lot more to reach a polar orbit than a standard one), because you are well above the 70 km mark
  19. it is normal that with this mod the kerbals use an insane amount of charge? way more than even with a harsh TAC-ls ( i set mine at 600 ec/day). On a spaceship with 6 kerbals it use 0.06 ec with TAC, but with this mod activated it shoot up to a 2.06 ec/sec, even waiting on the launchpad for my station to fly over is impossible if not with an insane amount of batteries. Also this mod is great, but it doesn't allow for long trip as it is right now
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