Callistoan
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Posts posted by Callistoan
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Like I've been able to take kerbals to Mun, Minmus, but I've been struggling to build a spacecraft that is able to take Kerbals to other planets. I wanted to build like a modular spacestation/craft like the Hermes that has its own farms and is self-sustaining to a point. But can be very difficult and it falls apart. I also worry that cutting down on my mods will destroy my relay sat infrastructure.
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What is the purpose of the three large clamps that surround the docking ring? They don't appear to close at all and remain static throughout the docking process? I could be wrong.
Also, I've been having a lot of difficulty getting interest in playing KSP recently. I still love aerospace and love the forums. How do I reintroduce that?
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Would anyone mind sending the correct proton staging? I keep trying to use the complete staging and it keeps wobbling. I must have screwed up somehow.
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Update on my Lunar Basecamp. Unfortunately don't have screenshots and will send them later. I landed the green house, rover, and habitation model. Used some of the external experiments from Breaking Ground. Currently I have two crews at the basecamp, both landed with the soyuz-fregat lander. I want to slowly faze it out with the new LK-700, but I don't want to have to leave the landing stage. It creates for obstacles while landing and contributes to trash near my basecamp. I hate SSTOs, but I'm unsure on how to proceed. Any advice?
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So what is the deal with KSP2? Will mods be transferred to the game or will all current mods remain on KSP? I don't want to leave Tantares behind
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When the Blue Origin workers want to strike
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We can build rocket sleds on the moon now.
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Have there been any parts updates or new parts?
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Hey, I updated Tantares and I still don't have access to the new landing legs.
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1 minute ago, Beale said:
I think KSP2 will take us more in this direction, and I am looking forward to that!
I agree. As much as I love Planetary Bases, it does get old after awhile. And it is so incredibly tedious to build.
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34 minutes ago, Beale said:
I've got this design working a couple of times, return and all, I will try grab you a craft file
IIRC you must double up the fregat, and use the first as a "crasher stage".Thank you! I appreciate it. I really do appreciate the Lk-700 Design, but I want to the use the command module as an orbiter and later lander. Want to try to challenge myself. Any thoughts on the disconnected lunar base camp idea?
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Okay okay okay, sorry for bothering everyone put I'm building like an international Mun base camp? Not connected buildings but a bunch of like smaller buildings with some of the new Breaking Ground Parts. I'm having a lot of trouble finding a way to land more than just two people on the moon without using one of the stock command modules. I REALLY to want use the three-man soyuz module and build something like this. However, every time I try, I never have enough fuel to get the craft back to Kerbin. Any suggestions? Also, does the base camp design of the base sound bad? I wanted to try something different than Planetary Bases. Also Ik about LK-00, but I wanted to use the Soyuz first.
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Thank you so much for all of the work you've put into this mod. It has really helped me cultivate an interest in aerospace engineering and space. I love tinkering with stuff on KSP and I've learned a lot about both the history of Soviet/Russian space and what I can do with these nice parts. Just wanted to say this before you go on to other things. Thank you again.
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15 hours ago, Beale said:
Ooh. Are we going to be able to put the VA christmas tree on top? Also, is there an IVA? Along with that, are there any alternate textures? Great work, thank you so much.
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@JadeOfMaar Hey, I'm still having problems. I'm also having issues that when I launch the spaceplane, it launches like 100 m above the ground. What am I doing wrong here?
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@JadeOfMaar In the future, how can I better build spaceplanes?
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3 hours ago, JadeOfMaar said:
@RaiderMan The design of the spaceplane may objectively be very bad. Answering someone's query for design help with an autopilot mod is not the way to go. It does not help the person to design their craft better, and if the design is poor enough then the autopilot will miserably fail.
@Callistoan Your spaceplane design was objectively bad. I removed the forward service bay as it contributed the most to omni-directional body lift (see light blue aero effect lines in album) and replaced it with a down-facing extra deployment bay. I raised the main wings to raise the CoL to fortify the plane against flying upside down, and added some loaded Ore tanks to control the CoM (since these wings are heavy). I then added some down-facing stabilizers to increase very badly needed yaw control (see omni-directional lift problem), and I removed the elevons from the underside of the aerospike as they lower the CoL and make the plane want to fly upside down. Also, flaps around an aerospike sounds wrong to me-- especially when the aerospike rightfully has gimbal and lots of it.
Finally, I added some stabilizers (as canards or forward flaps) to increase the plane's forward pitch authority which is also needed very badly. Note, I keep these wings dry. I don't like clipping things into loaded tanks, and the wet mass CoM offset is not worth the dV. Pitch authority lies equally in an aircraft's ability to force its tail up, and its ability to force its nose down to resist flipping out at high AoA. Either have canards or (preferred) have lots of rear control surface area near the CoM. I no longer needed to empty my RCS to guarantee a stable reentry.
It's no longer the shuttle you may dream of...but it's a stable one and not that much bigger. You could skip the down-facing yaw stabilizers and pack more RCS fuel or more sideways RCS thrust to compensate.
Thank you so much omg! This is my first spaceplane (since I wanted to use the pack with it), and I really appreciate the constructive criticism. Btw, how do you add the ore tanks to the wings? I'm still not sure how you do that? Also, how much fuel do you suggest I keep in the tanks.
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11 minutes ago, Stone Blue said:
Just out of curiousity, try removeing that stock cargo bay, and replace with the same size tank... adjust fuel to similar mass as what you have for the cargobay...
Just wondering if it could possibly be a drag cube issue? vOvHow does this look?
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So I built this spaceplane and I've been having difficulty during reentry. The vehicle starts to go all willy-nilly and turns over and I can't pitch it back correctly.I have three vertical stabilizers, one on the main body and two on the wings. There are control surfaces under the aerospike. Should I launch it with a rocket or by itself? Every time I have tested it I just used the cheat. Please help.
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So I built this spaceplane and I've been having difficulty during reentry. The vehicle starts to go all willy-nilly and turns over and I can't pitch it back correctly.I have three vertical stabilizers, one on the main body and two on the wings. There are control surfaces under the aerospike. Should I launch it with a rocket or by itself? Every time I have tested it I just used the cheat. Please help.
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Hello. Trying to find an audiobook or something auditory of the Augustine commission report?
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I am very confused about Polyus. I know it had an FGB module to dock with, but what was the purpose of the larger black module. In some pictures, I've seen it as some sort of laser cannon while other show it as habitable space. What was at the end of the polyus spacecraft. What were the two radial tanks on the side for? Where are the engines that they had to use? Like the little engines on the Salyut?
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5 hours ago, Beale said:
kind of low priority.
I am sorry to keep asking questions, I just love Tantares. It is a really good mod that I have used for a long time and appreciate the effort you put into it. What are some high priority goals or things we can expect in future updates apart from launchers?
[1.12.X] Tantares - Stockalike Soyuz and MIR [26.0][18.12.2023][Things are happening]
in KSP1 Mod Releases
Posted · Edited by Callistoan
How do the soyuz solar panels maintain consistent solar exposure without constant use of the attitude control system? Wouldn't that drain the peroxide tanks?