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Lyra

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  • About me
    Empress of Vall
  • Location
    Somewhere in the outer reaches of space
  • Interests
    KSP (obviously), Minecraft, and staying silly :3

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  1. Yep, I do that sometimes but prefer not to. I like to reserve part clipping for aesthetics.
  2. It's probably the drag and the dry mass combined; passenger compartments are surprisingly heavy. To really reduce drag, you can also give your craft's wings some angle of incidence so that you can still gain lift while pointing close to prograde and minimize drag from the fuselage. Unfortunately it also severely restricts cool wing designs.
  3. I actually got inspired by this and began designing a Rapier/Nerv craft with a similar design/purpose. I was able to get it down to under 47,000 funds total with a range of 2000+ in 100 km LKO, but it's missing a few of your cargo bay features (namely the parachutes, radiator, ladder, and cargo module). With these removed it gave me room to replace the expensive probe core and reaction wheel with a Mk1 command pod. I also swapped out the Jr docking port with an inflatable airlock, because the latter is cheaper for some reason. If you can land back at the KSC, Rapier/Nerv craft will probably be a lot more ergonomic because of the much higher efficiency (Rapiers have a higher top speed, and Nerv's vacuum Isp is simply unparalleled). For something like the Super Guppy III, Rapier-only will suffice if you're just using it for cargo; it saves on dry mass and cost, because 1 whiplash and 1 aerospike cost more than a single rapier. "Mun Express" seats 9 and can easily orbit the Mun or Minmus and return. Haven't tested reentry but it should be stable. I might try replacing the Nerv with an aerospike, because while it's an amazingly efficient engine it is also stupid expensive.
  4. How are you able to make the nose swivel? I've attempted reverse-engineering of nose/tail hinges with fairings a few times before but they either get stuck or summon the Kraken every time. Especially ones with lots of extra mass, like a cockpit or a fuel tank.
  5. I've been messing around with propellers recently and made this fun little plane to fly on Tekto I tried to design it to get to orbit but it can't. Still fun to fly!
  6. Ah, how would I edit it then? A friend said probably with Unity, but I'm not sure how to import the source code.
  7. I can't find it locally on my computer, do I download the folder where it is and if so where do I put the folder/files? Been doing trial-and-error for the last 5 hours and no luck.
  8. Here is Micron-12, a tiny SSTO for three that can fit in a Mk3 cargo bay. Fully capable of docking and up to 600 m/s of dV in LKO. https://imgur.com/LVkkrXd
  9. I'm almost certain it's this, especially cuz I'm on a rather old OS. Alas the solution is just to save up for and buy myself an actual good PC, which will... take some time
  10. 0.6.2 I believe. Still getting various problems with plumes showing through parts (vector, mammoth, closed cycle rapier in high atmosphere, some RCS) but I just live with it for now as I'm too lazy to fix it
  11. Yep, I am on Mac. I managed to "fix" it by just grabbing an older version where the bug was absent, and I got the flickering/z-fighting bug that others mentioned but I just did another "fix" by slightly shrinking and offsetting the plume. Not the best but it works for now
  12. I've got a bug with some engine plumes and I'm certain someone else has encountered it before but I don't know any fixes. Some of the plumes are rendering through the nozzles and other parts of craft. Here's the full album of pictures from a few different angles. From the engines I've tested, it's affecting the Nerv, Vector, Mammoth (which I presume uses the same plume as the Vector?), and Rhino. Haven't tested RCS yet. As you can see I have Scatterer and EVE Redux installed. I also have TURD and a few parts mods (OPT Continued and Mk4 Spaceplanes plus dependencies) but I don't think the parts mods should cause any major problems. No Restock if that's not already clear.
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