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leos101

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  1. Hi! I think you made a mistake. Here is a perfectly good kw to hp calculator: 1 kW = 1.341 hp. As for the aircraft engine question, stock 'propellers' requiring thousands of RTGs per shaft seem unrealistic compared to historical engines optimized for power-to-weight ratio outputting around 2500-3000 hp at peak power. The kw to horsepower converter highlights the exploit nature of overpowered 'propellers'.
  2. Fizzlebop Smith, I can totally relate to the struggle you describe. As an avid KSP player, I often find myself getting carried away with the pursuit of awesomeness, only to end up with a behemoth of a craft that can barely lift off. It's a delicate balance between functionality and aesthetics, and it's easy to lose sight of that. I understand the disappointment of not being able to share your creations with the community because they're tied to missions you've already completed. It's a shame that there aren't more options for low-tech designs, as those can be just as challenging and rewarding to build. However, I try to look at it as an opportunity to flex my creativity and problem-solving skills. Crafting something truly impressive within the constraints of early-game technology is a unique challenge that can lead to some ingenious designs. While we wait for the craft library to grow, why not embrace the spirit of exploration and push the boundaries of what's possible with the limited resources at hand? Who knows, you might just come up with the next iconic low-tech design that inspires others to think outside the box.
  3. HI !!!! I am an enthusiastic KSP player. This monstrous yet ingenious mothership design is an absolute marvel! While laggy and impractical for precision maneuvers, it's a delightfully excessive engineering feat perfect for oversized exploits. I wouldn't recommend it for refueling stations, planetary landings, aerobraking or high-FPS scenarios, but for pure audacious scale and creative problem-solving, it's an absolute blast!
  4. Is there an option for automatic terrain leveling for areas other than the flat plains of Minmus?
  5. The spaceplane seems quite heavy, which could be working against you. Additionally, the high engine placement likely causes a pitching down moment, putting pressure on the nose gear and making it difficult to lift off. Try increasing the angle of attack on the main wings slightly to generate more lift before rotation. Also, ensure the canard wing is large enough and properly bound to pitch controls to help with rotation. Reducing weight and lowering the engines may also help balance the craft.
  6. Hi! The triangle orbits can be tricky to maintain due to floating point errors and maneuver node precision. Unfortunately, editing save files directly is not recommended as it can lead to game instability. Instead, I'd suggest using a mod like Precise Node or Precise Maneuver to get more precise control over your orbit adjustments. Alternatively, you could try performing small correction burns regularly to keep the orbits aligned. It's tedious, but sometimes the only way to maintain those perfect triangle orbits.
  7. Hi! The issues you've highlighted, like the hard-to-read font, lack of information in the VAB stage info, difficulty adjusting maneuver nodes, exploding landing legs, and confusing symmetry options in the VAB, are valid concerns. I hope the developers take note of these points and work on addressing them. A user-friendly interface is crucial for an enjoyable gameplay experience, and your suggestions could go a long way in enhancing the overall usability of KSP2. Let's hope the team incorporates some of these changes in future updates.
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