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Dizzle

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Everything posted by Dizzle

  1. What does RPing count as? With the start of a new save, I like to take my program in baby steps, and imagine the reactions of regular Kerbals on the ground.
  2. 777, with more in the built-in screenshots folder.
  3. I'd think that without enough lateral velocity to get an orbit, the target would have a lot of lateral velocity relative to your craft.
  4. Seven years later, the tracking station will receive a signal from the lander... and it will be coming from Jool orbit. A crew of Kerbonauts will be sent to investigate, and it will all go downhill from there.
  5. Be sure to post screenshots. We liek screenshots.
  6. Jebediah's Bold Roncott's Arch Jordred Cove Kirk Canyon - Seriously, no name editing. Kirk Kerman is on my roster.
  7. I mean, besides for the fun of it, aren't they more trouble than they're worth? They're hard to even get into orbit, from there will likely require a refuel, and to top it all off, still have to land horizontally back on Kerbin with extreme precision. Edit: Absolutely not saying they're not awesome, though.
  8. Congrats, a good SSTO is hard to make.
  9. Moving the gears worked, thanks. Calling it quits now though, it spins out at about 16-18km and it pitches up on its own, getting worse the higher the altitude. Tbh, I think I'm done with spaceplanes altogether. They're more fun if you can get them to work, but they're way too hard to be even close to worth it.
  10. Some screens. Edit: Also, the nose indeed points upward on the runway.
  11. Hey guys. For some reason, whenever I try to build a spaceplane, I can't seem to get it off the runway. At my fastest, I've gotten them to 120m/s, but they just are never able to lift off. The center of lift is just behind the center of mass, and it has control surfaces, but it just won't work. The goal I had in mind for this design was to sort of re-invent the Aeris with more rocket fuel, could it be that it's too heavy? I'll post screens in a while, in the meantime, any common causes for this problem? I believe I've heard mention of a "sticky runway" issue before.
  12. You know you're screwed when you look out the viewport and see this.
  13. I used the .exe, it worked fine.
  14. Went from 0.20 to 0.20.2 with no problems.
  15. 0.14 here. *waves cane* You kids and yer' Minmus.
  16. If think I'll have extra fuel in a stage, I leave it with a small probe core so I can de-orbit it with what's left.
  17. Currently 10 running flights. - 3 flags, two on the Mun, one on Minmus. - One lander on Minmus. - One science probe landed at Minmus. The lander came down about 130 meters away from it since it was in the neighborhood. - Orbutnik, the first space vehicle of my game, a probe in orbit at 175-178km around Kerbin. - Another probe at Keosynchronous orbit around Kerbin. - Olympus, a space station in a 500km orbit around Kerbin. - Monitor, a MechJeb rover next to the tracking station for keeping track of phase angles. - Aeris 4AM SSTO plane, which is the Scott Manley mod to the stock vehicle. After a refuel over Kerbin, currently in low Minmus orbit.
  18. Hey guys. After a long time of not being able to get interplanetary encounters beyond getting lucky, I just sent an orbiter to Duna. Through the initial burn, and an adjustment when I was about midway there, I was able to get it down to about 5,072,000 meters. Still, when I got there, I had to burn off almost 1km/s delta-v, and I wanted to know if there's a better way. Should the encounter be from as far a possible, meaning slower speed and therefore less delta-v to burn off? Or try to get it in-atmosphere for an aerobraking maneuver? If it's the latter, how? 5,072,000 was about as close as I could get it.
  19. I'm loving it as well. I haven't done much yet, but I do have this.
  20. I haven't had any issues either. Haven't noticed it running better, but no problems at all in about a dozen missions.
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