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Everything posted by bsalis
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delta v requirements for Laythe
bsalis replied to chemieglennie's topic in KSP1 Gameplay Questions and Tutorials
Well done! I liked the use of asparagus when ascending from Laythe. -
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Quick .20 question for you spaceplane runners...
bsalis replied to Tobmaster's topic in KSP1 Gameplay Questions and Tutorials
I actually didn't use MJ to pilot it. Also the key value I think is the max-ish velocity you can get to on jets, which for me are also very similar. For me personally, I would say a) my results are inconclusive, and within margin-of-error and IF there has been a change, i don't see it as a craft breaker for me, and well, for me that's what matters. I also suspect you hit the nail on the head with the performance changes and many other tweaks causing small-to-medium changes in SSTO Spacelanes. Perhaps lagging from larger craft with many air intakes worked less accurately (and favourably) in .19, but more accurately in .20. -
Yes it's legit! Craft file is there if you want to try it. There is no clipping, not with the Debug Menu option anyhow. It has 5 air intakes, 2 engines. If you are trying something like this yourself, and having difficulties landing, you might want to read my comments on the blog entry where the video is posted. Also, the CoM needs to stay in the same place after the rocket fuel+oxidiser is all gone.
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Is it possible to change the flag inflight?
bsalis replied to Tokay Gris's topic in KSP1 Gameplay Questions and Tutorials
I doubt there is a way to change it in-game. You can change it in the persistent.sfs file though. Try this... 1. Give your craft a unique name, so it's easy to find in the file, exit game. 2. BACKUP your persistent.sfs 3. Open to edit and search for the craft by name 4. Find all the PARTs that have a "flag =" then change it to the flag you want 5. Restart the game -
Quick .20 question for you spaceplane runners...
bsalis replied to Tobmaster's topic in KSP1 Gameplay Questions and Tutorials
Not really seeing much difference. Nothing that can't be fixed with better piloting or dumping excess RCS fuel. These were flown much the same in .19 and .20... Hit ~1398 m/s on Jets with ~76 units of fuel in jet tanks before switching to rockets... Hit ~1385 m/s on Jets with ~76 units of fuel in jet tanks before switching to rockets... -
what kind of parts would you guys want? (beyond 0.20)
bsalis replied to Veshpa's topic in KSP1 Discussion
Mechanical parts (ie. Damned Robotics) That's the main one for me. Bigger wings would be nice too. -
Yep. It's neat. There was a big gap, and this now fills it. First thing i did was try it out, with a flag and a seat (not visible)...
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Most awesome - Laythe Most horrible - Moho Least appreciated - Kerbin (closely followed by Vall) Most overlooked - Tylo Most boring - Dres Most fun - Gilly Most forgettable - Minmus
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Assisted glider lift from a jet plane.
bsalis replied to MR4Y's topic in KSP1 Gameplay Questions and Tutorials
If you design the glider correctly, and do some testing and tuning, it should right itself and glide in a big slow spiral. -
Assisted glider lift from a jet plane.
bsalis replied to MR4Y's topic in KSP1 Gameplay Questions and Tutorials
Hmm, i don't see how it is a glider if it has an engine. Powered glider i suppose. Personally I have done this in a more properish way. The glider works without needing to be piloted. In this pic, the tow craft is behind, chasing the glider. -
Well, the LV-909s do not have enough thrust alone. So I augmented the thrust with four 24-77s. I only use them when the extra thrust is needed, since they are not efficient. I tried using a couple of Spikes instead of 909s, but they had too much thrust really. More importantly, they unbalanced the craft too much. Also, if anyone is interested. I blogged a video of flying this as a demo/trainer - see http://forum.kerbalspaceprogram.com/blog.php/32949
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http://forum.kerbalspaceprogram.com/showthread.php/29465-How-to-Laythe http://forum.kerbalspaceprogram.com/showthread.php/29169-delta-v-requirements-for-Laythe
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So you can use this to set your Ap above Jool to match the altitude of any moon. How do you know it will be there when you are to intercept the SOI?
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Future feature? Astronaut Complex : Hire and train kerbonauts
bsalis replied to johnpoz's topic in KSP1 Discussion
It's a planned feature. Hard to say how it will pan out. The way I see it is that there will not be any stats. Just training that unlocks features. So to begin with, a Kerbonaut can only be a passenger on a craft. Then you need to pay for training... * Pilot training to take control of a craft * Navigation training to use maneuver nodes * Advanced pilot training to use ASAS, maybe features seen in MechJeb as well * EVA training * Repair training * Repack chute traning -
What?! Tip of Cape York is only 11 degrees south. http://maps.google.com.au/maps?saddr=-10.777999,142.488556
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Measuring expended delta-v
bsalis replied to TheFooBar's topic in KSP1 Gameplay Questions and Tutorials
You would have to look at the fuel before and after. Then use the rocket equation. Or just use a mod like MechJeb that shows you your delta-V. -
I actually made a video this time! Click pic to play.
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Too expensive. Not useful. Won't happen. Australia is better placed to provide ancillary support to other space programs. For example it is already part of the DSN. There is also Pine Gap. Also, plenty of land to test scramjets and such, like the Woomera Test Range.
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Chutes attached to the rover. The retro engines are attached on the side with decouplers.
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When you filled it up with fuel, are you certain the bowser was not marked Diesel?
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My only big rule is to have fun. While doing so, try not to kill too many Kerbals and avoid abusing F9.
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Unity uses single precision numbers (32 bit). I'm not even sure you would get 4 decimal places on a number that size.