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Wjolcz

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Everything posted by Wjolcz

  1. Ooooooh, so that's what felt wrong about flying spaceplanes! That explains a lot.
  2. It seems like you have velocity low enough for orbit to curve like that but it still hits the SOI limit.
  3. The wheels seem to have some oddities. As far as the landing gear doesn't need to work no matter what it's angle to the ground is, it would be nice if we could do this with rover wheels. I once posted this as suggestion, but it didn't get popular enough. It's nothing game breaking, but would be cool to have.
  4. This. Or you can actually learn the new aero and build nice things once more. It's possible. It's easy to build ridiculous things in non-realistic aero model, but it's even better and more satysfying to make eyecandy designs in 1.0 aero. Or you can keep whining, I guess.
  5. Ahahaha! xD this is great. And if intentional then even better!
  6. Use OCTO or HEX, or whatever is first in the tech tree as a probe with SAS. I clip it into the bottom of the capsule and treat it as if I put an additional computer system inside as there's plenty of space when in IVA view.
  7. Thanks. I actually know how to do all the manouvering, but was not sure about the speeds and heating effects of 1.0.
  8. I want to send stuff to Laythe, but I'm not sure what's better with new aero and reentry heat. Is it better to go straight for Laythe aerocapture, which looks fast and extreme, or longer Joolian and then after that go to Laythe? What is less likely to kill me? I guess there's always the third option of retro gravity assist + burn without the need of even touching both atmos. Just like Galileo did on a fly-by of Io?
  9. Finally. It always kind of bugged me that I had power all the time (except when in umbra) and at every distance from the sun. Not like it's a bad thing to have electricity but it actually will make me think about it before going places.
  10. Yeah, me neither. Guess it's about spaceplanes being more aerodynamic, or something. Have some rep for making me giggle.
  11. Nice. I like the solar farm. How many parts so far? E: I would also like to see the system that brought it there and set everything up. I'm planning something like this myself and wpuld like to see your solution.
  12. I get what OP is trying to say but I don't quite agree. I'll say that some "boxy" designs I saw were pretty good, but I found the additional wings to be useless and cheaty in terms of lift. Never bothered to build one. Pretty OK for the looks. Not all of them, but some (especially the Exothermos' ones). Edit after seeing the post above ^^^: Rapiers are for SSTOs, not jets. That's why Skylon isn't going to use jets only. Hybrids are the way to go.
  13. Yeah, the atmo feels kinda soupy in 1.0.2. Built something that resembled of Su 27, took off, did some ultra tight turns without stalling and couldn't go past 375m/s. Not really a fan of that.
  14. Basically this. Also keep your navball middle pointer in the prograde circle or somewhere close.
  15. Yep. Also SSTOs are great if you have budget cuts in your space program. And good aero model is essential for those. And don't forget all sorts of space-atmo manouvers like aerobraking and use of sky cranes on planets with air not being dense enough. In old aero you could just have enough chutes to land on Duna, which in real life it doesn't work like that.
  16. Noticed the same thing. 1.0 was working all fast and smooth and 1.0.2 gained fps drops all of a sudden. Also the aero feels kinda soupy and stall-less again.
  17. I would like an idea of having some sort of "growing food" modules. Each module can support X Kerbals for the infinite amount of time. You get more crew on board = the food starts to drop. The modules could be somehow upgraded to support more kerbals per 1 module. So it would work something like this: You get an early food-producing module (like a greenhouse or sth) that supports, lets say 3 kerbs. Somewhere along the tech tree you get a better version of it that supports more (5?) per one module and so on, and so on. Maybe not very realistic but also not as hardcore. Is this solution elegant enough or could be enhanced? E: Oh, and on topic of kerbals starvation deaths: I don't like the idea of them dying. Where would all the corpses go when new crew arrives? Maybe something like "Interstellar" cryo tubes instead of death? They just go to sleep, you loose reputation and the control over the ship. It could also work as crew shifts like in "Pandorum". Aaaand I went from semi-realistic to full sci-fi solution :L
  18. Same. 1.0 really sucked me in. It's a good update and it deserves all those points from the review. Glad to see dV readout is coming.
  19. That thing is actually pretty useful!
  20. Another example of stowable propeller. And also a bump because I really want this feature.
  21. You should use the airbrakes as yaw controls like this: It actually works.
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