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Mindofscience3

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  1. Ran into a bit of an issue the other day. After landing on Minmus with tier 3.5 tech (tier 3 + space tape), i went for a walk, a sample collection, and a flag planting. Everything was fine until i tried to return to my capsule. Jeb (may his soul rest in peace) popped through the ground and the height meter did the old 999999999 888888888 etc thing as the kraken of old. Somehow the kraken has found a home on minmus. Sorry if i don't have logs of this. It happened 3 or 4 days ago and just popped into my head that i should report this issue. Another thing, after Jeb went... "missing"... i was still focused on where Jeb was and I went to the space center hoping that I would be able to refly the mission from before it did things. The ship jeb came on disappeared even from debris though the flag was still there. When i attempted to fly another mission in orbit, the game locked up. Restart fixed whatever issues had happened, but Jeb was gone .
  2. Small, I was letting Sandmatt know. I believe you for taking off. Just saying that I tried your model and it (like every small plane) has huge acceleration from any control surface. Blame the game coding on this one. I tried with 3 engines and no flaps. nearly took off (back-flipped and uncontrollable crash). With flaps and trim and better game physics it may be possible. However, until then, it is more infinigliding regardless of what you do...
  3. Infiniglide happens when you have a small plane and control surfaces. The way the surfaces work is by putting a force in a direction instead of being a lift. force -> movement.
  4. If you have control surfaces, you are infinigliding with a plane this small. it's just the way it is. if you can do it without control surfaces, then it's legit. Everyone so far has been infinigliding.
  5. Ends up where you pull up and do nothing else. ends up fairly unstable but it flies.
  6. Took off with my entire craft. it can probably land since it has wheels. Take off: pull up until you start flying (around 45 m/s). Attempt to manually fly straight and not ride the wave too much. @Sander: Infiniglide is inevitable with small craft, thought mine does exploit it a bit . Unintentionally of course. Will rework the design to have less infiniglide.
  7. To put it simply: the thrust generated by canards is quite high. Quite a lot more than their own weight. This is in order to turn spacecraft and planes which weigh a lot. The reason it is modeled this way is there's no true lift/drag stuff implemented yet in KSP. So, if you strap enough canards/control surfaces you can make a plane fly. Try putting a single fuel tank with 24 advanced canards around it, launch it with a small rocket up, say, 500m, then hit q or e to spin it. You can go 1500 m/s or so with no fuel.
  8. Moho = too hot to land on light side. You must land on dark side.
  9. Asp'd correctly. The top stage is just heavy at ~60 tons. I tried with mechjeb and instead of tearing itself apart, it was just too unstable to keep pointed up. I like launching at 90° x 90° (straight up) for simplicity's sake. I can't compare vs onion staging as the 4-5 launches so far have been CATOs.
  10. The engines work in the lower atmosphere of anything with a lower atmosphere. For Duna, that means 3-4km max. Eve, roughly 20km or so. Unsure of other places as I haven;t been there yet.
  11. Tried it with Asp staging. The result is that it's unstable and will self destruct when 3 engines are left. Everything is staged right, just general instability when there is one central and 2 outer engines. Probably SAS's fault but can't investigate now.
  12. If you can successfully asparagus stage this, I would be interested in trying it out. Every time I try to asparagus, it always gets really unstable.
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