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Mindofscience3

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Everything posted by Mindofscience3

  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.
  13. Point was to get the upper stages into solar orbit. It works and doesn't lag too much. That makes me a happy man. I'm sure you can make a much better rocket, but if you ever need to compensate for anything, this is your rocket! Not that I need to or anything.
  14. This is MoS. I've got a knack of building the ridiculous-yet-functional in both rocketry and planes. I've got a reliable inter-planetary rocket (IPL VII) that can take me to any planet in the solar system (and it's not laggy on my system either). Accomplishments thus far: *Mun and return *Minmus and return *Landed on Duna *Landed on Eve *Orbited Jool (IPL VI) *Space Kraken around Jool (attempt for a moon with IPL VII) *Plane on a plane *Rocket on a plane *Circumnavigated (<3 mechjeb as the plane is woefully unstable) This rocket is pretty good for stock. It gets ~83 tons to solar orbit! Takes about 3:25:00 to circumnavigate (that's 3 hours 25 mins). I'm messing around with Kethane right now to figure out how it works and then build a well designed Payload Capsule for it.
  15. Nasa wants their computer back, I know. But in reality, without much debris it won't lag. The debris is really the lag causer. Either way, it'll stop lagging ~2500m or so as the debris gets too far away to matter anymore.
  16. This monstrosity will get you to any planet/moon in the solar system without lag on take-off.* As well, it gets about 83 tons to solar orbit (top portion + 1 tank of fuel in a lower stage). IPL VII stands for InterPlanetary Lander VII. (*if you don't have millions of debris near the launch pad) [ATTACH]33950[/ATTACH]
  17. It's nice to have an orbit around kerbol when dealing with nuclear engines, but really, you want to be at least half way to the mun before they are effective. Interplanetary space is better of course. Thats why my rocket is designed to bring the nuclear and lander stages to kerbol orbit right away for best use of NERVA power!
  18. Also made it back to Kerbin. Some design changes needed - lower center of gravity, parachutes closer to middle of ship, bigger chutes... Quite the lag there on take-off eh? Lost the altimeter in the process .
  19. http://kerbalspaceprogram.com/forum/showthread.php/20900-Land-on-Stuff this might be why people are less interested. First you have to land before you can colonize .
  20. I've got a new inter-planetary rocket to mess with now: It SHOULD be able to get anywhere in the solar system and land. Plus, it doesn't lag, so there's that plus. It gets about 58 tons just past duna orbit from kerbin launch.
  21. Check out my thread (http://kerbalspaceprogram.com/forum/showthread.php/20530-MoS-s-Stock-Space-Kit last post). I've got a great inter-planetary vehicle that can send you anywhere in the solar system. It's big but does not lag. It actually gets a large nuclear stage past duna-transfer with the base rocket. On top of the base rocket, it's got the nuclear stage, and the powered landing stage as well. The "payload" (nuclear stage + landing stage) is about 58 tons, and the delta v of the nuclear stage is approx 4250 m/s. The lander itself is 20.8 tons, so perhaps you could view that as the payload (your nav sats in this case). That should be more than enough .
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