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Everything posted by Pyromaniacal
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I have a question, and I think I know the answer, but I don't want to chance it. Do these new textures for the planets change the surface structure at all? Probably not, but I want to make sure. Also, do the packs that change the color of the water, like that gorgeous Eve one, actually change the color of the water on the surface?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Pyromaniacal replied to ferram4's topic in KSP1 Mod Releases
Hey, I have another question. I slapped on a single stock low end jet engine (the low altitude first one you get, my memory fades), and tried flying it. Is this small plane supposed to haul ass at 230m/s at 1km altitude, and glide forever? For wings, all it has is a pair of the wide, short stock wings, and the delta winglets with the control surface included. For fuselage, all it has is a stock liquid fuel fuselage piece, and 2 air intakes on the underside of the wings.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Pyromaniacal replied to ferram4's topic in KSP1 Mod Releases
Arrighty, thanks for the tips! I will try to implement the changes!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Pyromaniacal replied to ferram4's topic in KSP1 Mod Releases
Hi guys, I'm kinda new to the spaceplane building thing, and have been building standard jets with the career mode, stock, B9, and FAR. I assembled one, and after a few versions, I keep having the plane want to nose down. I've adjusted the trim, but it's still rather annoying. Are there any suggestions that can help me get experienced with this sort of thing? I've also noticed that at lower altitudes, whether rockets or aircraft, that if I go too quickly, the SAS likes to vibrate the control surfaces. Is this normal? Is this the game or FAR telling me to slow the hell down? I think it's the latter, but I'd like to make sure. Thanks for the help!- 14,073 replies
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Guise! Guise guise guise!! It's out!!!
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Play chess here! I like watching people play!
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Wow... What's that thing's lift limit?
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You Will Not Go To Space Today - Post your fails here!
Pyromaniacal replied to Mastodon's topic in KSP1 Discussion
Here's a goof. I had a mission to the Joolian system prepared. I was going to use a substantial amount of fuel left in the central stage of the Nova SHLLV from Temstar (Go here, folks! http://forum.kerbalspaceprogram.com/threads/24787-0-19-1-Zenith-rocket-family ) as a primary travel stage. I had no doubt it would have given me the necessary delta-V to get to Jool. Unfortunately, the craft folded in half where the ship and the booster met. What's worse, is that when I tried an emergency abort to get the crew clear, 2 of my 3 LV-N engines broke free. So now, the Aria was crippled, I have a huge debris field surrounding it, and I have to somehow get Bill, Bob, Jebediah, and Sonncot home. After I used RCS to burn the ship clear of the debris, I sent this up to get them. This is the business end of the Delilah Rescue craft. Capable of rescuing 4 kerbals from an eccentric orbit of 250km x 900km at a 25 degree incline, she worked first time up to the plate. During the transfer, there were a couple of picturesque moments, too. In short, I made it to space, made a hell of a mess, and made it back safely. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Pyromaniacal replied to ferram4's topic in KSP1 Mod Releases
Here's an oddity I found. I built a probe to skim through and ultimately get blown up by Jool. I had the 1m nosecone on the front, and had a 1x1m plate on the back to provide drag towards the rear, like so. This was done so that the "heatshield" would enter first. Once the probe entered atmosphere, it behaved exactly the opposite way, lining up with the plate entering first, like so. Sorry, the reentry flare is in the way. I tried flipping the probe around, and deploying the parachutes, but this didn't help. Aside from FAR and Procedural Fairings, the craft is stock. Am I correct in assuming that this should not be the case, and the nosecone should have less drag than the plate would?- 14,073 replies
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I sent an atmospheric probe to Jool! First one out that far, for some reason. Goodbye, Mün! In transit, HQ. Hello, Jool! Hello, moon I don't recognize! Hello, other moon I don't recognize! Hello, Laythe! Er, probe? Wrong way. Laythe, tell the probe it's pointing the wrong way!
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By the Kraken, that was the Arkingthaad Lite!? I read your thread from the beginning, but damn! That is big.
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How did you alter the parts into operating normally? That entire thing is gorgeous! I wish I had skill with aesthetics.
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You Will Not Go To Space Today - Post your fails here!
Pyromaniacal replied to Mastodon's topic in KSP1 Discussion
I have 2 fails. One was silly and consequence free, the other really burns my wazoo and mucked up a fair bit. First the silly. I use Subassembly loader and the Zenith launch family. Both are instrumental in my space program because I don't use maths to see what I need my rocket to do. I was moving the launcher into place to send a certain part up to my station, when this happened. Kinda hard to see, but I had part clipping on, and the launcher caught on the nodes for my Procedural Fairings base. In the spirit of the game, I decided, "Nerts to it, I'll launch it!" Ascent looked pretty good, some issues with the fuel ducts, but still kinda fun. On a whim I pressed the stage button. The game froze for 10 seconds, and then showed me this. Not sure of where my rocket went, I zoomed out to see the cloud. That was partway through the dispersal of debris. A significant amount of it has already left the 2.5km radius. Worth it. The infuriating fail (I was too irked to get screenshots) was when I got that rocket into orbit, and was in the process of moving the parts on to my station. Nothing too complex, just a pair of scaffolding bits that would connect some smaller fuel tanks to the main fuel module on the station. I had just docked the second and final part into place, when the reaction wheels started flipping the farq out. I did not have SAS engaged, nor did I input any sort of attitude adjustment for the station, it just started spinning on all axis. Time acceleration helped after using it 5 times, and when it DID stop, I noticed that one of the new parts was floating That-ta-way. I thought "No big deal, I'll quicksave and go get it to put it back on. Nope. It ripped the docking port that was attached to the station off with it. I couldn't even move it back to the delivery vehicle to redock it with that, because somehow its attitude was locked. I could not rotate it in any direction. It had no reaction wheels, probes, or RCS ports at all, PhysX just decided that "Wherever it faces, there shall it stay!" So NOW i have to clean out the debris to negate the nav hazards, remove the old fuel tank, which doesn't have a rear facing docking port, (KAS Here I come!), redesign the entire fuel side of the depot, and somehow get it back into orbit. Wonderfundle. -
That's freaking awesome! Where did you get the arm?
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Hey, VanDisaster, any chance we could get a craft file with launcher? Those look awesome and I want to put 4 up in my Münbase.
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[Showcase] Post Your Manned Rover/Car Thread
Pyromaniacal replied to EleSigma's topic in KSP1 The Spacecraft Exchange
Is there a delivery vehicle for the trikes? I've tried a couple things, like Subassembly loader to try to put it in a payload bay for Devogen's Pegasus, using KAS to put it in other payload bays, strapping it to the side of a rocket, strapping it to the top of a rocket, things like that, but Subassembly loader doesn't let me attach it to anything since the root part has no free nodes, KAS and the payload bay flipped the frac out, and building a rocket below it left me still needing to somehow get it on to Mün without it exploding. Any tips, tricks, or hints? -
To celebrate the successful attachment of the solar arrays onto my WIP space station, I followed tradition and strapped Jeb on a suicide burn on an SRB. Unfortunately, when the chair and battery reentered, FAR's aerodynamics failed to slow him down enough. I deployed the parachute, praying he would stay in the chair, and had about 7 seconds of disappointment while he plunged at mach 4 towards the ocean. This is what happens when you plunge into the ocean helmet first at mach 4: 249 meters below the ocean in half a second, and the little sadist is still beaming. He is a good addition to the team!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Pyromaniacal replied to ferram4's topic in KSP1 Mod Releases
Ah good. My KSP was starting to take a ridiculously long time to start anyway...- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Pyromaniacal replied to ferram4's topic in KSP1 Mod Releases
Well, I downloaded and installed the plugin, and I have to say, this is amazing. I took a shuttle that couldn't make it off the runway, and put it in a 85km suborbital trajectory. A few modifications, and I'll have my crew change SSTO that I've been trying to make! Definitely worth downloading!! For the rockets, though, if asparagus staging is less efficient, then should I get a parts pack that has fuel tanks/engines that have a wider radius, like KW or NovaPunch? Which would people recommend? Will anyone notice that I asked this already?.. The answer to that last one is probably yes... One final thought, are there hotkeys for the wing leveler, pitch limiter, and yaw limiter? I fly with a joystick, and it was annoying switching from the stick to the mouse to disable the assists while landing.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Pyromaniacal replied to ferram4's topic in KSP1 Mod Releases
Yeah, those are the lifters I use too.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Pyromaniacal replied to ferram4's topic in KSP1 Mod Releases
Hello, me again. Because I use Procedural Fairings, I've been thinking about using this plugin. I mean, all they do with vanilla physics is add mass. I've been known to take a nerf for aesthetics, but why should I when I can make it a buff? Before I fiddle with aerodynamics, however, I have some questions. I am under the impression that I have to set each control surface in order for them to operate properly. Is this true? How difficult is it? Will I have to restart any flights I'm progress that use control surfaces? I have a set of launchers that have been proven to get certain masses up to certain orbits. These lifters use asparagus staging. All have nosecones. Does FAR make this less effective? Will they still lift like they did? Should I instead pick up a pack like NovaPunch or KW Rocketry? Which do you all prefer? Thank you for your time!- 14,073 replies
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You know, after playing around with it for a bit, I can't really see the use in one of these. I mean, sure, it's a blast to put something into ridiculous suborbital trajectories, but I have to burn retrograde to put any vehicle I... "Drive" into a useable orbit. Sometimes, no matter how nice the approach, the craft veers off to the south and never goes above 46km altitude. That's not counting the absolutely insane loss of attitude control that takes a minute and a half to salvage without using time-warp. Sure, it's gorgeous to look at, was well modeled, and it was a nice shoutout to Ace Combat, but it's impractical, and frankly, the New Lunar Republic Space Program doesn't have a place for it. I don't mean to sound like a bastard, sorry... It really is very pretty...
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[SSI] Sierra Space Industries
Pyromaniacal replied to Captain Sierra's topic in KSP1 The Spacecraft Exchange
Well... I would like the Orion I for shuttling crewmembers to my Kassandra orbital station, in a way that keeps the pilots in the craft. Because reasons. -
Show off your B9 Designs!
Pyromaniacal replied to w4rlord117's topic in KSP1 The Spacecraft Exchange
I wonder if I could impose as to request a craft? I am looking for a ship using B9 that can carry 4 additional Kerbonauts and 10 tons to 125km orbit, returning the same. I just spent 5 hours trying to get that gorgeous space-shuttle look and feel, to no avail. I failed miserably to get off the runway or launchpad. I have B9, Quantum struts, KAS, and Procedural Fairings. I don't use FAR, but am debating whether or not to use it, and I don't mind MechJeb. Thanks in advance!