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KSP2 Release Notes
Everything posted by bac9
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Great idea!
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You have R3.1, not R3.1c and that message shows up because the part failed to load properly. It's a KSP placeholder description. Download the fixed version. Honestly, I don't understand how it's possible to install this thing wrong. You already have GameData folder in KSP root, you have GameData in the archive, just move all the content from one to another. These engines can't go faster than 300m/s and aren't really the best choice for SSTO.
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Check example crafts and learn from them. That's pretty weird, BRV-4 Heinlein is extremely overpowered (five engines, large fuel reserve, little mass, no payload), so it can go into orbit using less than half of the fuel reserves and is forgiving to absolutely ridiculous mistakes. It's pretty hard to waste all the fuel on it and just get into orbit. Flying it is very simple, just climb fast to 10-15km then level out, kill most of your vertical speed and gain velocity as high as possible. Climb slowly from 15k, preferrably within 10 degrees over the horizon, so that you can push the plane to the fastest possible speed without losing air. As you go faster, you get more air intake, allowing yourself to climb even higher without flameouts, allowing yourself to speed up more due to lesser drag. When air intake gets into 15-10% area, cut the throttle of the engine to 75% and continue to climb, that will cut air intake requirements significantly and will delay the flameout further. Cut the throttle further just before the switch if you can sustain the vertical speed with it. Also, don't forget to watch your prograde vector on the navball and pitch upwards: at high altitudes, nothing ever flies horizontally oriented as there is too little air to hold you. If you want to fly horizontally, find an angle of attack that will keep you there, which will be noticeably higher than horizon. When I'm saying "climb within 10 degrees" , that's your prograde marker, not your spaceplane orientation, which could be 30 degrees up even. Ideally you should be going no slower than 1200-1500m/s and no lower than 25km at the point of switching to oxidizer. Return to full throttle upon switching to it, keep going almost horizontally while stabilizing yourself with RCS. It's best not to burn upwards, keep burning almost horizontally, maybe 20 degrees upwards if you insist on reducing little drag that is left at this point even faster. Getting extremely long trajectory to AP is better than getting up there with a steep trajectory as it will be a lot easier to circularize when you already have most of the orbital velocity needed. Ideally, you will only need a quite short push at AP to raise your PE over the surface and into low orbit.
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There is no sweet spot, the further behind the center of mass your center of lift is, the more stable and less prone to flipping your aircraft would be. You just won't be able to take off after a certain point if you have CoL too far in the back, that's all. Other reason for flipping would be thrust vectors or center of lift situated on a different axis than center of mass (e.g. if you are overly enthusiastic with offset wing positions), but that can be solved too, most of example crafts are vertically asymmetrical and are still flying well.
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[1.1.3] Large Structural Components [24th August 2016]
bac9 replied to udk_lethal_d0se's topic in KSP1 Mod Releases
Very nice looking parts. I'd recommend to use more optimized texturing though, these parts could have been done with just one texture. Using up to nine per part is not good for performance and memory. -
No, not anytime soon. Reading info popup on example VTOL that was included with the pack might help. Action groups. No, it will never be split into several mods since that would be a support and maintenance nightmare. Also, amount of parts has no relation to performance effect, amount of textures and meshes does, and it's quite low here. This mod won't push your memory usage higher by any significant margin. Pocket change in comparison with 400mb KW Rocketry. You will lose all SABRE features and all thrust vectoring functionality. Not recommended at all. None that I know of. Look at the animation of the doors and look where you have placed RCS tanks. You are ramming the doors right into them.