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BubbaWilkins
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About me
Sr. Spacecraft Engineer
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BubbaWilkins replied to bac9's topic in KSP1 Mod Releases
Well, that depends entirely on how hardcore you want to be about it. With a few more mods, you could make a service vehicle which can refuel your craft as well as another which can place a payload. You could go even further hardcore and do a 100% Kethane based system (no free fuel once your kethane operation is running).- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BubbaWilkins replied to bac9's topic in KSP1 Mod Releases
While your at it, check the S2 Wide body intake. It's not generating any intake air.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BubbaWilkins replied to bac9's topic in KSP1 Mod Releases
Odd. Now I'm going to have to find what mod it was that did it. Thought the only thing I deleted was tweakscale once I found it didn't work here.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BubbaWilkins replied to bac9's topic in KSP1 Mod Releases
Is it just me or where there some additional command modules in the pre-release that are no longer present in the official?- 4,460 replies
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Hard to make more NASA easter eggs when there isn't really that many things NASA has left on the Moon or on other planets.
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Plane takeoff problems :(
BubbaWilkins replied to MrAnonymous's topic in KSP1 Gameplay Questions and Tutorials
Depends on how fast the craft is intended to go, or how much the CoM is going to change due to fuel consumption. Also, if you're using B9 wheels, it helps to edit the config files and change the sideways stiffness to .01 or .001. Check the B9 thread for the correct answer. There is also separate B9 correction thread that might help. Other tips, - wing and structural flex com into play. If your craft is heavy, its going to flex when on the landing gear deflecting them slightly. Either make your structure stiffer or add more wheels. - if you have a negative angle of attack while sitting on your gear, this just adds more downforce pressure the faster you go. Craft should be level or nose up for best results. - related to the flex thing, but heavy craft will also tend to flex the wings as the load is shifted from the wheels to them. Sometimes the wheels don't like this. - rear wheel placement should be just barely behind your CoM so that minimal control force is required to force the nose up. If your gear is too far behind it, it may take forward canards and other control surfaces to get you airborne. - Check your control surfaces! Don't let wing flaps have pitch authority (unless its a rear delta wing configuration). -
running 4 nukes at 25%
BubbaWilkins replied to engraverwilliam's topic in KSP1 Gameplay Questions and Tutorials
There are two reasons to use more engines: 1) When total DeltaV is not a factor, but mission duration is. 2) When you need a minimum thrust level to escape a gravity well. If we had life support concerns to also account for, then #1 becomes a much more prominent issue to deal with. -
RAPIERs don't suck!: A complete performance evaluation
BubbaWilkins replied to Captain Sierra's topic in KSP1 Discussion
With 1000's of hours of gamplay under my belt, I find that I prefer the Rapiers in most of my craft. If that makes me a newb, then so be it. Many also refer to grenade launchers in 1st person shooters as newb tubes. 1 on 1 sure, but if you manage to wipe out 2-3 in one hit, that is the proper and efficient application of ordinance. The Rapier is easy to use, but I think it's niche extend well beyond that point. Agreed, it's not the best choice in all instances, but it's also not the worst.