Jump to content

Tex_NL

Members
  • Posts

    4,124
  • Joined

  • Last visited

Everything posted by Tex_NL

  1. No, keep your plane sitting on top of your rocket just as you have now. Just rotate it 90 degrees so before launch one wing is pointing east, the other west. During your gravity turn your wings will be pointing up and down. If you have your wings pointing north/south (like they would for a normal plane take-off) you'll have a hard time controlling your rocket during your gravity turn.
  2. A sun manned lander? Good luck with that! I mean it, landing on the sun is very675 Hard.. Depends on what you mean by landing. Realy? You didn't see Tw1 needs glasses? Longsok clearly talks about "a Mun Satellite and manned lander" He never said anything about the sun.
  3. Correct: K-Nor --(Kerbalized)-- T-Nor --(abbreviation)-- Terok Nor --(Cardassian name)-- Deep Space 9
  4. K-Nor Minmus Outpost After building my K-Nor class Outpost in Minmus orbit yesterday I decided I could do it bigger and better. I haven't definitely decided where to build it but I am thinking about Kerbins theoretical L4 or L5. As a proof of concept it might be better to build one in Kerbin orbit first. K-Nor class MkII concept
  5. How many do you want? Here's one about 2 weeks old: http://forum.kerbalspaceprogram.com/showthread.php/44207-Race-To-The-North-Pole.
  6. Don't feel embarrassed. You're not the first one to 'discover' this bug. Challenges like this get posted at least once a month, usually by a new forum user.
  7. But do you have any visual evidence that it doesn't exist? How can you have visual evidence if it doesn't exist? It would be like showing a picture of an empty sky to prove UFO's are fake or an empty forest to disprove bigfoot. (Not saying they are real, it's just an example. I belief there are logical, down to earth explanations for all sightings.) No you don't. As long as the mass, and therefor gravity, stays the same nothing will change. Only thing changing would probably Jools diameters and temperature.
  8. For a large part that relies on a few different things: - Distance. Mun and Minmus are very nearby and there is no long wait between ideal launch windows. - Station integrity. Moving a large multi part object invites a lot of wobble. Unless you use something like Quantum Strut or Docking Strut you risk tearing your station apart. - And last but not least Logistics. To move a large station you'll need a drive section, you'll need engines and fuel. (And fuel to move all that fuel.) There is of course a golden path between the two options. You could build a construction vessel carrying several modules of your station and piece things together on site. After discarding fuel tanks your drive section could serve as construction tug. My K-Nor Minmus Outpost was build in Minmus orbit and took only four flights. One for the core and three for the arms. (First 'arm flight' also carried a small RCS tug.)
  9. Transplanting your plane from SPH to VAB and adding the lifting stages there sure makes it a lot easier but it will not solve the OP problem If you're going to launch your orbiter plane 'Hermes style' (on top of the rocket instead of hanging from the side) you should rotate your entire rocket 90 degrees. That way once you do your gravity turn one wing will point up, the other down. Now lift from the wings will be mostly ignored and you'll have a much more stable flight. I've launched many planes in this fashion both large and small. As long as I keep it 'knife edged' I never ran into serious problems.
  10. K-Nor Minmus Outpost Mainly stock, some B9 Aerospace, some KW Rocketry and MechJeb for control.
  11. Any orbit that does not dip into the atmosphere or surface is considered stable. It does not have to be circular. For Kerbin this means any orbit with a Pe above ~70 km. All info on the height of a bodies atmosphere can be found on the wiki. Edit: Darn, got ninja'd once again. Took too long checking the wiki.
  12. Because it will always result in pointless debate. Things will be said and feelings will be hurt. Easier to stop the insults and flaming before it starts.
  13. Rarely does one see a 'first post' as useful and correct as this. (Welcome to the forums by the way to both you and the OP) I'd like to add only one minor detail: Switch to 'Chase' view (cycle through views with [v]) in order to align the camera with your control node. Now they key to translate up will always be up and down will always be down. Nothing is more frustrating to realize too late you've been adding sideways velocity instead of reducing simply because you had your camera view upside down.
  14. Are you genuinely surprised or are you just trolling? Of course they are in the calculations! Physics calculations are a combination of all internal and external forces ranging from mass, thrust and gravity all the way to drag, lift and the connections between parts. Struts make your craft more rigid, they add strength between parts. In order to do that they must be in the calculations.
  15. Brainwave! It just occurred to me there IS a stock solution. With the introduction of 0.21 there is a new text window that opens when naming your rover. Just put it in there. Not sure if you can access that text in-flight but you can most definitely do so in the VAB/SPH.
  16. Amen to that brother. You pretty much said what I was thinking reading annallia's post. The OP indeed literally states "Any stock or modded solution welcome." And you're also right about Actions on the fly. I totally forgot that was available too. (I am just not sure it works in 0.21. I have never used it.)
  17. To distill all possible speculation and guessing into one simple answer: KSP v1.0 will be released when it's ready!
  18. My first reply was just from memory as I didn't have time to actually check. By now I did have the time and I was correct. Both are located under the science tab, the B9 version is called "Info Drive", the Fiespitter version is "FS3I Info popup" They are basically identical: the B9 version is a little smaller but slightly heavier, they have an identical mesh and near identical texture and function exactly the same.
  19. IIRC both Firespitter and B9 have an info part that allowing you to add a limited amount of text to your craft. You can set it to auto-display on the runway/launchpad or open it with an action key.
  20. Not sure it the strobe lights will actually show. Keep in mind physics is only active within a radius of 2,5km. If correct your runway strobes will be pretty but also pretty useless, By the time your close enough to see the lights you can already spot the runway. The 'runway' is just the raised part. As long as you stay clear of that you should be fine.
  21. With a small engine as you described you might be in for a long burn. It would be like trying to move an 18 wheeler big rig with a moped engine. You CAN move it but it will take an awful long time. Getting them there entirely depends on their total amount of dV. With enough fuel you can get anything anywhere.
  22. KSC itself is very easy to find. The harder part is lining up for the runway well before you can see it. Most of my spaceplanes are running on mere fumes when they return, I have just don't have the fuel to circle back and try again.
  23. blizzy's suggestion is one I support 100%. Except I did a wee bit better: Exactly in-line with the runway I placed flags at 0, 1, 5, 10, 15 and 25 km. Not only does this give you a great approach vector it also helps you with your descent slope. Descent 100m for every 1km distance (~6°) and you'll nail the runway every single time.
  24. Please keep in mind you're in an international community. Many people here, possibly a majority, do not speak English as their native language or learned it a young age. Using a spell checker only fixes individual words but does not fix proper grammar. Morty's grammar/spelling might not have been perfect but his post is very readable.
×
×
  • Create New...