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Tex_NL

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Everything posted by Tex_NL

  1. Oh I am sure they will. But I never build that Grumman X-29 to be the best handling plane possible. It was all about how it looked. And it looked very close to the original. The fact that it flew as good as it looked was just a bonus.
  2. Take-off Speed ~50m/s: 20pts (On both land and water) Pin point maneuverability 30pts Engine Type: Propeller 30pts 3 X Guided (As in it has wings) Bomb 15pts Jebediah Kerman is pilot (must not be edited in) 25pts Land on water and remain intact: 50pts 20 + 30 + 30 + 3x15 + 25 + 50 = 200pts I have hit the VAB several times on test flights but sadly did not get any pics with Jeb at the helm.
  3. To my knowledge there are 4 ways to avoid tailstrike: 1: Move your rear landing gear further behind the CoG. But this does mean it will become harder to lift the nose. 2: Increase ground clearance. Apart from some added weight, drag and esthetics it doesn't have any real downsides. 3: Be more gentle on the stick. Pull up less and later. 4: Change your design into a taildragger. But not all designs are suitable to be taildraggers. You say you've already tried #1 and #2 so I'd suggest #3. If you can do a wheelie all the way to the end of the runway and still can't get airborne your craft is not designed to fly at all. In that case you'd probably need more lift.
  4. Real life fuel has inertia. Pumping fuel from left to right will push the craft from right to left. The center of mass (ship and fuel combined) will not move. It's been a while since I watched that video but I do believe Scott explained it all. Edit: Watched it again and I was wrong, Scott did not clearly explain what would happen IRL. Though he did mention real fuel does and KSP fuel does not have inertia.
  5. In atmo , and . get you into physics warp. And parachutes ONLY deploy in atmo! Edit: Ninja'd AGAIN
  6. Are you absolutely sure it was time warp and not physics warp? Edit: Ninja'd
  7. That thread could indeed be the topic I was thinking about but AFAIK the futurama egg was found long before that. How well known is the STS-115 reference in the KSP menu by the way?
  8. Not too long ago a mod/dev (can't remember who it was exactly) clearly stated there was one egg not yet found. One thing I do know with absolute certainty: you will not find it with MapSat. All eggs visible with MapSat have been found a long time ago.
  9. Personally I prefer the RNM/RBM intakes over the SABRE intakes. They are a good bit heavier (and therefor have more drag) but last a lot longer. Most of my SSTO planes reach 35 to 40+ km with a minimum of 1 RNM/RBM per 1 SABRE S or 2 RNM/RBM per 1 SABRE M. I also try to run on jets to the absolute limit. I use an odd number of engines and place the center engine last causing that engine to flame out first avoiding a lethal spin in the process. As soon as the center engine flames out I switch to rocket mode. I rarely close my intakes as the air at 40+ km is so thin there is very little drag anyway.
  10. It is absolutely not difficult to find images that actually contain the next number instead of only having a weak connection. On another forum I visit we played a nearly identical game, we went up well into quadruple digits. From time to time it went so fast you had to search an image a few numbers in advance to avoid getting ninja'd. Can the rules in the OP please be changed to include a visible number?
  11. Easy, you've got your probe core upside down. (Happens to me fairly regular.)
  12. - Giving it all she's got - Klaatu barada nikto - Phoning home
  13. Generating 'real' clouds shouldn't be that hard. Form a distance a texture will suffice, we pretty much all agree with that. Up close a texture just won't do and that's why I already suggested generating some kind of 'fog'. And even this 'fog' is already in the game: exhaust smoke. Just generate enough at the correct moment to limit visibility and obscure the texture. Once through the clouds the smoke can clear and the texture will be visible again.
  14. Even IF you would use some kind of editor to change the designation from 'debris' to something like 'ship' you still wouldn't be able to do anything with it if it doesn't have a pod or core. Regardless from the designation and the presence of a pod/core you can still dock to with it with another 'ship' as long as it has a port.
  15. OK, it does have some link to 11. But only if you know about it. The image itself doesn't show it.
  16. What has this to do with 11?
  17. The only non-cheating option known to me is the Orbital Construction mod. It requires you to first bring spare parts up to an orbital station where you can then 'build' your final ship.
  18. To make it even better: use an animated texture. And to give the cloud layer some depth you can generate a smoke/fog layer at the correct altidtude
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