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gilflo

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Everything posted by gilflo

  1. Thank Zkey you for the update that works fine in 1.1.3 Any chance to get Protractor working in the Tracking station window, so that we could see progression while time warping?
  2. First of all -Tweak your gears so that they can support the weight of your craft -Place your main gears not far from COG. -You can have more than 2 main gears if your craft is very heavy, especially for heavy body, and you can have 2 front gears if necessary -Use this mod to perfectly align you gears in 3 dimensions: -Always disable steering on rear gears, you can even disable steering on front gear, just before take off, rudder should be enough for take off run. -Set more friction on rear and main gears than on front gears (1.5 and 1.0) -Set more brakes on rear gears and main gears than on front gears. -You can land with no steering - My damper settings are <1.0
  3. Stock gears for all my aircrafts: Steering disable on rear gears, gears all tweaked to support aircraft weight, braking always harder on rear gears, friction setting 1.5 on rear 1.0 on front, damper all 0.65. Rear gears all placed around COG All flights using Atmospheric autopilot mod to limit g load, but flying manually Eve aircraft 20T working fine: 138T SSTO Mark IV, after landing, no problem at all 456 SSTO supertanker Mark IV after landing: notice that the center rear gears seems to disappear in the ground: I think they have to be moved rearwards....or they support to much weight and have to be reinforced or damper must be more than 0.65. I must try different settings. But no wobble, no explosion on landing or take off, no dancing around when launched
  4. I used adjustable landing gears in 1.1.2. now in 1.1.3 i loaded my 1.1.2 planes without gears and tried to use stock gears on some very big ones, like 200T Mark IV. First times i tried i had issues, gears collapsing, exploding, not supporting aircraft, aircraft not steerable...... Now i use Hangar grid mod to have all gears perfectly aligned and tweakable to have all gears big enough to support weight and every plane works fine. You must also take care of weight repartition when you place your gears. Big planes must have gears big enough under the wings but also gears under the belly.
  5. That's the opposite that is happening: When I remove Scatterer, the game still lag, if I keep it and remove Eve and SVE, it does not lag!!!
  6. Hello great mod! Visual effects are awesome, but it makes my games lagging, even with the low resolution download. I got around 70 mods and i noticed that as soon as i remove EVE and SVE, there's no more lagging and no more clouds...!! Any chances or any idea to get improvment on that lagging? i don't miss RAM, i got 24Go but it's not the problem....
  7. Yes, zoom in On map view you do not see anything. It will never be as accurate as ScanSat map that integrates your ship movement....... I understand you don't want to bother with that, but waypoint feature is no use in map mod if you don't have enough accuracy, specially for low altitude flights for what your autopilot is the best!!! I noticed also that the Autopilot in CFC would bank to nearly 50° even for small heading adjustment of 5°. in fact the bank rate and yaw rate seem very fast. Is there a setting to use to minimize bank angle or bank rate or yaw rate for small heading adjustment?
  8. Hi Learning to use your mod with plane and it's very usefull. Thank you ! Piloting with joystick seems easier tan ever.... Any possibility to select waypoint on ScanMap from ScanSat mod ? because when flying over Lathe, Eve or Kerbin the scale when selecting map mode is not accurate at all...
  9. Hello Usefulll mod but I have an issue in the VAB: The direction of the COL is always perpendicular whatever you build. COL direction is ok (down) when mod is removed. Look this pic: COL is above COM, because we have a big tank you don't see under the lander, but the direction is not good....
  10. From what altitude can reach Eve orbit with this small lander? And what are the engines on stage 1 and 0?
  11. Delta V is difficult to estimate on ground or in VAB. USING KER, It is not 8000DV in VAB with EVE setting. Mine shows 4300-4500DV. DV is increasing when tou climb. It's more a matter of mixing TWR and DV to reach 15kms with around 4000DV left and enough TWR for acceleration. it's also very important to build a ship as dragless as possible.
  12. Here is my lander for 2 kernels, tested to reach Eve orbit from 350m take off altitude.
  13. To follow it here, plane is arriving......
  14. Hi guys For those who are interested on how to aerobrake and enter Eve atmosphere, here is my design to save DV on launching a plane to join my 2 Kerbals waiting in Evalander Using now KSP 1.1.3 Retrograde mod to brake 50° before target, aiming a -150kms Peri It's done Now ASS on prograde for Entry Here is the optimum design, ejectable deployable shield ahead, big tank with speed brakes on back and small spare tank with a lot of Vernors for RCS at center, near the CG (when big tank nearly empty), so that they will be very helpful if we need them The shield begins to heat under 80kms, mach near maximum 62 Kms, mach decreasing, temperature rising 44 kms, Mach under 7 and temperature decreasing. A flip would be no issue now 36 kms, still on prograde 25 kms, we begin to get out of prograde, but flip, mach and T° are no more a factor Ejection of rear tank ASS on OFF, spare tank ejected, CG ahead of CL the plane stabilize nose down Playing with pitch I nose up and eject the shield Now a real plane Engine started we fly with FWB on atmospheric autopilot. (very good mod) heading north to join the lakes that are east of our objective on the Scansat map Take a look at Atmospheric autopilot. As you cannot guess, great help to pilot without autopilot!!! http://forum.kerbalspaceprogram.com/index.php?/topic/124417-113-atmosphereautopilot-155/ Going down fast to admire the lake low altitude flight, fine controls, (blue indicators) Now we are going to turn left to head west towards our objective Beginning turn with atmospheric AP, the altitude is very stable in manual... gaining altitude to fly over land 9km from objective, 14 m from ground, 360 kts, no error is allowed!! 250m from objective, we can see Evalander and Jedediah, we pass under 50m Nearer Speed 300 kms, we see clearly the lander after a 180 turn, new pass, then we will land outbound, increasing altitude for the final turn 90° bank turn Final 1 km Nearly on ground Speedbrake out approaching Jedediah and the lander Here we are
  15. Happy to see you're back on 1.1.2 On 1.1.3 the gauge is flickering....Any update?
  16. Take a look at my design, it works perfectly for Eve Entry - second part of my post -compact, long and aerodynamic form -ejectable inflatable shield well centered -Ejectable speedbrakes and RCS (ejectable vernors at the COG if possible, if not, it can work, but you have to test it) -don't warp in atmosphere a better design I try after this one for a plane to Eve, is to set a big braking tank with speedbrakes at the top of your lander, Thus you have the cnter of gravity of the whole thing nearer the top of your lander where you can set a lot of RCS Vernors all around the tank (the nearer the COG, the better it is) . The ejectable shield at the base of your lander will protect the whole ship and RCS and speedbrakes will help to keep it centered on retrograde.
  17. Hello, take a look at his mod for the pod Legs are from SpaceY mod
  18. Project Voyager: send on one launch 11 Kerbals on Eve, together in a big vessel. It's a vacation tour. After landing they will be waiting a MK2 style aircraft for 10 passengers to travel around Eve. The launch from Eve will be sent on a 100 km orbit for fly refueling before departure to Kerbin. Here is Voyager, rated to reach a 100km Eve Orbit from a minimum launch altitude of 650m
  19. Hello Thank you for the mod. it's great. I am trying the Sigma V5 Voyager and obviously the RCS ports are not at the right place for a balanced pod whatever is the fuel, oxy or mono prop level. I can see that with RCS build aid.
  20. I send a plane to Eve First prograde Aerobraking to intercept Eve orbit at a few RCS DV cost...Descending to 70 Kms in Eve atmosphere. This plane is going to land on Eve to join my 2 Kerbals waiting in their lander for their tour!!
  21. Continuing the mission with Eve orbit interception Awesome! Burning for a 70 kms Periapsis , Deployable shield open on prograde, we made a 2300kms Apo after the first pass, the shield heating to 3100, at the cost of a few RCS DV. The ship works very well! Lowest point APO 2300kms 4 more circles with a 76km Apo, I realize during the last one I did not need RCS to maintain prograde during aerobraking. Total cost was 550DV and we should have saved half! Nose shield is definitely a very good option to save DV Landing with the plane on Evalander landing site on Wednesday or Thursday. My 2 Kerbals are waiting the plane for their Eve tour!!!
  22. Mission continue. I design the ELEA, Eve Exploration and Lab Aircraft. it will be sent to Eve by remote control, land near Evalander so that my 2 Kerbals can use it. Aircraft is finished, I got a lot of flight controls trouble du to the mod "Deflection control", but i solved them and kept this mod. We are ready for launch The deployable shield on the the aircraft nose will be used for Eve orbit interception in prograde aerobraking and I hope to use the less DV possible. in case it does not work i got a lot of DV left. Then it will be use for prograde Entry. Automatic Launch in the night Above 6000m Sun rise 24000m Ejection of 2nd stage Coast to 605kms apoapsis Ejection of 3rd stage circularizing, everything ok Departure for Eve
  23. I found the mod that make this control invert: it is Deflection control.
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