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Everything posted by Scarecrow88
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How harsh is reentry heating?
Scarecrow88 replied to kiwiak's topic in KSP1 Gameplay Questions and Tutorials
It can definitely destroy a returning capsule, but if it's a problem for you, you can change it's effect in settings, at least in Sandbox mode. Don't know about other modes as I never play them. -
I think there may be a few who have been playing the game for some time before joining this forum.
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Do you have the craft file for download, as I reckon I could get it flying. In any event it would be a nice challenge to try.
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Are Your crafts ready for 1.0?
Scarecrow88 replied to Major999's topic in KSP1 The Spacecraft Exchange
I'll try some of my existing craft to see how broken they are, if at all. If they are really broken, I will start afresh. If they aren't too bad, I will just make the required changes to the ones I really like flying. -
I will download it and have a look, but it will be installed as a separate installation. I am still able to play all the versions of KSP that have come since I started playing, as they have all been installed separately. It was quite a while before I switched from 0.24 to 0.90, as 0.90 killed so many of my craft due to the big change in aero parts in that particular release.
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Kerbin to Duna & back ?
Scarecrow88 replied to Lohan2008's topic in KSP1 Gameplay Questions and Tutorials
Mine wasn't much bigger than a rocket designed to go to Mun. In fact it was a slightly modified Mun ship. This is the ship, and it doesn't use nukes, so no excessively long burn times. It doesn't use the MkI cockpit though. I posted a thread in the exchange forum, where there are a lot more pictures of a mission to Duna, as well as a link to the craft download file if you are interested. Duna and back without docking -
Shouldn't be too surprised, you can after all see Saturn, Jupiter, Mars and Venus from Earth with the naked eye. In fact Jupiter and Venus are two of the brightest 'stars' in the night sky.
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I'm with Kweller - Kerbal alarm clock. You can set it to advise you for a number of different events for each ship, and even get it to pause the game as a ship approaches such an event. This feature is useful if you have set an alarm for a SOI change for one ship for example, and happen to be time warping another ship. Without the alarm the first ship would be warped through the change of SOI but with Kerbal alarm clock, the game can be paused allowing you to switch to the affected ship before resuming the game.
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Lol, love that. That's a real Kerbal Komet.
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I can emphasise with that. A few versions ago, I built a Harrier jump jet. Given the limitation of the parts we had then, as well as not having the translation and rotation tools that we have now, I thought it was half decent and actually flew quite well. Unfortunately when they introduced the new wing parts and control surfaces in .90, it was no longer compatible. I recently built another Harrier using .90 parts, but it was done without referencing any photos or drawings, so is more a representation of what I remember a Harrier looks like rather than a proper replica. The important thing with that particular craft is that it conveys the feeling of a Harrier and flies well, so I'm happy with that.
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If you do I'd be interested to see what you can come up with.
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I've had fun designing a number of aircraft in KSP, relishing the challenge of actually getting them to fly without too many vices. Up to this point all my creations have been of my own design, but for the most part I do like them to appear as if they could have existed in real life. Indeed some have ended up bearing a passing resemblance to actual craft, though generally this has been as a happy coincidence. For this craft, I actually set out with the intention of making a proper replica, and then discovered that it's a lot more difficult than you think, so all Kudos to you guys that have built some amazing replicas that have appeared in the Exchange thread. The craft here is my attempt at recreating the Me 163 Komet, or as close as my limited abilities will allow me to get. I am not entirely happy with the area around the cockpit, but can't think how I can improve it. The purists will also say that the tail end is not tapered enough, and of course the original didn't use retracting undercarriage. I did try using a drop away dolly, but it wasn't very elegant, and the skid on the bottom of the craft isn't very durable, which meant that all landings ended with a big explosion. In the interests of giving the pilots a fighting chance of completing each flight in one piece, this craft features normal landing gear. To be fair, I did try to make it look like a dolly on the ground, and you can't see it in flight when retracted, so I am happy with this particular compromise. As far as flying the 163 goes, it's pretty docile. Take off speed is around 100 m/s, flight duration is limited, as per the original. Keep the wings level when landing due to the narrow undercarriage, and be careful with use of the brakes on the ground to avoid nosing over. Hope you enjoy it. Download craft file
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Glad you like it. It has quite a low landing speed if you cut the engine over the threshold, so there's no need to really pull the nose up to lose speed - just glide it in.
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It's the internet, there are always going to be haters, even in KSP. Also curious from those of you who have actually downloaded it, what you thought of it's flying characteristics, as I really struggled to stop it cartwheeling all over the sky before introducing a few novel changes.
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Just realised that I hadn't locked the gimbal on the balancing engine in the nose, which means the small parts of the engine you can actually see move when manoeuvring. Bit off putting! I've amended the craft file to download the fixed version.
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Accidentally Deleted Mission/Ship
Scarecrow88 replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
If it was in flight, you should be able to copy it from a previous save and paste it in to your current save. It should put your ship in the same place and state as in your old save. One thing to be wary of is if you have transferred crew around, as the game doesn't like it if you fudge the persistent file and introduce a craft with crew that are already deployed somewhere else. -
Accidentally Deleted Mission/Ship
Scarecrow88 replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
Have you deleted the craft from your hangar, or just from the current game state? -
Yes, balance only. Even though I had the CoL just behind the CoM without it, I think the CoM was too close to the trailing edge of the wing, and it led to some strange flight characteristics. Adding the engine at the front moved the CoM forward enough to lose those bad traits.
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Craft updated for 1.0 Taking inspiration from the Vampire, Venom and Vixen series of aircraft, built by de Havilland from the mid 1940's to the 1960's, I present to you the Voodoo. Whilst not intended as a reproduction of any of the aforementioned aircraft, I hope that there is at least a family resemblance. Not built for any specific purpose, it has pleasant flying characteristics and I'd like to think it's a good looking aircraft. It won't fly itself off the runway, but only requires modest elevator input to unstick and become airborne. Glide characteristics are good and with the upswept tail booms, you'd have to be seriously abusing the elevator control near the ground to suffer a tail strike. Craft download file
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The problem with Tylo is that there is no atmosphere to help slow you down, so all deceleration has to be done with engines. I have found that the best way to land there is to have my interstellar drive put me in to a low circular orbit, and to use a separate dedicated lander to get to the surface and back. As others have said, if you are trying to land from an eccentric orbit, your speed at periapsis will be higher than it would be from a circular orbit, and you have got to lose that speed at some point in order to land.
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You don't say on which planet you are trying to land, so no idea what atmosphere you are having to cope with, but I've never had a stock chute torn away. Are you using time warp, as it is known that warping through the chute deployment stage can lead to chute failure?
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Check to see if my craft are still compatible. If not, it will be back to the drawing board. It's one reason why I put off playing this version for so long, preferring to carry on with the previous version; it wasn't possible to carry my craft over.
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I start off with an idea of what will be included on the station, habitat modules, science, comms etc., and then send up a core that I can add the appropriate modules to. The specific design of each module is only finalised as I build them.
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Ultimately, what's the point of doing anything in KSP? Bases on Mun are useful as an exercise in doing something different and solving the problems of getting the various parts there and assembling them once they are. It's all part of the gaming experience that KSP is capable of providing.