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MR4Y

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Everything posted by MR4Y

  1. All engines except for the lander stage are LV-T45's(lander stage uses one Lv-909)
  2. I might say that my entry with the Hypersonic Demon was lucky, since I can't bring it to the same speed, xD I might make an entry with a plane of my own as well.
  3. Yes, I'm aware, but since the rocket has a tendendcy to overshoot it's trajectory, it's faster to just press m and switch. the problem with the gravity turn is that there is no middle grounds. If I gently tap the rocket to yaw, it won't do much. If I hold it a little longer, it overshoots the trajectory. If you look at the second launch, I almost crashed the rocket. It doesn't look like much of an issue in video, but controlling that spin and putting the rocket facing up was really hard. The last launch I should had turned earlier, so the apoapsis didn't ended at 200 Km.
  4. Here. I cut the video a little so all launches end when I reach an Ap of ~100 km: http://www.youtube.com/watch?v=a6OGakrshF8
  5. Could this perhaps may be tweaked so it integrates better with the stock control surfaces? So far, only Taverio's and B9's match well with it.
  6. Could we perhaps have closer screenshots of it? Also, what's the "MC" thing on the bottom of your screen?
  7. Only one reason I'm doing that: Asparagus staging. Here are the vessel stats with the rocket the way I built: Making it taller and getting irg of the asparagus staging: Now lets go to launch profiles. since i won't be able to do a consistent launch and gravity turn every time. I'll run both with Mechjeb. Ascent profile is set to a real gravity turn, starting to turn at 200m, then reaching 45 degrees at 10 km. Since the second stage is the same no matter what I put on the bottom, let's compare the remaining fuel. Here is using the second design, ditching the asparagus staging and using a third stage the same size as the second one, but with two engines: And here's with the original design, with asparagus staging:
  8. I was trying to do rockets with payloads and fairings, either using CORE Anvil, KW Rocketry or the new AIES. Using the proper gravity turn (turning gradualy so you end at 45 degrees by the time you arrive at 10 Km) seems to work better, although it's really hard to it with FAr Orbiter 1, as it wants to wobble and deviate from the trajectory. Here's the craft I tested. It's loosely based on Scott Manley's tutorial launcher. only change so far was adding nosecones. I don't have any screnshots of it, but by the time I arrived at 10 Km after doing a proper gravity turn, it had an Ap of 145 Km: So using the proper gravity turn seems to work better, but still, ASAS should be able to hold the ship in position without making it wobble.
  9. And how you use Modular Fuel Tanks? the install instructions seem simple, but then you download it and it has this strange folder structure and all that guff, as well as the devs not answering to peopel requesting better and more detailed install instructions.
  10. ALMOST impossible. Read the entire sentence. Now let's discuss your method for gravity turns: -To turn slowly, I would need something finer than fine controls. Since ASAS just makes the rocket wobble, that's not possible for me. -FAR will get my rocket to LKO at 1 Km/s less, if it doesn't make the rocket wobble all the way. And the same holds for stock FAR rockets as well. So that 1 Km/s gain is more or less wasted correcting the rocket throughout it's entire trajectory, especially considering I can't hold the rocket's position with ASAS, like you can with stock KSP.
  11. You'll be amazed how many times I deactivate and reactivate mods. The list increases as more cool mods are realeased. I have about 40 mods and use about 22 at the same time.
  12. Perhaps the Subassembly could create a invisible dummy root part while saving?
  13. I use ASAS to hold my crafts in one position. The trimming method is too slow to both activate and might end in disaster when deactivating. Even fine controls are not as fine as I would like them to be. There are no other options for holding a ship's position with stability other than ASAS.
  14. That halts half of my lauching methods and makes gravity turns almost impossible.
  15. Is there a way to have the loader remember all possible attaching points of a subassembly?
  16. As for a question, is SAS and ASAS tweaked on FAR? I'm asking this because they are pretty much useless when FAR is present. Rocket's wobble like crazy, even the ones that come with FAR. This wobble has the potential to make bigger rockets tip to one side and rotate uncontrolably. Same for planes. when I have FAR on, I have to literally launch rockets and pilot them manually.
  17. Actually this issue has been reported since 5.1(not by me though). There's a post on the 'Add-ons Support' about it.
  18. Issue with the pontoons. They will just crumble and not hold it's shape together, making impossible to use them.
  19. Stock KSP has drogue chutes, but they don't work when you're on the ground.
  20. Sometimes the games keeps me from designing things and the time wasted trying to find a workaround ends in deadlock.
  21. You seem to be missing the 'if' on my sentence. Since only posts regarding development are answered and others even asking how to use the damn thing are ignored, which assumption you'll have? That the mod is ready to be used?
  22. Than the mod shoouldn't be in the forum section used for releases if it's not finished in the first place. I'll go for the second one.
  23. I thought it is not released officially because r4m0n didn't answered about the dll, which was made by him?
  24. I looked around and couldn't find anything around it. Technically this wouldn't be illegal, since SQUAD is not supporting those versions anymore? As for version 0.19, I'm not too fond of losing 0.20 just to go back to 0.19 on Steam. Couldn't we have both?
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