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jordsta95

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    That guy that does stuff
  1. I decided to settle for a combo of plane and boat... using a combo of firespitter and stock. I put the following ship, which is now travelling about 140km overseas onto the front of a single mk1 jet fuel pod, and turbo-jet engine (with a lander cockpit, just for the kerbanaut to get in the seat of the rescue boat) The plane was terribly inefficient, a pain to maneuver, but it carried the boat about 20km so that's 20km less at 7m/s
  2. I was thinking of doing this, just wondered if there was any way to do it without using floats... I like the stock parts' looks a lot more than the very badly textured FS parts
  3. Hey there, A poorly executed reentry has resulted in a kerbal landing about 150km away from a land mass. And I am imposing hard-mode rules (no return to hanger... unless the craft lands within about 5km from the KSC, as a generic rescue vehicle could get that IMO) So I need help. I want to send a rescue plane to land close to the capsule which is splashed down about 200km SW of KSC, so all in all, I probably need about 450km worth of fuel, just in case I overshoot, etc. I need to be able to land on water (this is the hard bit) And be able to take off, from the water. Any tips on the water landing+takeoff combo? I don't want to send a boat out, because it will take ages to get there, and my poor kerbonaut is probably hungry/freezing cold. Heck maybe even the capsule will flood and sink. (I know none of those things are in the game, but I am playing pseudo-realism mode, so I account for these things) So I need to get to them fast, which means flying there is the only viable way, as I don't have any boats at all. Rescue operation overview: - Get from KSC -> landing zone, with a vehicle that has a spare seat to get the stranded kerbonaut - Rendevous with splashed down vessle, and pick up the stranded kerbonaut - Return to KSC, or at least make it to a land mass, where landing a better suited craft would be easier As you see with the last part of the mission, I don't mind if on return instead of heading to the KSC ~200KM (NE) I fly to the nearest landmass, ~75KM (N)
  4. Ahh, didn't know that. I can't say I watched all of his stream. I skipped past the surfboard bit, because water is scary
  5. With the new parts, I have finally been able to make a Mk3 plane that will actually take off (the wheels always screwed over the take off). And with my first attempt at a "plane delivery system" I found that my new "beauty" works better than expected! Neither plane is beautiful, but they both fly near perfectly, apart from the Mk3 having to reach the edge of the runway, before taking off. But when in the air, deploying the Mk1, and then trying to play tag with them is quite fun. Heck, if you're up for a challenge, deploy the Mk1, get it out of the cargo bay, and try and "land" it back in there! How to play this new game: Craft I used - If you are a pro craft designer, I suggest you make something prettier than this: https://www.dropbox.com/s/8vi0wywe5c...hip.craft?dl=0 How to set up: Take off as usual (the small engine on the front was just a test, that doesn't do anything feel free to just deploy it at any point). When you are in the air press 1 to open the cargo bay doors. Press 2 to ignite the engine of the plane in the middle Right click on the fuel tank (connected to the mk1 plane in the centre) Stage to release the mk1 plane Switch to it, and clear it from the mk3 plane Just be aware, due to a bug in KSP: If you switch back to the mk3 plane, and close the cargo bay with 1 Switch back to the mk1, the air intakes no longer work... but if you re-open the cargo bay doors, they will work again.
  6. Hey there, I don't know why this is, so I will also provide a craft file, and how to replicate (it's pretty easy) When releasing a mk1 plane from a mk3 cargo bay, and closing the cargo bay doors the air intakes suddenly become obstructed. Craft: https://www.dropbox.com/s/8vi0wywe5c8gb8k/Auto-Saved%20Ship.craft?dl=0 How to replicate: Take off as usual (the small engine on the front was just a test, that doesn't do anything). When you are in the air press 1 to open the cargo bay doors. Press 2 to ignite the engine of the plane in the middle Right click on the fuel tank (connected to the mk1 plane in the centre) Stage to release the mk1 plane Switch to it, and clear it from the mk3 plane Switch back to the mk3 plane, and close the cargo bay with 1 Switch back to the mk1, and watch the air intakes no longer work... but if you re-open the cargo bay doors, they will work again.
  7. This one was one of the more annoying ones. This one wouldn't wobble, but it would turn (the other major issue I have with these crafts) Veering left (always veer left) - note SAS is on, and I wasn't touching A at all: http://steamcommunity.com/sharedfiles/filedetails/?id=401318928 I was actually pressing hard right, and the same still happened On runway: http://steamcommunity.com/sharedfiles/filedetails/?id=401318968 From the front: http://steamcommunity.com/sharedfiles/filedetails/?id=401319004 From behind: http://steamcommunity.com/sharedfiles/filedetails/?id=401319043
  8. Hey there, I have been playing KSP for a while now, but I took a break for a few months while I was busy doing other stuff. I come back to messing around with spaceplanes to find that there is still something which I cannot master - Mk3. Whenever I try and takeoff with something that is Mk3, it will speed up to about 50ms and then start wobbling on the runway (rolling left to right more and more violently each time). Does anyone know why this happens? I put the wheels flat (as in perfectly vertical) this happens. Have them at a 45 degree angle, and the same happens. 3 wheels, 4 wheels, 8 wheels, doesn't matter, it's always the same. Does anyone know of any tutorials, videos, etc. explaining why Mk3 is apparently so much different to Mk1 and 2 when it comes to takeoff. Seriously, if I launch the Mk3's off a rocket up a few hundred metres and detatch, it will fly and land just fine. But takeoff, it just won't have it.
  9. A few lessons... 1) Don't forget solar panels 2) When in doubt, add more struts (Like seriously, MORE struts) I have a space station which must have over a thousand struts 3) Always carry more fuel than is needed, just in case 4) Make sure your kerbals can get out of their pod, I have had a few instances where I would be sending Kerbals to another planet and then they do a lot of science and return only to find they can't escape when I land on said planet... therefore resulting in less science AND having to try and bring all the science stuff back safely instead of collecting it all and bring just the pod and a bit of fuel (to deorbit, slow descent etc.) back to kerbin... trying to land about 1/2 tonne - tonne of stuff on a nuclear engine and single parachute is not a situation you want to be in
  10. Well I did this yesterday, but I sent this beast to Duna and Ike: Although the burns weren't that efficient, I did get to Ike, land etc, and return (even if I did have to send a refueling craft or two )
  11. Hey guys, so I have never really been one for working out Delta V and how much ISP engines give, etc. But I have never sent a crew to other planets before, so it has never bothered me... until now :/ So here's what I'm going to be doing, sending a craft (which is currently at a parking orbit of 170k around Kerbin) to Dres and back. Sounds simple. But I don't know how much delta v I will need to get to Dres, from my orbit, and then make an orbit at around 200k (or so) then return back to Kerbin (assuming all maneuvers are almost perfect; about 10 minutes off either way). So I am wondering if there is a calculator for this, as the only thing I found online was a launch to Dres calculator and when to launch etc. Thanks for the help... I really am a noob. I usually just add a bazillion boosters, and if that doesn't work then I give up. But I am determined... and Jeb and Bill really want to go to Dres
  12. Started to create my interplanetary mission craft: A bit of a different perspective: Now to explain this craft: The craft will theorectically be able to go to Duna, Eve or Dres (maybe be able to do Dres then Duna) and return to Kerbin. This docking node here: is the lander that will go down to the planets and collect all the delicious science. On the end of that ship will go extra fuel (and a science lab if I have enough delta V to go to multiple places) Then once that ship has returned from wherever I decide to do Bill, the kerbal in the lander, will go here: http://imageshack.com/a/img545/9245/ckb1.png Then the lander will undock, and then Jeb, the kerbal in the other mk1 command pod, will fly them both back to kerbin where Bill will eject from the transport craft, enter kerbin's atmosphere and return (hopefully) alive will all the science gathered.... Well... that's the plan... To add tomorrow: Extra fuel (probably about 3 large 2.5m tanks, not sure exactly yet) A little science probe: A probe which will go on the docking port on the lander, in case I need extra science stuff... or an antenna, as I never add them to manned craft Science lab? Not needed really as the science probe will probably be lighter That should be it... I may take a kethane probe, dunno though (This will be done tomorrow because I am tired and don't want to crash into a small hill, like I did with an Ike mission... remember:
  13. I've not been able to get on, and I just cry, as every time I load it the game crashes after 5 minutes :'(
  14. No, you would have to get a .22 download. Mods are rarely backwards compatible
  15. I had most of the little 'capsules' apart from the retrograde kuarqs, and the spectrometron... and the KSP Lab, if that's what you meant. I have no idea if there's an order stuff has to be done in though, and how the whole thing is supposed to work. So it may just be my ineptness
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