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thescientist

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Everything posted by thescientist

  1. Sadly you're right. Another thing, you probably have forgotten Modular Fuel System (/tanks).
  2. Remember that with an higher lift you can go slower, so if you need toredoce your landing speed you also need more wings. If you're using FAR, things are a little harder, because you need VERY big wing surfaces
  3. I agree! I also think that mods doesn't change the REAL aim of every decent games: having fun!
  4. Devo dire che è la app più originale che abbia mai visto! veramente ottima idea, spero proprio che abbia un ottimo futuro "pare connesso a certe applicazioni che vengono lanciate prima o durante l'esecuzione del gioco fatto con unity" spiega molte cose, anche se non si può dire che non sia strano
  5. Grazie mille, con i forum non vado d'accordo... EhilàLong Jhon! Benvenuto nel forum! Riguardo Unity, avevo sentito un qualcosa del genere ma non ne avevo la conferma. Comunque penso che difficilmente implementeranno una patch ufficiale per il problema considerando che ne hanno ben poco interesse; piuttosto, non si sa niente di eventuali patch non ufficiali?
  6. Great work! I think it can be considered a BSC (Better Stock Craft) plane. "- Quicksave before landing!! I learned this the hard way!!" Me too:)!
  7. I think that with 3000 m/s you can land on a lot of planets and moons of the Kerbolian sistem, so you "Demonstrative-lander" is nearly a working one. Althought, the most impressive thing is the single nuclear engine. BTW as shown in many posts before, building a reusable lander is possible and quite easy, so, so I'm going to talk about the rover. A little ago I've analyzed the problem, then I wrote some solution: 1. Build a tall lander with the lander on the bottom 2. Place it radially with a decouple to free it after landing (note: must be light or may need a ballast to balance the lander) 3a. Build a lander with the rover below and then drop some meter over the surface OR 3b. use a KAS crane to make the operation a little more elegant and safe 4. Place it on the top and use an RCS skycrane-but it is very hard to manage 5. Land the rover with another rocket 6. Use a cargo bay from a mod or builded using stock parts I hope this help!
  8. The possible solution are: 1 Rover modules that can reach and dock the central core 2 Pinpoint landing with skycrane and autopilot 3 pinpoint landing and docking with KAS cable (that are very useful also as a crane to lift and move modules)
  9. Scusate, ma è scomparsa la barra degli strumenti carattere del forum? Personalmente non riesco a ritrovarla.
  10. Remember that even if it is less accurate than a manual launch-to-rendez vous (it's possible to obtain less than a Km of distance with a little practise), this save a lot of time and fuel. 10 Km aren't so bad also for a medium-skilled player.
  11. You can edit the "persistence" file or you can use the "Crew manifest" mod that allow also to transfer the crew via docking ports. Link: http://kerbalspaceprogram.com/18-1-kerbal-crew-manifest/
  12. Great! It's one of the best SSTO that I've ever seen! Edit: How do you balanced the VTOL version? Works very good and with a little of practise even a noob as me can fly her decently.
  13. First: thanks! Second: you are right. It is designed to put into orbit the around 50-60 tons while the payload weight around 36 (LH-LOX is a very light mixture, more than expected), but I decided to use it because I thought that the first stage wasn't very safe. There is a second reason: I'm planning a mission to Duna...
  14. I think that the game will became more realistic so: -Deadly Reentry -crew Manifest -Procedural Fairing -Ferram Aerospace Researc -generic crew life support (it's not a mod, I hope it will became a feature) -KAS Those mods don't eat a lot of RAM too, so they may be implemented. I don't say that mods as Novapunch or B9 aren't so good, simply in a stock game they're VERY expensive in terms of resources (RAM, GPU, CPU...) and so they aren't accessible for everyone
  15. If you're looking for a very heavy lifter, look that: http://forum.kerbalspaceprogram.com/showthread.php/31923-0-20-Mammoth-Rocket-Family?highlight=mammoth there are some lifters that can bring into orbit nearly everything, even a whole space station.
  16. My first munar landing was very good, but the second one... I crashed the lander, I crashed the rescue ship I missed the target with the third mission The fourth I landed on...errr...imagine what happened...
  17. Jet engines are already quite overpowered, even if you're using FAR as me. That mod decrease the max thurs to a more realisic one (140 Kn) and reduce the operative speed range of the engines, but I've never used the lazor postburners because they were still powerful enuoght. I think that afterburners are a good Idea for future version of KSP, but presently they aren't as useful as you may think. Remember that the game physics let you to go at Mach 5 (hypersonic speed!) without any extra thurs while in real life it's quite hard to go over Mach 1.5 even with postburners due to the law of the areodynamics and of physic, because higher speed cause higher heating, bigger problem for engines (The turbofan engine CAN'T WORK with an intake that overcome the sound speed), bigger structural trouble...
  18. As there is written in a lot of post, tha Aeris 4A isn't a very good SSTO becuse she was done when the game physics was a little less accurate, so it isn't the best spaceplane that exist. It is, however, a good way to train the new players that must learn how to land, how to save fuel, how to prevent flameout, why it's a bad idea pitch up a lot when taking off (BOOOM - hey KSC, hadn't the plane a rocket engine?)...this means that it has an autonomy quite limited without refuelling. also the RCS system is unbalanced, so it isn't good even as a crew tranfer vehicle. It's a trainer tha is made up to experiment new ascent path and new ways to flight (due to her tight fuel margin, doing this kind of test with the 4A means immediate aswer to your doubt about some flight path), nothing more IMO.
  19. There is a second way. If you quicksaved before the liftoff, you can do it again and choose the right direction. It's the less expensive way, but if you have around 1200 Delta V left in the tanks you can revert the directio fo the orbit with a retrograde burn till it became prograde, then you must accelerate to generare a new orbit in the right direction. Remember that it's allso expensive in terms of lost height. Finally, don't forget to quicksave before trying this extremely dangerous manuovre!
  20. Thanks Anonimo! now it'stime for the last one, the most important, the most risky (hardmode means Deadly Reentry), the ENTRY 4-GO HOME, BRAVE KERBALS! Here we go! Bob ignited the engines again and performed a Mun escape Then he lowered the periapsis till around 28 Km, to perform a quite fast reentry without bonce or several reentry with an orbit that is much similar to an aerocapture manouvre The SM jettison manouvre, just a little before the rentry, to preserve the heatshield from the void and its hazards Bill's last look Reentry fire! Toasting the heat shield...Bob! It's NOT edible! Parachutes! Look at the heatshield, it's totally worned out! ...as usual Jeb is not worried about a 4-5 Gs deceleration... More comfly speed Will parachute work? YES! Over the Kerbin ground. Landed, at least! The crew...wait a moment, it's a SMILEING BOB? AM I DREAMING? Welcome back, brave astronauts! Hey! I've gone on the moon before the end of the week! (Click the following link to understand) http://www.kerbalcomics.com/2013/04/01/episode-23-multipurpose/ Epilogue: a week later Jeb, Bob and Bill are ready for a new mission. Who am I to negate them another trip? Where everything is started. Where everything is starting. Where everything will start Have a good day reader! Next mission will arrive quickly! Thanks to have read this story! Greeting from the KSC team!
  21. With FAR make an aircraft is 10 time harder, however, have you tried to increase the wing area? Without a decent one you can't take off. Another thing, Each plane CoL-CoM position must be fixd with some test, because FAR change a little the flight behavoir of each plane basing on real world physic
  22. ENTRY 3-MUN&FUN Hi there! It's time to visit the Mun, Don't you think? Don't worry Bob! You aren't going to be alone for a long time! Mun surface approach...listening to "Scream and shout"...wait a moment, Bill ISN'T screaming 'n' shouting! Is he becomeing a little brave or does he suffer the 0G effects? LANDED! The flag and his plague. I hope to set enought flags to remember the names of all the space heroes, so... Having fun Now, however, it's time to go home: here you can see the ascent stage (sorry, I forgot to take a picture of the take-off) Cheer up, Bob! we are coming! The LM pirotecnical jettison manouvre and the last image from the CM Bob said <<Are we ready to go back to Kerbin?>>. Nobody asked. Jeb and Bill were still thinking that they have gone where nothing has gone before. Stay tuned, reader! The end of the flight there will be in the next post. have a good day!
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