cheeseit
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Everything posted by cheeseit
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It's just the single food tank in that tab
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Thanks guys! I just downloaded the newest version of the mod and I'll see how it works about before I get into tweaking the files myself. However it seems to have deleted a whole bunch of parts that I need from the mod in the VAB menu. I can't find any oxygen tanks or any other food tanks other than the first one you unlock. I definitely have them unlocked on the tech tree.
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Is there a way to tweak the rate of malfunctions? I sent a probe to duna and within 10 days my engine is overheating 10,000% faster and every single solar panel is working at 8% efficiency and same with the antennas. It seems silly that my probe literally falls apart before I can even get out of the kerbin system... Edit: It would be nice if there was a bit more explanation for a lot of things. What rate does investing into material science slow malfunctions, how long each unit of food/oxygen will last, which node gives better scrubber efficiency etc etc Apologies if I missed somewhere you can find this stuff. I've really been enjoying the mod it breathed a lot of freshness into the game for me even after 1000+ hours into ksp!
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Tylo... We all know it's there, But few have conquered it
cheeseit replied to CalMacDa's topic in KSP1 Discussion
Honestly it wasn't really that hard. I just did a smallish asparagus lander using the 48-7S. Clusters of 5 on the bottom FL T400 tanks made it pretty easy. Once your landed safely it's super easy to get back into orbit. -
They are RAPIER engines. They still have thrust above 20k just not enough to keep accelerating. On my latest attempt I got up to 28000m and I started to gain a bit of speed in air breathing mode but I was still way short of orbital speeds. I ended up at around 1500m/s before I just switched to oxidizer and boosted up to orbit.
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So I recently started using FAR to spice up KSP for myself and I have really been enjoying it it felt like I was relearning how to play I'm stuck right now making SSTO's though. I can get planes to fly and get up to around 1400 m/s at 20000m but after this the engines start to run out of juice and I can't gain speed. The TWR of the craft starts at 1.3 at the surface. I've been trying to keep intake spam to a minimum because that should cause massive drag right? I can get into orbit barely. I'm not sure if the nerfs to the jet engines is making me fail or if it's me not understanding aircraft in FAR? http://cloud-4.steamusercontent.com/ugc/544141213072510117/9C13ED51E27FB7F592BF182DCD2C918C567A6617/
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Sometimes when I'm docking I get an issue where my clamps refuse to lock in. They are touching and there is a tiny tiny gap that won't close. I find turning off ASAS and doing a small physics warp can help them lock together. If they are the wrong size you might be out of luck though
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Well here's my shuttle. I've been using it to take a pretty hefty probe into orbit and then coming home. I then take up a small rocket to attach to the probe so I don't have to do a month long burn to reach a planet. Here's the first half of my mission to Jool and Laythe. It is really stable on the way up but as it comes in to land it tends spin wildly out of control until I can reel it back in and when I go to land it tends to go nose up as shown by the wheelie in the last pic. I couldn't find a way to add a ASAS unit that would look nice so I never did but that would help quite a bit.
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Anyone else not really care for the career stuff?
cheeseit replied to sedativechunk's topic in KSP1 Discussion
What do you want them to do? Squad doesn't want to add procedural planets for a few good reasons imo. If you want more stuff to explore go download mods. -
Anyone else not really care for the career stuff?
cheeseit replied to sedativechunk's topic in KSP1 Discussion
I think career mode just needs some tweaking on the income/science fronts. I'm sure squad will keep adding features as time goes on as well. The last 2 updates have added a massive amount of stuff and multiple quality of life fixes. After a while just making gigantic rockets with no budget/no direction gets pretty old. I enjoy getting a mission I'm not sure I can do and then figuring out a way to do it with the resources I have. -
You can get extremely close to orbit if you get going fast enough. I had a U2 styled plane with one turbojet that could cruise at 30,000 fairly easily I was trying to see how fast I could get around the planet without going into orbit. I can't remember exact numbers but my surface speed would be high above 2000 m/s and I would accidentally end up in orbit very easily. I tweaked it slightly so I can go up extremely close to orbit and drop off a small satellite at apoapsis and circularize with an ion engine and then take the SSTO home.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
cheeseit replied to DYJ's topic in KSP1 Mod Releases
I'm just playing around making bombers and trying to make a guided tomahawk like missile It's no rush just seeing if any one else had the issue as well. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
cheeseit replied to DYJ's topic in KSP1 Mod Releases
I was hoping someone had a quick fix while we waited for an update -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
cheeseit replied to DYJ's topic in KSP1 Mod Releases
Is anyone having an issue with 0.25 where using "G" won't let you change wing length? Love the mod BTW. Makes using spaceplanes 10000000000000x more enjoyable. -
Back again with the "Donut" this time. It weighs in at 30.13 tonnes and is designed it to carry up a FL-T200 sized module up into orbit around either of Kerbins moons. In this case I dropped off a small satellite around the Mun for science or communications or something.But more importantly it can bring a tub of snacks to a space station. The take off went very smooth but I can't seem to get action groups to work any more so I had to cut all power to engines while I killed the outer 2 turbo jets to rely entirely on the RAPIERS. This made the ascent pretty inefficient because I dropped from 1500 m/s to 1300 in the time it took to do that. Once I ran out of air it went easily to LKO and then to the Mun and circularized the orbit. I dropped off the mini satellite The real problems came at landing. For some reason the landing gear decided to splay out like crazy no matter how slowly I touched down. I was touching down with less than a meter a second of vertical velocity and the landing gear kept flexing in and out and this would cause the craft to veer left or right on landing. The weird thing is that I tried landing it with the payload with full fuel and it didn't splay out at all. On the second try they both flexed out so I could control the landing. I put on the brakes pretty hard to stop and then it decided to do a wheelie .
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Probably taking an SSTO up to Kerbin orbit and meeting up with a orbital tug over to Laythe. Landing on Laythe to bring home another stranded kerbal
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A bit late to the part but here's my entry I was going for a personal small light craft that could be used as a daily commuter to a space job. Space gas stations and other space jobs . Park her up there at your station with the belly docking port and then fly home when your shift is done. The only non stock parts are the landing gear which I believe are okay according to the rules but could easily be tweaked to stock if it's against the rules. I also clipped the radial air intakes into the body for aesthetics but they would easily fit the other way around. It weighs 6.21T with 29 parts total. The margin for error is pretty small with this craft. Taking off seems to have wonky stuff going on where the craft starts to wiggle like crazy once it reaches a certain speed. Actually reaching orbit is a bit tricky because you need a very good ascent profile or you run out of fuel. I wish I could bring a small jerry can from the fire spitter mod because there is usually about 55 oxidizer left over once the liquid fuel runs out. The nice thing is that the craft has a very high TWR so it quicky reaches the cruising altitude at 30,000 meters and quickly reaches the speed needed for orbit. It's also pretty manoeuvrable so it's fun to rip around KSC between the buildings . http://imgur.com/a/CadHU The pictures got slightly jumbled a bit and I'm too lazy to fix them
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I don't think it's purely a CoM vs CoL issue because if I sit and wrestle with the plane after it spins out I can regain control and then it will fly normally again. I understand that as the fuel burns the CoM shifts but I can't understand why it goes from Stable to unstable after I lightly touch the pitch. Even if I turn auto pilot on and off it does nothing. It's a pain to sit there tapping D to keep the nose down. Sorry for the lack of pics wasn't posting from my home PC.
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Having a bit of trouble lately with my SSTO's. Take off is fine and it handles well at low speeds but once I start to reach high speeds (1000m/s+ in the upper atmosphere around 20,000m) when I attempt to tweak the pitch of the craft to lower/stop the vertical climb it begins to overpower the auto pilot and cause the craft to flip over backwards. Even at full lock trying to keep the nose down it just ever so slowly tilts up and then eventually enters an uncontrollable spin. It only does this after I adjust the pitch at high speed. If I just leave it at the initial angle it will continue until the craft runs out of intake air and an engine burns out.
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Idea: Personal heatshield
cheeseit replied to MedwedianPresident's topic in KSP1 Suggestions & Development Discussion
I've played around with it a few times. I used the FL A5 adaptor with a small RCS tank and then the control chair attached to that. I had 2 parachutes attached beside the chair and there we go. It worked well enough but it was wonky as hell to attach and it was kinda useless because it could only really return back to kerbin from a lowish orbit.