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maclypse

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    Bottle Rocketeer
  1. Well, I got my sabres working a-ok on 0.23 by updating the mod with the new DLLs from Firespitter and ExsurgentEngineering. FAR installed as well for good measure. Been having some minor problems with gear stability, but I can't say if this is new or not. I got the gear working alright for Spaceplane Charlie (and don't ask what happened to spaceplanes Alpha and Bravo - it's a sensitive subject and Jeb doesn't want to talk about it...) I've seen a lot of talk about overheating while supersonic, but I keep going past 1700 m/s in the upper atmo without the engines ever going into the red. I guess people should just use precoolers like I do? I guess it's not the most impressive plane showcased in this thread, but it'll get a 16 meter long load of 40 tons into a 100k orbit real quick due to the over-abundance of engine power... While I'm sure I could modify it to carry a double orange tank payload, I don't see a big need for launching two tanks at once, and more importantly - it'd slow down the trip to orbit significantly, and I like things quick and painless; if it takes more than 5 minutes to reach orbit, I'd rather use a rocket. Fully loaded it weighs in at 130 tons. Dry mass is 60 tons. I rather like the design: regardless of fuel level or payload size, the center of mass stays virtually unchanged, since I got the fuel outriggers, the central HL cargo hull, and the engine pods all smack in the middle of the center of mass. Also, it looks deliciously exotic. If it looks like the fuselage is sort of coming apart at the seams... it's because it is. Jeb's flying it empty and pulling 5g to show off for the camera. And no... I didn't just spend all night getting that plane out of the hangar... I wouldn't do such a thing, would I? mac
  2. No, I'm talking about actual off-center lift. It's like the wing on one side is mounted 1 inch further out from the fuselage. It actually moves the center of lift a little bit over to the right side of the aircraft, resulting in a plane that continuously rolls over to the left. While it's possible to see the actual center of lift move off center in the SPH, I can't actually see the wings being mounted incorrectly. It's not a very big and visible thing - but it's enough to render an aircraft quite unstable.
  3. Whenever I mount wings to the s2 wide body cargo bay, I get off-center lift. It's not a massive amount, but stack a few wings on and the offcenter lift becomes visible. Took me a while to notice it, and I really only noticed because my spaceplane just wouldn't bloody fly straight. I'm on latest b9 in KSP .23 with updated DLLs, FAR installed.
  4. Mmm. Been having lots of wheel issues such as these myself as well. So far I've been able to overcome the strangeness by moving the wheels around: sometimes a brand new place for them, other times just shifting them an inch or two. It feels like something is a bit off, as very minor adjustments can make the difference between a runway suicide-mobile and a functional plane.
  5. DataScale (suprisingly) scales the amount of data in a transmission: actualDataSize = dataSize * dataScale A large number will mean long transmission times and heavy sustained power drain. The base amount of data in a transmission (above called dataSize) seems to be at least partially based off of baseValue. From my tests it appears the science gained follows this formula: scienceReward = lastReward - lastReward * ( baseValue / scienceCap ) The reward for the first time you run an experiment is proportional to baseValue, but there's more to it than that, and I really don't know the details. Hope it helps. mac
  6. Personally, I very much enjoyed the restriction on the sandbox, having goals to work towards, and actually having a reason to go somewhere I haven't been before. I very quickly realised that the tree is indeed an introductory thing, and I do hope the career will eventually include more things that will actually offer me a challenge. Personally, I out-did Scott Manley by grabbing 454 points on the first mission, and maxing the tree at mission 4, with 5000 points left over. So... yea. I have embarked on a mission to make things tougher. I immediately moved the SRB down one notch in the tree to make cheaty-explody-rockets unavailable to me, and adjusted the baseValues to reduce rewards. While I *love* having something to do when I actually get somewhere neat, repeating the same experiment 14 times in a row to suck out the science goodness of the area gets sort of weird and tedious. At this very moment I'm poking at the scienceCap values to see if I can make the rewards diminish quicker. I really don't see the gameplay value of repeating the same experiment more than 4 times. 4 is a nice number, as it's high enough that you want proper power systems installed to collect data while dropping through atmospheres for example, but it's low enough to stop every landing from feeling grindy. I hope. Well, it's the general plan anyway. We'll see if I can pull it off. Mac
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