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Everything posted by Devinci
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Their space suit technology is far better than ours, it can re-enter the atmosphere no problem!
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Of course you can go smaller. I could go smaller but I wanted few things: - Plane like look - RCS - Enough fuel to get to the Mun - The pilot seat in a safe "compartment" (kind of Cockpit) - Not a lot of part clipping Download: Stock Only MechJeb Version How To Fly: - You may need to jump to climb the ladder - Climb at a 90 degree angle upto 10 000m - Pitch 25 degrees up to 20 000m - Then pitch so that your V/S is always positive until you achieve 70Km Apoapsis - Burn to circularize, you should have enough fuel to go to the Mun and maybe return to Kerbin. Have Fun!
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I see, the problem is I forgot to set MonoPropellant fuel with stretchy tank. So I have empty tanks
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Good, meanwhile I achieved my first orbit (It was not easy . But for some reason I'm not getting any torque with the this pod. So I'm unable to make a flyby to the moon because I cannot orient towards the maneuvre node.
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Very nice, I'm looking forward to it!
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I've been looking more to getting the same burn time values of 150s. What I have is very close . Otherwise I have made all tanks to 1/1 scale.
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I'm using this F-1 addon: http://kerbalspaceprogram.com/f-1-engine-by-1096bimu/ I also downloaded the update link above to get it to use RP-1/LOX but I don't have gimbal anymore. My TWR was 1.21 but I managed to get it upto 1.45 now with the updated F-1. I'll try the launch profile you suggested and see how it goes.
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I'm also working on my Saturn-V. I cannot achieve orbit yet due to low TWR in S-II and S-IVB. Also looking for a J-2 engine model otherwise I'll have to make one myself. Information Overload!
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Devinci replied to NathanKell's topic in KSP1 Mod Releases
That's what I did and seems to work fine now. Though I did think it had something to do with rounding errors so I tried to fix it by adding "f" to this line on TankTypes.cfg: basemass = 0.000267f * volume -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Devinci replied to NathanKell's topic in KSP1 Mod Releases
It may have been caused by Modular Fuel Tanks. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Devinci replied to NathanKell's topic in KSP1 Mod Releases
I just found out that the "initial dry mass" of all tanks are way over exaggerated. I'm trying to make the Falcon 9 v1.1 and I managed to get the same thrust and burn time for both stages but the TWR is 1.0 for the first stage and 0.7 for the second stage. The only explanation I could find is for the dry mass being too much. It cannot even get it's weight to LEO. Did you guys notice that? For example for this 52 ton tank, the dry mass should be around 5 ton and not 20 ton. When I correlate values with the default tanks it gives me around 10.4% ratio dry mass to total mass. Now I understand why I couldn't get into orbit despite building more powerful rockets. -
Very nice I'll try it out then. I also add the dV needed to raise my orbit to 600km so that I can time warp faster and sometimes you might also need to nullify the relative inclination.
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4 Kerbonauts SSTO 3000m/s deltaV after orbit, check thread for download: http://forum.kerbalspaceprogram.com/threads/66732-4-Kerbonauts-SSTO?p=919807#post919807
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This is my latest SSTO with 4 man crew (stock only no MechJeb added). You should have around 3000m/s deltaV after orbit. My goal is to make it 5000m/s after orbit to eventually get to Laythe. I also want to add a rover next. Download Download
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The KSC World Supercar Championships!
Devinci replied to Kingtj44's topic in KSP1 Challenges & Mission ideas
I would try it with my Transforming SSTO to Rover (Car) but it does have some infernal robotics mod to fold the wings. -
SSTO Spaceplane with Nuclear
Devinci replied to m4rt14n's topic in KSP1 Gameplay Questions and Tutorials
If you take some of the weight or fly it better you can get to the Mun. -
New method to send 4 Kerbals a Rover and SSTO into Orbit!
Devinci replied to Devinci's topic in KSP1 The Spacecraft Exchange
Video tutorial: -
https://www.dropbox.com/sh/qlruy23a9gxeh5h/T4D0VanBYF/LK2_SSTO_MK2.craft (Check bottom for mods used) I am currently making plans for an upcoming Laythe Base project. I need to have a reliable SSTO that can get 4 Kerbals and a manned rover into orbit or anywhere on the planet. I've come up with this by coincidence and it seems to work wonderfully. [Video tutorial coming soon] How does it work? Basically I move the front section of the craft up by lowering the landing struts. Then I decouple the rover which also has a probe. The docking port of the rover uses a piston to allow it to move up and down. Then I raise the nose landing gear so that the rover can back out and go for a drive. The rest is self explanatory. The aircraft is very VERY stable (looks like I got lucky this time with the center of mass/center of lift positioning). The only issue I've noticed is that when I dock back the rover and fly back the SSTO it tends to yaw harshly on either side. I don't know what's causing it but I may only need to lock the wheels and see. The rover also helps a lot for landing as it absorbs some of the touch down as long as it's not the first to contact the ground. You want to make sure to flare to avoid that. But it's easy enough to control the pitch from my testing. Please note that even though I'm using mods, it's possible to make this craft using stock parts only. Mods
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Devinci replied to Majiir's topic in KSP1 Mod Releases
Yeah, you are right I'll follow up the tutorials but I didn't think it would affect all the ships even those without the RT2 parts. Thanks -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Devinci replied to Majiir's topic in KSP1 Mod Releases
I've only included the GigaDish and the throttle cutoff at around 3000 meters. But I didn't activate the antenna yet. Also it happened with stock ships that didn't have any mod.