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Tidus Klein

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Everything posted by Tidus Klein

  1. Also I might be able to beat the 38 minute barrier, landed at 37:49 but sense my craft was a test to see how little fuel I could get by with I never put a chute on it, landed at 300m/s and could not slow down fast enough before flipping off the run way and exploding
  2. Look at helmutK's mission reports they say highest speed achieved is 1755 m/s I don't think so, air resistance at that speed far out weighs the force of gravity, and rapiers flame out at 1751 m/s so a unpowered 1755 m/s dive in atmo...I don't think so Also pro tip, use the rotate tool to angle your wings. Wing produce very little drag at higher angle of attacks then body parts so, a perfect wing angle would be one that lets you fly perfectly prograde with out pitching up or down to much
  3. I get that but the current record holder has a max speed of 1755 m/s 4m/s higher then the rapiers supposed limit
  4. Finding it hard to get past 1751.2 with out rapier flame out. I have no idea why I can't go faster any ideas on how to squeeze more speed out of them?
  5. Eve sea level in this challange woulf be...improbable...challange accepted! FYI? If some one actually accomplishs this..can they say they beat the game?
  6. Ssto's work best when staying low for aslong as you can to build up speed, then once your at your absolute temperature limit pitch up to about 40-50 degrees and burn. Yours seems to have a fair amount of drag too, you dont need all the wing area, with rockets and Ssto's less is more.
  7. Aaaa dident know thats how it worked, thank you, so only the saber could use the precooler
  8. I personally would love to see precoolers actually being usefull/ wouldbe needed to get anything to go faster then mach 3, maybe have them cut off a sertate amount of heat from the engine when in use? But that might mean a whole rewrite of AJE's code sense last I heard AJE directly relates speed/ atmo density to heat
  9. Dont be scaried to play with the suspension settings, a general rule of thumb is to have more dampening then spring rate, i normaly set my legs to 7or 6 spring rate with a dampining one notch higher, your craft will lean more do to tje softer spring but the legs will stay planeted much better. :3 rember the 3 main reasons for suspention soften blows, keep as many of the legs on the ground as possable, and leveling
  10. Im all for realistic batterys, kinda annoying how many you have to have to make a probe last till morning
  11. Well im also building a rocket to launch from sea level, so i can land anywhere, i was even hoping to make my launcher part boat so i could land anywhere but...eves oceans is like kirbins old ones....insta death
  12. Far is a must to even consider AJE, but ii would DL it and then just wait for far before i install,
  13. Mmmm when things go right? Aerospace engineering sim, when they go wrong? frustration smiulator 2017
  14. Well i dont like to accelerat alot in the lower atmo, and you probably need ether better twr or better aerodynamics, even at that high eves molasoshpere is still just as thick or thicker then kerbins but maybe im doing something wrong, because i need atleast 10,000 dv to get to orbit, maybe i should just floor it and ignore atmo losses
  15. @crackerbal seems my most sucsessful versions ml1 and mk2 run about 2,000 d-v for the lower atmo stage ps thats 2,000 plus atmo dv, vac dv is double that and intotal vac dv of 10,000
  16. @crackerbal can do, but you will have to wait a bit till i get back from work today and have my birthday party :3
  17. i personaly love messing with suspention and rovers in fact i mainly use the model2 over the rugederized ones simply because they have more suspention travel, got a small rover that takes jumps like a champ,(jumps the whole launch pads track section one side to the other and just keeps going.) and i can turn it as hard as i want and it not flip in kerbin gravity
  18. @rebel-1 @percyPrune does your ships use any cliped parts at all? I know on my eve lander i have some parts that are clipped into each other a little bit in order to fit in the fairing.
  19. I actually figured it out, if you set your damping and spring rate to half the stock value they absorb more of the impact, and actually survive, suprisingly they still hold the ship up right too. I thought they would just crush and not do anything at that spring rate
  20. @ferram4 I think i have a bug, (do to my lack of internet conection im unable at this point to post a report) Ive resantly been doing launcher tests on eve so i cando my first eve and back manned mission, and a odd bug pops up, half way up my acent I hear a explosion, KJR says loading default preset and my ship kicks hard in one direction and then as soon as i correct it, it kicks almost as hard in the other, im wondering if its my lower stage hitting eves surface and confusing kJR, ill post a more detail bug report with pictures when i can, sorry for the inconvenience Crap.. XD Guess im getting a stern talking too
  21. Well the mk2 uses a more streamlined design, first stage is 9 vectors, that gets me about 6000m-7000, with the tanks on that, then i stage and drop the outer tanks, running on the remaining vector and 4 spikes, droping the vector after the spikes hit there stride which is around12,000m. I run on the 4 spikes till about 52-60,000m, stage the fairing and burn the rest if the stages till orbit. so i would say, anywhere above 55000m is the safe zone to ditch the fairing
  22. It seems 10,000 d-v it the needed amount for a stock eve ascent, when i can get far installed i wonder how much that would save me in drag compensation also side question, how do i keep my legs from blowing up as soon as i touch down? ps oceans on eve are pure death, but they make really cool effects if you wait till your 50m above then do your launch test
  23. This is her, just put another 10m heat sheild up top to fix the drag problem, have to add ladders and find a way to split it up and send it to eve orbit in parts, then assemble it there might send it empty then run a supply tanker to it
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