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orangexception

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Everything posted by orangexception

  1. My original purchase is less than 2 cents, but I tend to repurchase the game every 500 hours.
  2. Try the ducted fans from USI, http://forum.kerbalspaceprogram.com/threads/86695
  3. Turning large things connected by multiple docking ports is fun! You should definitely use time warp to stop the wobble after you complete a turn. Also, make sure you're on your maneuver marker early. When you're burning, lower thrust will mean lower wobble. If you've got the craft aligned properly, then you can try to turn off SAS and engine gimbals to prevent wobble. When you get the burn good enough, then do another maneuver to correct for anything.
  4. If you're using the stock aerodynamics, then you need to limit your speed to terminal velocity on ascent. There should be a readout on KER for terminal velocity.
  5. My biggest question: Are they going to make the aero core open enough that it can be extended by mods? Since they're doing such a major change, it makes sense to code it with mods in mind.
  6. The LV-T30 is one of the best engines in the game. It's already fantastic.
  7. Typically when I build planes, I just throw on wings and see what happens. Is there a formula I can use or general guidance to determine how much lift I need for a plane? I'm loosely thinking there's some kind of ratio between weight and lift.
  8. If you want to remove symmetry via an editor, then a simple regular expression find/replace will work. Find ^\s*sym\s*=.*\n Replace [empty string] I found that it's easier to build one section of the ship and then do symmetry at the end. If I wanted 4x fuel tanks with 2x sepratrons on each, then I make 1 fuel tank, do the 2 sepratrons, and finally do the 4x symmetry. Apply fuel lines and structs as needed.
  9. More snacks, obviously. Filling gaps that mods haven't covered already and things that would be better done by the main development team. // I'm fairly sure this is what Squad does already.
  10. If you don't mind stranding Kerbals everywhere, then you can eliminate a lot of probe use cases. I send probes to Eve. Otherwise, probes are handy for reusable lifters or things you'd like to take care of later. They're also handy for fuel depots, transfer stages, etc. that you may want to dock with, but don't want to bother keeping a Kerbal on board.
  11. If you've got FAR, then snag procedural fairings and auto struts will save you. Toss whatever you want under it and push away to orbit. If the launcher sucks at control, then toss some RCS on it. When you hit orbit, then rebalance your payload RCS tanks with TAC. Stock-ishly/otherwise, build a sled around your payload and it'll work like a charm. This design effectively pulls your payload along instead of pushing, while maintaining a great center of mass, maneuverability, TWR, etc. They're simple to build to boot.
  12. Amazing craft all around. I've got some designing to do shortly.
  13. Another thing to keep in mind. You don't need jets to SSTO. I made a simple rocket last night. 75k orbit w/ a little leftover fuel.
  14. I wrote this up for .21 release and it's been very helpful for my designs.
  15. Purpose Define a common action group designation. This will allow all crafts to follow a set of rules, which will allow easy of use and improved safety concerns when docking. All Crafts These rules supersede all specific craft rules. All manned craft must have a tested Abort plan. 7 Disable Reaction Controls - Reaction Wheels - RCS Thrusters 8 Toggle Reaction Controls - Reaction Wheels - RCS Thrusters 9 Toggle Instruments - Communication Devices - Scientific Instruments - ISA Mapsat - Kethane Scanner 0 Toggle Solar Panels Backspace Abort, Abort, Abort - Shutdown All Liquid Engines - Decouple Any Manned Section (including probes attached to manned section) - Deploy Chutes on Decoupled Sections - Fire Sepratrons on Decoupled Solid Boosters (angle of separation must not intersect with any Manned Section) - Start Abort Solid Engines - Start Engines attached to Manned Section Docking Capable Crafts Any craft attempting docking maneuvers must disable craft reaction wheels and RCS thrusters after a successful docking connection. Permanent Stations Modules are exempt from this behavior. Stations must be able to disable your reaction controls. Once you have undocked from the station, then you may enable reaction controls via the 8 key. Remote Tech Incoming craft with Remote Tech, must disable Flight Computer within 15 meters of docking port. MechJeb Incoming craft with MechJeb, must disable MechJeb within 15 meters of docking port. All utilities must be disabled and Smart A.S.S. should be in the OFF position. MechJeb Docking Auto-pilot should be disabled within 7 meters of docking port. SSTO 1 Toggle All Jet Engines 2 Toggle Gimbals & Air Intakes - Exception: Main Rocket Gimbal 3 Toggle All Rocket Engines 4 Toggle Main Rocket Engine Rockets 2 Toggle Gimbals & Air Intakes - Exception: Main Rocket Gimbal 3 Toggle All Rocket Engines 4 Toggle Main Rocket Engine Stations Permanent Station Modules must have these exceptions: 7 Toggle Station Reaction Controls - (All Crafts - Disable Reaction Controls) Version 001
  16. You can also put a chute on the jets and decouple them, but it adds weight. Closing the intakes works pretty well.
  17. I don't have one actively, but I've had a few of these. - Stick to normal rocket launch path. - 1:1 intake to jet is fine. - Basic Jets Engines are good. They work well at low alt. - Use fuel lines to the jet motors. They don't consume a lot of fuel, so just stick them on with structured elements. - Pack 1x extra liquid fuel tank per 6x jets (or don't they won't eat a ton). Fly it and figure out when your jets cut out. On your next launch, hit action groups #1 & #2 about 1k short of the cut off altitude. If your vertical speed drops, then toggle on action group #3 or #4 for a bit. Action Groups: This is from my standard action group setup. SSTO 1 Toggle All Jet Engines 2 Toggle Gimbals & Air Intakes 3 Toggle All Rocket Engines 4 Toggle Main Rocket Engine Rockets 2 Toggle Gimbals & Air Intakes 3 Toggle All Rocket Engines 4 Toggle Main Rocket Engine
  18. Try using Remote Tech. I haven't tried using it for this use case yet, but it seems like that's something it can do.
  19. KillRot will use all your reaction wheel power, so it'll slow things faster. Under most circumstances, I find the SAS will kill rot just fine.
  20. I launch support craft during work with MechJeb. Tab over after a coding sprint, load up another one and send it into a parking orbit. If it's a fully autonomous station, then I'll allow these support craft to auto-pilot ascent, maneuver and docking. Smart A.S.S. is fantastic. I'd take this feature over anything else. - Find the Maneuver Node (The NavBall really needs some hinting.) - Hold North - Parallel to Target - Kill Rotation - Surface controls are great for landing/ascent. Set your Heading, Pitch, and Roll and it'll hold.
  21. I started off tonight on a completely different project. I picked up KAS the other day and I'm still learning how to use it. I was testing some theories while on the launch pad and ended up iterating into a lot of fun. Gerdun Kerman testing the double winch design for the Trash Can 003 Prototype. It appears everything works great. Time to test the winch eject button. Great testing Gerdun, it's time to get off and launch this thing. Oh ah, this merits further testing. Gerdun decided to release the second winch. Each winch line is just shorter than the tower. After 100m line is fully extended, then things get weird. The RCS thrust wasn't enough to remain above the surface for long. I'm open to ideas of how to take this a bit further. Hovering platform? Multiple Kerbals?
  22. Docking w/ Emphasis (Target > 1m/s) Deorbit Debris Setup Communication Network (6+ Probs w/ Communotron 88-88 in GeoSync Orbit)
  23. I like how many people shared this with my on Facebook. Finishing up another Mission report soon.
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