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littlebattler

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Everything posted by littlebattler

  1. I did that for the other ladders, yes but the last one just made me float in place
  2. I tend to get stuck on the top end of the ladders on the VAB. The first few sets are fine but the last (and longest) ladder is usually where everything broke. Last time I got Jeb stuck at the very end of the ladder, unable to move past it nor fall down. Just floating in place really awkwardly.
  3. 1.2-1.3k is perfectly good, 1-1.1 is doable. My suggestion is see if you can use more efficient rockets (nukes + aerospike/LV-45/LV-30/radials assist, 909s or aerospikes on their own). I know that with good fuel balance, two turbojets can carry twin nukes and an aerospike to 25km and reach 1.2km/s with good piloting (more difficult now since the new SAS is iffy) and reaches 72km orbit with some fuel left over if you turn off the aerospike at the right point (for me it's usually at around 1.8 km/s). Of course, you can always solve the problem more easily by clipping intake parts together to boost the flight ceiling of your jet engines. I personally wouldn't do that as it takes away from the challenge of desigining a "proper" plane (as intended by the limitations of the parts), but the option is there and some people do like it.
  4. Same type of problem happens if you place canards backwards (rotated 180 degrees) on planes. Controls get reversed.
  5. holy parts clipping batman :B it does look good I suppose.
  6. Making cargo spaceplanes capable of doing SSTO flight is not easy, you know. Intake spamming is one of the few ways it can be done and quite a few people don't like doing it, either because they think it's cheating or it makes the plane look terrible. After getting past that, there's still balance issues and whatnot, and ground clearance provided by the landing gears is barely enough to keep 2m parts from touching the ground. Cargo SSTOs might be useful, but they're not easy to design. Anyways, good job OP for making a cargo SSTO.
  7. Yeah, this is a problem. I can manually control my old crafts and keep them stable just fine as if they were using the old avionics package, so that means the craft has sufficient control authority. Yet they still drift off course. The problem is that the new SAS barely deflects those control surfaces at all, and god knows how much force they actually eke out of those reaction wheels.
  8. You'll go back to it once the thrill is over and transporting a bazillion of parts for your duna space station starts to become a chore (I'm sorry please kill me)
  9. As the title says, when using the remote control module(s) as the only means of control, a reaction shot of the ground control crew should be shown in place of the regular kerbalnauts. They should also be frustrated instead of scared whenever the craft starts to move uncontrollably.
  10. I really want the old ASAS "autopilot" back. The current one is not that different from the old avionics package. Otherwise, resources would be nice. Making my own fuel and whatnot.
  11. Nevermind, after importing my old crafts back from dropbox they all work fine. I guess I missed a part or two in the rebuilt crafts. Still, having to do minor corrections all the time is not really that enjoyable.
  12. Correct me if I'm wrong but the new system should still attempt to maintain heading right? For some reason it does not properly use the gratuitous amounts of control surfaces I have applied on my spaceplane, causing it to crash right after leaving the ground (the centers of lift, thrust and mass are not perfectly aligned, but within tolerable limits for the old ASAS). And yes I am in 21.1 EDIT: NVM it no longer locks the heading, at least not to the extent of the old ASAS units. My SSTO fleet are pretty much grounded unless they reintroduce the old, aggressive, wobbly ASAS. Rockets still work fine (didn't bother checking before since I don't like rockets)
  13. Oh yeah, you should level at around 15000-16000 m and accelerate to 1100 m/s ++ while climbing slowly to prevent flaming out. Then pitch up and switch to rockets. Turn off aerospike once you reach around 1800 m/s to save fuel. Thanks~ The moth name is more of a theme naming I have with my SSTOs, they're all named after butterflies and moths. And the docking ports look like eyes on the wings so...
  14. Oh, it's fine then. Creative way to reduce mass for interplanetary burns I suppose. Good job.
  15. The most compact design of a pure rocket SSTO would be pure aerospikes. I have not tried this so I cannot say anything about the amount of fuel needed, but aerospikes have the best efficiency in atmosphere and thus require less fuel than all other rocket engines. You may want to consider using the rocket simply as a sub-orbital booster and have the payload circularize itself though. Much easier that way.
  16. ... I'm not actually sure if this counts as a single stage to orbit. Do I need to decouple the jets before I fire the rockets or is it capable of reaching orbit in one piece?
  17. What if, in a large scale multiplayer, each celestial body is its own instance and the game only loads crafts that orbit a certain body once you are in orbit around that body? Kerbol is excepted, only your crafts will be loaded while on its orbit since kerbol orbit usually means long distance travel. This means we can have localized multiplayer with 2-5 people on each planet/moon, where the time warp will be agreed upon. And when you leave the sphere of influence of a body, you are free to timewarp to get to other places as the other players won't be connected. This also means that the state of the whole kerbol system does not necessarily have to be the same for each player, as the only interaction between players happen in the sphere of influence of a single body only. So, as long as player A and B are orbiting Laythe, it does not matter where Laythe is on their system, what matters is only their position relative to Laythe. You know what, I'll come back here later when I can explain this more eloquently.
  18. Well I suppose open air transport is one way to do it. Lovely view for the passengers.
  19. Oh hey, here you are I've been looking around for where you set up shop after the crash
  20. Carries 4 to orbit in a single stage. Clamp-o-Tron Sr.s included, because regular docking ports are too itty bitty
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