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g00bd0g
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Everything posted by g00bd0g
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Negative, this is Ground Speed, not Indicated Air Speed https://en.wikipedia.org/wiki/Airspeed_indicator When you understand what IAS actually is you will realise why it is the most important instrument in aviation and why it should be added. For example, an airplane will stall at the same IAS on kerbal, duna, jool, or laythe. Parts will suffer structural failures, parachutes will rip off, etc... all at the same IAS regardless of the body, ground speed or air density. This is why it's so useful.
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Um, except I actually can make a liquid fuel only tank from an existing LFO tank in less than 5 minutes. As is said "more if you want to re-skin/re-model these tanks". And even this modeling/skinning is about the easiest of any part in the game. No funky geometry, no animations, etc... I could make a re-skinned LF tank in a few hours, tops. It is actually "trivial". The other items are definitely harder, but are not introducing any new mechanics or gameplay, so no harder to make than any other existing part. Procedural stuff is cool, just not in the current "theme" of the stock parts, and I have no idea how hard it is to code and implement.
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So where'd it go? Maybe there's a perfectly useable merlin engine at the bottom of an ocean somewhere?
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Trailer Hitch style docking port for rovers
g00bd0g replied to g00bd0g's topic in KSP1 Suggestions & Development Discussion
Yup, and I do already use the claw for this purpose, I guess even just a "mini claw" would work, but a stylized trailer hitch would be better -
Here are some features and parts that would be trivial to add and would add a lot of functionality and playability to the game. Yes I know I can make/mod my own parts, or install other mods, but I like playing "stock" and these should be stock. 2.5m Liquid fuel tanks - Literally a 5 minute job, more if you want to re-skin/re-model these tanks. Rover command capsules and chassis parts - Especially with the new wheel physics OTW, it would be awesome to have some dedicated manned rover capsules and chassis parts. Habitat Modules - Perhaps a bit more involved for design, but no new mechanics to figure out. We are really missing parts to make cool looking "bases" and "colonies" on other bodies. Indicated Airspeed Instrument - Literally the most important instrument in an aircraft, should be very easy to implement, makes flying on Duna/Jool/Laythe just as easy as on Kerbin (at least knowing correct airspeeds). Also provides a consistent reference for safe deployment of chutes. https://en.wikipedia.org/wiki/Airspeed_indicator
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So what happens to the orbiter stage after the satellites have deployed? De-orbit or Keppler syndrome?
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1.0.5 Heating and SSTO Ascent Profiles
g00bd0g replied to March Unto Torment's topic in KSP1 Gameplay Questions and Tutorials
No more intake spamming needed. 2 shock cones are enough for 3 rapiers! You can right-click on an engine and it will say "fuel requirements met" or something. Any more air than needed does not help. Rapiers have terrible low speed thrust now. This launch profile works reasonable well for most 1.05 spaceplanes. Launch profile:TakeoffAccelerate to 350m/sEstablish climb approx 20 degrees, should still be accelerating slowlyGo prograde to slow climb to near level at 10k altAccelerate to ~1000m/sEstablish positive climb ~10-20 degreesShould be around 1400-1500m/s at ~20k altSwitch to rockets when jets are under ~1/2 thrustIt is important to accelerate quickly and then climb quickly to get out of the atmosphere before parts start overheating. Also a nice steep launch profile will reduce drag losses spent leaving the atmosphere. But launch angle is always a tradeoff between accelerating on efficient jets vs drag losses coasting through atmosphere.Basically you need a high TWR and to accelerate and climb hard once you are in the "danger zone" (>1000m/s). If parts are blowing up, climb faster -
Stock Payload Fraction Challenge: 1.0.5 Edition
g00bd0g replied to Red Iron Crown's topic in KSP1 Challenges & Mission ideas
OK, for reals now... This time I have video :) Non-stop and un-edited from start to finish. Introducing, the Goose x6. The Goose x8 was was overkill for a single orange tank, so I trimmed the fat and got a much better mass ratio. Mass is 116.4t at launch, payload is 36.5t. 31.34% payload fraction. [video=youtube;7CHarS7ZxEw]https://www.youtube.com/watch?v=7CHarS7ZxEw[/video] -
Stock Payload Fraction Challenge: 1.0.5 Edition
g00bd0g replied to Red Iron Crown's topic in KSP1 Challenges & Mission ideas
[quote name='Red Iron Crown']g00bd0g: This pic, before the docking, shows 4013 LF and 3932 O. Subtract out the 2880/3520 in the orange tank payload and that leaves 1133 LF and 412 O in the ship. This pic, after undocking, shows 1317 LF and 607 O in the craft, so it's hard not to think that some resources were transferred. I'm sorry but I have to ask you to repeat the flight without docking the plane for eligibility. [/QUOTE] Well I'll be darned, I don't remember transferring anything but it was late at night and the numbers don't lie. I've already greatly improved the goose and I'll resubmit. Good eyes man :) -
Stock Payload Fraction Challenge: 1.0.5 Edition
g00bd0g replied to Red Iron Crown's topic in KSP1 Challenges & Mission ideas
[quote name='tewpie']Turns out automated landings are a LOT harder to program for than automated takeoffs. :cool: I present [B]Scarab mk6[/B] ([URL="https://www.dropbox.com/s/kvrsbfghg3vug5j/Scarab%206.craft?dl=0"].craft[/URL]) [url]http://imgur.com/a/Nmxki[/url] Takeoff Mass: 274.17t Payload Mass: 153.00t Payload Fraction: [B]55.80%[/B] Some highlights: - Single LV-N and 11x RAPIERs. - Uses only 2 shock cone intakes, they are a bit OP. - Uses the new mk3 engine mounting plate and tri-adapters for significant drag reduction (see the triforce in the back?). - (Unclipped) Rapierspikes for further drag reduction. Restricted gimbals to avoid damage. - Minor clipping and offsetting for wet/dry CoM balance. - Uses shielded docking port and cargo bay doors as pseudo airbrakes during landing. - Flight is almost completely automated via kOS. Only manual portion is jettisoning the cargo (and only because I needed time to take screenshots).[/QUOTE] People are saying SSTO's are nerfed in 1.05, and here you are upping the records even more. Sweet engine array setup. -
[quote name='boolybooly']Many thanks to all for your mission reports. Special congratulations to ... [URL="http://forum.kerbalspaceprogram.com/threads/11214-The-K-Prize-100-reusable-spaceplane-to-orbit-and-back?p=2309535&viewfull=1#post2309535"]rudi1291[/URL] Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with SSTO 105. [URL="http://forum.kerbalspaceprogram.com/threads/11214-The-K-Prize-100-reusable-spaceplane-to-orbit-and-back?p=2313170&viewfull=1#post2313170"]Gaarst[/URL] with Temperance. [URL="http://forum.kerbalspaceprogram.com/threads/11214-The-K-Prize-100-reusable-spaceplane-to-orbit-and-back?p=2314216&viewfull=1#post2314216"]g00bd0g[/URL] Utilitarial Commendation (32t), Advanced Pilot Precision Award 1st Class with Space Goose x8. ... for completing the K-Prize successfully and welcome to the K-Prize party guest list, may the bouncers treat you with dignity. Thanks also iospace for your mission reports which you seem to understand qualify as gatecrashers ;) So I have linked them as such with a teensy quip on the front page. If you complete the K-Prize mission successfully in this version then you gain the option to have the gatecrasher listing removed, if you so desire though it can stay there if you prefer. All are now entitled to display their respective K-Prize icons by WafflesToo. See the link under the main badge in the [URL="http://forum.kerbalspaceprogram.com/threads/11214-The-K-Prize-100-reusable-spaceplane-to-orbit-and-back?p=167440&viewfull=1#post167440"]OP[/URL].[/QUOTE] Many thanks, minor nitpick, it was 36.5t :)
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Stock Payload Fraction Challenge: 1.0.5 Edition
g00bd0g replied to Red Iron Crown's topic in KSP1 Challenges & Mission ideas
[quote name='Red Iron Crown']g00bd0g, that looks like a fine spaceplane that is quite practical, but your album does not meet the challenge guidelines. Specifically, the mass of the vessel before launch must be shown, the mass of the payload in orbit must be shown, and the craft cannot dock or other wise interact with any other vessels (though you can do what you like with the payload afterward). I encourage you to document another flight so I can add your plane to the leaderboard. :)[/QUOTE] Pretty sure I have the required documentation in that album. Here's the specifics. I did not eject the payload before docking, but I did show it in orbit with all resources shown. So you can be sure I did not add/remove anything in the process of docking. Please let me know if this is OK, if not, I will refly, I can always improve anyways :) Total vehicle mass at launch 143.1t [IMG]http://i.imgur.com/aoU5D8q.png[/IMG] Vehicle mass minus payload 106.6t. 143.1-106.6 = 36.5 payload [IMG]http://i.imgur.com/1Vf5fsD.png[/IMG] Full payload in orbit [IMG]http://i.imgur.com/vVCtCFh.png[/IMG] Full payload detached and being moved to KSS [IMG]http://i.imgur.com/eFwBboX.png[/IMG] -
Stock Payload Fraction Challenge: 1.0.5 Edition
g00bd0g replied to Red Iron Crown's topic in KSP1 Challenges & Mission ideas
Testing out the new 1.05 physics. Developed this space plane I call the Space Goose x8. Delivered an orange tank with some docking ports to my space station at 120km orbit. Landed back at KSC. Total vehicle weight was 143.1t at launch, payload was 36.5t for a mass fraction of 25.5%. Lots of room for improvement but not bad for a general purpose delivery vehicle. [imgur]1sLOK[/imgur] -
Testing out the new 1.05 physics. Developed this space plane I call the Space Goose x8. Delivered an orange tank with some docking ports to my space station at 120km orbit. Landed back at KSC. [imgur]1sLOK[/imgur]
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To follow or not to follow the node...
g00bd0g replied to Streetwind's topic in KSP1 Gameplay Questions and Tutorials
I would love to see ohiobobs analysis but WITH correction burns to make orbits match the target orbit exactly. -
We need an airspeed indicator or instrument, just like a real aircraft. This means that you will always know when you are going to stall or when it's safe to deploy chutes, on any planet, at any altitude. This is because traditional airspeed indicators are based on relative "pressure altitude" not some global reference frame. It is a critical instrument, arguably the MOST important instrument in any aircraft. [url]https://en.wikipedia.org/wiki/Airspeed_indicator[/url]
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This space plane can haul a full orange tank (36t) to a 120k orbit with fuel to spare. Here it is hauling hab modules and return vehicles to my new space station. Launch profile: Takeoff Accelerate to 350m/s Establish climb approx 20 degrees, should still be accelerating slowly Go prograde to slow climb to near level at 10k alt Accelerate to ~1000m/s Establish positive climb ~10-20 degrees Should be around 1400m/s at ~20k alt Switch to rockets when jets are under ~1/2 thrust It is important to accelerate quickly and then climb quickly to get out of the atmosphere before parts start overheating. Also a nice steep launch profile will reduce drag losses spent leaving the atmosphere. But launch angle is always a tradeoff between accelerating on efficient jets vs drag losses coasting through atmosphere. Basically you need a high TWR and to accelerate and climb hard once you are in the "danger zone" (>1000m/s). If parts are blowing up, climb faster. [imgur]CllU9[/imgur]
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Different aero CoL in VAB vs SPH
g00bd0g replied to g00bd0g's topic in KSP1 Technical Support (PC, unmodded installs)
But how do I know which one is right? Or do I have to design planes in the SPH and import them into the VAB to design them properly? -
1.05 Intakes - Lets figure them out
g00bd0g replied to Right's topic in KSP1 Gameplay Questions and Tutorials
What is the new "effective base speed" metric in the part description? I seems like lower is better for higher speeds ops? -
1.05 Intakes - Lets figure them out
g00bd0g replied to Right's topic in KSP1 Gameplay Questions and Tutorials
So how do I analyze the number of intakes I need? Let's say I'm cruising at 20k alt on 2 rapiers. By what metrics do I determine how many and what kind of intakes I need? Do I use the "intake air" resource, and verify I need some minimum amount? Do I look at the "flow rate" of the intakes themselves? Just wonder what the actual "workflow" to better engineer my vehicles would be? Thanks!!!