g00bd0g
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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
I don't understand your edit. You're saying the Shock Cone is Over Powered? i.e. better? -
Stock Payload Fraction Challenge: 1.0.5 Edition
g00bd0g replied to Red Iron Crown's topic in KSP1 Challenges & Mission ideas
I am curious if this was ever tested with Shock Cone intakes? Anyone have any further insight into the pros/cons of these two intake for an SSTO like this? -
Its now monday. Where is KSP 1.0?!
g00bd0g replied to Secret Agent Kirrim's topic in KSP1 Discussion
refresh, refresh, refresh... -
I just received my new XPS 13 with an i5-5200, 8GB RAM, Intel HD5500 integrated graphics. I got the matte 1080p non-touch screen as it looks better outside, last longer, and has better performance for games. It plays KSP at 1080p with low details and textures at very good framerates. It's very playable and I can dock ships to my giant space station, probably 300+ parts. Turning up the details predictably impacts performance.
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Just hoping it will be decent, so I can play KSP when I'm on the road. Tired of lugging my 19" laptop around
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Anyone played on a new DELL XPS 13 or comparable system? Looks pretty sweet as a mobile ksp platform http://www.dell.com/us/p/xps-13-9343-laptop/pd?oc=dncwt5130s&model_id=xps-13-9343-laptop
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I completed the challenge twice in one flight. I made it to 120k orbit. Docked with my space station. Delivered cargo consisting of a docking port jr to regular adapter. Landed on the runway. Without refueling, I took off again, made it to a 72k orbit, maybe could have gone to 120k and docked again but I didn't want to risk it. Landed on runway. All with fuel to spare...
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Is the air supply affected by the slip angle of the intake?
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So I am trying to build a re-useable launch vehicle using Rapiers. I have built several successful ones, but as of late, I have been having big problems. I have yet to build a craft that "balances" the air to the engines properly. i.e. I would like each successive "ring" of engine to flame out together. Instead I usually end up with one "arm" going 1st, but I have had crazy distributions with seemingly random flame outs across all engines. See "VTOL 7" for example. https://drive.google.com/file/d/0B4zLBUio4kInZlJ2Vy1CbWdVRXc/view?usp=sharing Of course this results in an uncontrollable vehicle and subsequent death. Is there a "proper" way to built a craft like this? i.e. build out one "arm" completely and then apply symmetry? Or apply symmetry to each part as I am building? Are there "rules" to generating proper air distribution? Thanks!
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So I am trying to build a re-useable launch vehicle using Rapiers. I have built several successful ones, but as of late, I have been having big problems. 1. After messing around with a design in the VAB for a while I invariably end up with a "glitched" build. This usually results in a corrupted vehicle file and frequently crahses KSP. See "VTOL 5" for an example. https://drive.google.com/file/d/0B4zLBUio4kInYk9HTTZKZnRZTG8/view?usp=sharing 2. Even after an apparently successful build. I have yet to build a craft that "balances" the air to the engines properly. i.e. I would like each sucessive "ring" of engine to flame out together. Instead I usually end up with one "arm" going 1st, but I have had crazy distributions with seemingly random flame outs across all engines. See "VTOL 7" for example. https://drive.google.com/file/d/0B4zLBUio4kInZlJ2Vy1CbWdVRXc/view?usp=sharing Of course this results in an uncontrollable vehicle and subsequent death. Is there a "proper" way to built a craft like this? i.e. build out one "arm" completely and then apply symmetry? Or apply symmetry to each part as I am building? Are there "rules" to generating proper air distribution? Thanks! PS. I know this is for "unmodded" support but I only have mechjeb/chatterer/KAC installed.
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In "hard mode" I managed to completely unlock the tech tree before even going to the mun. Just running basic test and science gathering missions. Leaving science gathering probes or kerbals in orbit and on the surfaces of the mun and minmus provide for constant decent income. Now hard mode, isn't....
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Solar Electric Airplane Speed Challenge
g00bd0g replied to g00bd0g's topic in KSP1 Challenges & Mission ideas
Sure. But you do have to land on the runway. -
Solar Electric Airplane Speed Challenge
g00bd0g replied to g00bd0g's topic in KSP1 Challenges & Mission ideas
duncan1297, nice planes! I'm not seeing a "successful landing in one piece" though? I guess I should maybe clarify the plane needs to be upright and/or capable of flying again. Confirm you have a successful landing and I will add you to the leaderboard. -
1stly, relax dude, no caps necessary I'm just pointing out that if your planes max speed is 105m/s it might not actually be capable of the challenge you presented. You did NOT demonstrate it was possible with your example, NOR with math. If your plane can cruise at speeds closer to 175m/s I would accept that as a successful demonstration. Below about 130m/s it becomes dubious that you could complete the flight before the sun passes you by and leaves you in the dark When I posted my version of the challenge, I completed it, with pics to show my progress around the planet and completion of the challenge. Otherwise all you are doing is asking people to do is create the fastest solar powered plane with a cruise speed sufficient to circumnavigate Kerbin. And that is a different challenge than "actually" completing the circumnavigation.
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Kerbin Solar Circumnavigation Challenge
g00bd0g replied to g00bd0g's topic in KSP1 Challenges & Mission ideas
Bumping this challenge as it got buried before and I am still interested in what you folks might come up with. -
Your demo flight does not actually show you completing your own challenge. In order to complete a solar circumnavigation, normal sidereal speed is approx 175m/s, which yields a 6 hour flight. Your plane only shows 105m/s, you might "just" make it if you start at sunrise and finish near sunset, but it would be like a 10 hour flight. My plane made it in 5hrs 15 mins. I have posted this challenge before. http://forum.kerbalspaceprogram.com/threads/66603-Kerbin-Solar-Circumnavigation-Challenge And a similar challenge, the Perpetual Solar Flyer Challenge. http://forum.kerbalspaceprogram.com/threads/66579-Perpetual-Solar-Flyer-Challenge/
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Sorry if this has been done before but I haven't seen it. The Challenge: Build an SSTO that can land and take off from the pad or runway at KSC. Make it into at a minimum 75kmx75km orbit as many times as you can without refueling. You MUST land and takeoff from the pad or runway at KSC. This is primarily meant to be a "stock parts" challenge but we can add FAR, Interstellar, and other categories as needed. The Rules: No dev console or ridiculous parts clipping. This is an SSTO challenge, no adding or removing of parts. The vehicle must be identical at the end as it was at the beginning (except for fuel of course). Balanced mods only. Mechjeb and such are fine... Pics with the resources tab open at the beginning on the ground, with your 1st orbit established, and back on the ground for each orbit cycle. The winner will be the one who can get into orbit, and back, the most times without refueling. Here's my entry, "Spunky 3 Sabre". Made it to orbit and back twice without refueling. There is a very small chance that someone with better skills than I could take this ship to 3 orbit cycles.
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Stupid question, sorry if it's answered elsewhere (I looked). Does delivering crew, fuel, or other consumables count as payload? Oh, and what about stuff in containers?
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
g00bd0g replied to damny's topic in KSP1 Mod Development
Love this mod. At some point in the last few weeks I started to experience sporadic issues with the radar and multispectral sensors not "activating". I right click and click "start" and the options change to "stop" and "analyze data", but the instrument never shows the deployment animation and I never accumulate science or new data. I can click "stop" and "start" repeatedly with no animation ever occurring. I am running about 30 mods and I am unable to correlate this issue to any one of them specifically. Thoughts?