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g00bd0g

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Everything posted by g00bd0g

  1. Did you watch the video? Adding a structural fuse to the REAR of the engine reduces drag. If the drag was coming from the sides, this would not work.
  2. So I was watching @Luch video about using structure fuselage as drag reduction on engines. It got me thinking. Any propulsive engine (rocket or jet) should have ZERO rear drag as it is filling that space with reaction mass. If it had any drag you would not accelerate. Thrust is the opposite of drag. There should be no drag while thrusting greater than the unthrusting drag. Squad should fix this. Thoughts?
  3. Try using the large delta wings, they have the best lift/mass ratio with built in fuel capacity. Shock cone intakes have less drag. Turbojets don't provide as much thrust as rapiers at higher speeds and altitudes
  4. I have a normal looking MK2 spaceplane, with docking port and RCS, that has over 5000DV in LKO. What it lacks in performance, it makes up for in aesthetics and functionality. And it doesn't use any sneaky tricks like clipping, off-setting, or rapier-spikes ;p
  5. Why can't we adjust our maneuver nodes by just dragging the orbit into the shape we want? I would suggest just grabbing the PE and AP markers. Maybe hold down mod key to apply normal adjustments to the maneuver node directly, or maybe you would still have to apply normal/anti-normal via the handles. Seems like this would be much more efficient than fiddling with the little handles to get the exact orbit you want. Can't seen any reason it wouldn't work...
  6. I have a mk2 ssto with 4 rapier and 1 nuke that has 5000 dv remaining after reaching lko.
  7. I made a stock SSTO spaceplane that has over 5000DV from LKO
  8. Less than an hour into a new career and I have a bizarre and frustrating bug. Spent over an hour diagnosing the root cause. It seems the LT-05 Landing Strut is causing extreme forces on my craft during launch. Video and craft available. Thread here:
  9. Playing brand new full install of 1.1.3 LT-05 landing strut causes crazy forces. Verify my rocket flys perfectly straight with no Landing Struts. Put LT-05 Landing Strut on in 4 way symmetry. Try again and the the rocket pulls hard one way... The sideways torque stays aligned with the vehicle as it rolls. No amount of gimbal steering or fins can over-ride it. Nothing obvious in aero-drag or other data in f12 menu. I've been playing kerbal since .24 and never experienced anything like this. Thoughts? Craft Download https://drive.google.com/file/d/0B4zLBUio4kIna2k1WW5GVXdJMWc/view?usp=sharing
  10. I park a small rover just past each end of the KSC runway to give myself something to target when re-entering and landing. Poor man's ILS! Makes it very easy to land even at night or with clouds.
  11. My latest and greatest. A nice looking, MK2 SSTO SpacePlane that has over 5K DV remaining after launch to LKO. Room for 2 crew, docking port and full RCS make this a very practical and useful ship. I flew to Minmus, then to the Mun, then back to Kerbin with no refueling. Album of mission and video of launch to LKO below. https://kerbalx.com/g00bd0g/MK2-Space-Plane-4xR-1xN
  12. My latest and greatest. A nice looking, MK2 SSTO SpacePlane that has over 5K DV remaining after launch to LKO. Room for 2 crew, docking port and full RCS make this a very practical and useful ship. I flew to Minmus, then to the Mun, then back to Kerbin with no refueling. Album of mission and video of launch to LKO below. https://kerbalx.com/g00bd0g/MK2-Space-Plane-4xR-1xN
  13. Just wondering if there was a mod for managing fuel in the SPH to make life easier when doing CoM checks on new designs?
  14. That thing is amazing! I'm always impressed with your novel solutions. Orange Pooper, lols...
  15. @icedown Just did a slightly modified version of my "most practical plane in KSP" I ditched the MK3 command pod and added some fuel tanks. I will upload the video later, when I go to bed. I did have to F9 once because I forgot to transfer remaining fuel forward and lost control on re-entry. Not as good as a Nefrums or MK1980 designs, but pretty good for a Cargo Bay type ship. @Nefrums Actually, I'd love to see what you could do with a Cargo Bay style ship Also, I'm very curious what launch profiles people are using? I noticed most others are using more LF and less OX than I am. Maybe I need to stay in atmo longer? I'm trying accelerate hard with minimal climb until I am over 300kN thrust and then try to hit about 1450m/s speed and 220m/s climb before I switch to closed cycle. Feel free to critique my launch profile. Here's the numbers. Starting fuel - remaining fuel x score multiplier LF 12305 - 339 x .8 = 9572 Ox 8305 - 147 x .18 = 1469 MP 80 - 57 x 1.2 = 28 Score = 11,069 New video uploading now... Video of my standard heavy lifter to tide you over till I upload the new one.
  16. OK, I believe you, but is is this listed in the rules somewhere? The SI-5 Tyrant appears to have a pair of 20mm shvaks....
  17. are guns limited beyond "2 fixed guns maximum, no turrets"? Or can I mount a pair of vulcans on this thing?
  18. Please read the rules carefully... All stock parts permitted except the following prohibited stock parts: all stock engines all Mk3 sized parts Big S wing Big S elevon SAS modules reaction wheel modules
  19. @ShotgunNinja Thank god! Interplanetary travel at less than max warp is painfully slow. Option A plus buffing storage might be the easiest way to deal with this.
  20. @tetryds I have been using FAR for over 2 years and am a real-life aircraft engineer Oh, and I just dominated the ASC-II Air Superiority Challenge ;p Looking forward to a fresh new challenge.
  21. That looks great! The sim time is always yellow, and there's a few hiccups where you can tell the FPS is under 30 but totally acceptable throughout. Nice looking planes too!
  22. @colmo Please put it up against VulcaRaptor 2.0 https://kerbalx.com/g00bd0g/VulcaRaptor-20
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