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Hodo

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Everything posted by Hodo

  1. Are your wheels straight? Are they straight up and down? (In other words no camber) If there is any camber in the wheel placement it will cause the craft to pull one way or the other in KSP.
  2. I burned to much on landing. Got to the Mun with 697m/s dV. I have a refuel ship in route, don't have to send it to orbit, just land the ship near it and use a KAS winch and transfer fuel that way.
  3. What mods are you using? And how are you trying to attach the part? Sounds like you may have a corrupt plugin or something broke bad.
  4. Well I did it, I finally did it... I made a SSTO that can leave Kerbin VTOL fly like a plane, achieve orbit then head straight to the Mun without refueling, and land. Now the hard part is getting back with 194m/s dV... But here is a sneak peak... SVO-18
  5. It depends on the clipping to me. If you are clipping to gain an advantage by abusing a bug then it is cheating. If it is purely for aesthetic reasons then it is fine. I like, I personally find the 40+ RAM intake stock SSTO monsters that wouldn't come near working in a realistic environment to be absolutely hideous and pretty much cheats. But others find them to be completely fine and valid forms of gameplay. Others consider using any plugin what so ever a cheat, while others consider certain plugins cheats and others still who consider nothing out of bounds. It honestly comes down to the person playing the game.
  6. Second Paragraph, subsection listed "Is this challenge possible?" -So test your challenge yourself first to make sure it is possible, you don't have to be successful but you'll soon know if the challenge has a hope of being completed. All I am saying.
  7. I agree, the cargo doors are way to small, and the next largest cargo bay and doors is the MkIV pack, and they are just ugly and make anything look like a pregnant beetle. But will fit a Jumbo-64 without a problem. And I couldn't agree more that I wish it had 2.5m round body parts and tanks. I have considered KW Rocketry pack, but not sure if I have the RAM to run it, seeing as I had to run the texture reduction pack for B9.
  8. Truly an outstanding SSTO there. Better than all my designs. I love the look of it and the ease at which it flies. Granted I admit my designs are built more with brute force in mind or with different jobs, but that is a truly great design. When I get back to designing things in game I think my next project will be send a small VTOL SSTO, one of my SVO line to Dres or Duna and back without refueling in orbit before leaving Kerbin. I think I have a design that will work as is now... just need to test it.
  9. Actually it is. I used a small octangonal strut, on the end of the cockpit, placed the first ram intake, then placed the second, then placed the nose. I may have a second octangonal strut in there but not sure. Don't believe me here is the craft file. https://www.dropbox.com/s/kf7x046ba0mh9rd/XF-142.craft Look for yourself, made with stock parts in FAR.
  10. I couldn't agree more, those are some outstanding replicas. With or without mods.
  11. I just opened the parts cfg files and added them to the tech tree all at the beginning. It was easier to do it myself that way I knew how to adjust it if I ever wanted to.
  12. Most of my designs now rely on speed and brute force to get to orbit. I use the turbojets from the stock KSP for most of my air breathing jet engine use, they provide the most power the longest before I am going to fast for them to be useful. That is when I am not using a SABRE. While I like SABRE engines, they do weigh quite a bit and are not the most efficient engine choice out there. And I rarely use Aerospikes for anything anymore, unless I am using on the bottom of something for a VTOL engine. Most of my designs have between 3:1 and 4:1 intake to jet engine ratio. Rarely do I go higher than that. And I can get them to 30km sometime 32-33km before I need to switch over to rockets. My goal is to hit Mach 5+ before I hit 30km, with the supersonic large intake or the divertless intakes I can achieve that goal without spamming intakes all over my craft or clipping them. One of my most fun designs is an accident. It is the SVO-11 and SVO-12. They have a 2:1 intake to engine ratio and they MORE than meet the goals I set for my SSTO space planes and they are also VTOLs which make them so much more fun. And here is those better pictures of the SP-314
  13. They took a bit of fiddling with to get to work right, but once I did they were fine. They provide a decent amount of lift, if not to much in some cases. I have to be careful on the designs not to make the body of the craft to heavy when using Pwing. I also use "hidden" struts to make sure they stay flat, which a lot of people neglect to do with pwings. That design is one of my less efficient designs. I have some of my older SP lines that were pretty good and didn't use SABREs. And one of my SVO designs doesn't use SABREs, but uses the B9 VS VTOL rocket engines. Which are quite honestly underwhelming when compared to other rockets. I had a great VSO design that had very small wings and used the VS+VA VTOL engines and the stock nuke engines, it was great. But lost it when I had a plugin bug that caused a me to have to reload the game and lose quite a few crafts.
  14. I have one of those... I will post better pictures of it when I load up the game.
  15. Simple answer is, there is no tutorial on FAR. But the easiest thing to remember in FAR is place the Center of Lift (CoL) just behind the Center of Mass (CoM). This will keep your craft from pitching up and flipping out of control. If you place the CoL to far back the craft will be nose heavy and want to dive every chance it gets. If you place the CoL directly on the CoM, the plane will be "twitchy" but flyable till the CoM changes due to tanks emptying. The FAR plugin comes with the "Help" option, just click on it and read the long technical discriptions. Trust me I don't even understand 3/4 of it but I can get a stock designed plane to break mach 6 in FAR, so you don't need to understand EVERYTHING, it would help but if you understand a 1/4 of it you will do fine.
  16. One other option. TAC Fuel balancer, I use it and never have this problem. I connect the hose, or pipe where ever I have a port and transfer resources that way. You can also do this by ALT-click on the tanks you want to transfer to and from and do it manually in the stock KSP. Once the pipes are connected you are basically one vessel as far as the game is concerned. If the tank with the converter is full it will no longer convert, so set that tank to transfer out to the tanks you want the fuel in, and that way the converter will continue to work.
  17. I have had this issue before. I had to restart my career mode. It was broken bad. No matter what I did it was like the planes were glued to the runway. Even when I did get them off the ground, by building a VTOL they wouldn't move forward even when full thrust.
  18. Do you just need it to transport Kethane in space or to and from somewhere?
  19. And the newest in our line of VTOL SSTOs, the SVO-17. Crew-3 Passengers-0 Cargo capacity- tested 15 ton rover possible to carry more. Craft File- https://www.dropbox.com/s/moqvvgxbwjvvell/SVO-17.craft Mods- B9, KAS, KSPX, Kerbal Engineering Redux, FAR, Procedural Wings.
  20. Did the bracket have a remote guidance unit? If it did that's why the game stayed focused on it.
  21. Exactly, some people are so afraid of the added challenge of DRE that they assume it is far worse than it is. Unless you go in and mess with the settings, it is barely noticeable. I have found that as long as the design, kind of resembles a real life pod re-entry vehicle from any of the nations space programs it works, if you don't get crazy and try a 90deg re-entry from the Mun.
  22. I can get that. But anyone who has seen some of my SSTO space planes knows I can build big, SP-400A comes to mind, 194tons with a 72 ton cargo capacity. Or the 251ton Bison SSTO space plane I made months ago in .21 with the Arcturas thrust corrector+Far+DRE, that was a nightmare to get to orbit. With KAS I found it helped cut down on parts that became overly redundant. Like docking ports and attachment node cubes, not to mention those tiny squares of scaffolding that many people use to stack intakes.
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