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Hodo

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Everything posted by Hodo

  1. Ok if your CoM and CoT and the CoL are all on top of each other you will end up with an aircraft that is riding on the head of a pin. If it so much as thinks of moving an ounce of dust from the nose to the tail it will shift the center of mass far outside of what the craft was set for when built. So your best bet is to shift the CoM a bit in front of the CoL. So that the arrow pointing up is just through the back of the yellow and black ball that is the CoM.
  2. SVO-3A And my fastest climbing crew shuttle the SVO-4
  3. This is what I have been doing. Spending time building useful space planes, like my SVO line of VTOL SSTO/planes. That can fly from Kerbin to the Mun, mine and refine kethane then return to Kerbin and land at the KSC. My first attempt the SVO-1 couldn't even leave Kerbins atmosphere let alone fly, but once it was in space it worked fine and mined like a slow champ. So I refined the design and made SVO-2, which was a complete and utter failure. Scrapped that design and made SVO-3, which is currently in route to the Mun for its test mining mission. Works great, some minor issues, like its CoT is above the CoM by a hair... so it is a bit of a handful to control at full throttle in space. The next design the SVO-4 is great, but is designed to crew shuttle for the new station KerSta-2 which is a more streamlined station with less parts to reduce lag. And the SVO-4 has made my Jackal crew shuttle obsolete, even though the Jackal can make it to orbit in under 6 minutes. But the SVO-4 can load 6 Kerbanaughts and a crew of 2 into orbit and possibly to the Mun in a single launch and return to KSC and land vertically. Granted, it doesn't land vertically in non-air atmospheres... that maybe a SVO-4A model.
  4. What do you mean? The altitude of space in KSP is 69,100m. Or are you asking how tall can you build a SSTO?
  5. For me it isn't one craft, its really three... SP-400, the heavy lift SSTO, 72 ton lift capacity without using any of the cargo fuel. SVO-4, its a crew shuttle and in system rescue craft.... oh and a VTOL And my SP-313 medium lift SSTO.
  6. My newest SSTO VTOL, the SVO-4 And the view...
  7. Difference in direction. My first VTOLs, oh.. last week, would have the same problem, but I fixed it by reminding myself that they aren't taking force from behind or in front, but from above and below. So I strutted them accordingly.
  8. The funny thing is the Lambda Class Shuttle would be easier to get to fly in atmosphere with FAR.
  9. I usually mount the sepetrons in the center of mass of the object I am jettisoning. I save all these under my sub assembly loader. Makes life so much easier when building some of my rockets, which I don't do that much anymore.
  10. My station in orbit around Kerbin has a tug that is only RCS thrusters, and RCS tanks. I use it to move massive Jumbo-64 (the orange) tanks around. I have even used it to catch a SSTO that was at a 20km lower orbit and bring it up to my station. RCS thrusters are pretty good, not real efficient but good. My only other suggestion besides what Wallace said, is either add a generator, or solar panels because RCS thrusters generate no electricity, and you don't want to run out of power.
  11. With the Ioncross crew support plugin you can make it a bit closer. If someone wants realism I can suggest 5 very good mods. 1- Farram Aerospace Research (FAR) 2- Arcturas Thrust Corrector 3- Deadly Re-Entry (DRE) 4- Ioncross Crew life support 5- Remote Tech communications With those 5 getting to the Mun becomes a real challenge.
  12. Oh and most of the plugins will probably cease to work.
  13. My very first attempt was using stock parts, the times are not going to be to much slower than my time. After all my wheels are stock and my engine. Actually when I think about it, most of the Amphib-1 is stock parts, accept the lower hull which is B9. As seen here.
  14. I also run FAR, but Asparagus launches are possible in real life. Just not to the extent some of these builders use. I have used it in FAR, but with only 6 SRBs, 3 on the first stage, and 3 on the second stage. It was to get the craft up to 10km alt, after that it relied on its liquid booster.
  15. Still working the bugs out of it, but this was the only version that I made that flew. Didn't make orbit but managed a respectable 30km alt. Going back to the drawing board on it tomorrow or at a later date.
  16. In the stock KSP I doubt the physics will like it much. With the FAR mod, and your craft is built right, yeah easy, I do it quite a bit in my space planes when coming back to KSC.
  17. Not sure if considered Stock manned, but used stock parts, didn't even use my Kerbal Engineering. Just FAR. I present the Viper MkIII Maxed out at 1721m/s And I didn't use more than 3 intakes per engine. There are 13 intakes on the craft, 12 RAM intakes, and 1 engine nacelle. I know I can do better using B9 parts would that be a modded entry? Or is B9 not allowed?
  18. I usually attach in a cargo bay, using B9 parts. But I have also just fired rovers separately from another rocket. Depending on the use. But I rarely take Rovers off Kerbin, don't need them that much.
  19. I know its not stock. But its also not clipped, hogged or mechjeb'd. But building a stock lifter isn't that much harder, slap a bunch of SRBs on to a 9ton tank, and put a rockomax decoupler on it slap the orange tank on the top with a few smaller tanks on the side with regular rockets and you can blow it to an orbit of 70km. And use SRBs to return to surface with chutes and landing gear, job done. It won't be pretty but it is possible.
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