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Hodo

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Everything posted by Hodo

  1. You those are just for unguided dumb rockets right? Won't work for missiles like the AIM-120 AMRAAM which is almost 4 times the width of the rockets that fit in those tubes. If you want to put missiles in bunches you should just mount them on racks like most air forces do. As seen in this album. Note that I have bombs mounted 3 to a rack on that and 2 missiles on each of the outer racks.
  2. Two I have been working on. My medium lifter and my cheap SSTO Mun spaceplane. The medium lifter hauled 40 tons of fuel up in an internal fuel pod for refueling operations and an extendable docking collar. The other SSTO has a lander for landing on the Mun and Minimus in its 6m long cargo bay. But it has over 4.5km/s delta V once in space with a TWR of .13:1 on its LV-1N rockets.
  3. I have built a lot of SSTO spaceplanes in FAR, and I can say that the best I have achieved is a craft that actually managed to get to mach 5.5 on air breathers alone, and then I pitched up to 25deg to climb to space from 28km. At that point I switched from jets to rockets and finished the burn. I followed the launch profile of the real Skylon, and it seems to be the most efficient. My current most efficient craft is one that was designed messing around with the new wings in the procedural wings. I even extended the original design slightly just to add a small 2m cargo bay.
  4. Step 1- Download Step 2- Unpack in your KSP Gamedata folder. Step 3- Launch game.
  5. Here you go. https://www.dropbox.com/s/ipv7d9xzg35ytsf/output_log.txt
  6. I think that is already in FAR. I noticed a slowdown when gear are down as opposed to when up.
  7. Running .24.2 32bit, with the current build of RPM. The errors are odd, they don't actually crash the game they just slow it down.
  8. So getting quite a few errors in my ALT-F2 log... [Error]: RasterPropMonitorComputer: Processing error while processing ALTITUDE: Object reference not set to an instance of an object [Error]: RasterPropMonitorComputer: Processing error while processing RADARALT: Object reference not set to an instance of an object Not sure what is causing it.
  9. How fast are you going? How big is the craft? Does it have enough wing to actually lift? Is its gear set so you have a point of rotation? Do you have air for the engine? Are you using RAM intakes, Radials, or Circular? These are all questions that could be answered with a picture of the craft so we can see if it is an actual aircraft or a brick with some wings slapped randomly on it.
  10. The engine power falling off is a FAR thing, it is the way engines are supposed to work.
  11. Didn't read the whole thing but I did skim over it, and I understand the rant, and agree with the most of it. But ultimately patience is the only answer I can give.
  12. The loss of thrust is not a bug in FAR. Ferram4 nerfed the way jet engines work with FAR, so no more overpowered jets that can fly to the Mun if you slap enough intakes on the craft. The basic jet loses power very fast, the closer you get to the speed of sound, the less power it will make, unlike the turbojet which makes less power but sustains it at higher speeds. Your flight control and flight stability issues, wont fly in a straight line, are related. If you have your wings at an odd angle, they may induce unwanted roll or yaw, same for your vertical stabilizer, if you have one. Also the lack of or over abundance of control, if you have not set your control surfaces to certain jobs, roll, pitch and yaw, you maybe having an overcontrol/undercontrol issue. Post a few pics of the craft as Wanderfound asked and I am sure that we can find the problem.
  13. Lets see, today I was quite busy. Worked on 3 different SSTO space planes, argued a point in PMs and in IRC over the impossed signal delay I am dealing with now because of someone else. So now I have to have everything I write proof read by someone else. Half tempted to just post in every thread that comes up for the next 14 days just to see how many posts they actually let through.
  14. I would say no to 1 and 2. Simply because now you are adding additional complexity to a mod that is quite simple and that is why it is really good.
  15. I couldnt tell you about stock, but you are coming in at half the speed of sound, which is REALLY fast. But it sounds like your CoM has shifted due to fuel burn.
  16. Yes. Lazer Weapons System mod... which is clunky and currently broken for .24.2 And... IDSkillful weapons, which is really big and complex.
  17. You hit that target at near point blank range with a missile that has a real life 25m kill radius. So yeah I think they are fine.
  18. There have been several through the years. There was one person who made a whole guide on how to make and use a krakken drive.
  19. That is because you didn't change the name of the part. If it sees a duplicate name it defaults to the base version and will not unlock the other version. Usually what I do is put a -1 or -A beside the name of the object to change it enough so the game will register it as something else.
  20. x64bit is just to unstable to use right now. So sticking to the basic 32bit version.
  21. The nukes are fine, you just have thrust balance issues now. Keep messing with it till you get your CoT running through the center of the CoM. Otherwise you will continue to have pitch control issues.
  22. I use docking ports inside the cargobay turn off the snap feature and they will fit fine.
  23. @ Mr.Rocket, unfortunately most rockets in real life dont have throttle controls, they are fire and forget. There are a few that are throttleable but they are generally pretty weak. My only suggestion is to add dead weight to your craft to bring down its TWR to a reasonable level, around 1.2-1.4:1. I had to do this, and actually use SRBs for most of my launch systems now. I use the procedural tanks SRB and change the thrust power and burn time to fit the cargo that it is pushing into orbit.
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