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Hodo

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Everything posted by Hodo

  1. Ok this pic right here pretty much shows me most of the problems you are having. As KissSh0t said, move your landing gear closer to your center of mass. They dont have to be narrower, but just slightly behind the CoM. I usually line mine up with my CoL. Then your intakes mounted on top of the wings, as cool as they are are going to create a fair bit of drag high above your CoM, which is going to want to pitch the nose up, QUITE a bit. Basically when you re-enter the atmosphere your craft turns into a drag wall. The massive intakes mounted high on the wings act as giant airbrakes which are creating ALL sorts of drag when you hit the atmosphere around 30-45km alt. It is like having someone grab your hair on your head while you are running full speed. The lower half will keep going but the top will stop. I would fix this by moving the intakes down inline with the CoM of the aircraft to bring the drag more inline with the aircraft. And I would also remove the front canard setup you have and use the P-Wing movable wings which can be perfectly shaped canards for exactly what you need them for.
  2. It weighs more than stock. By a bit more. 5 tons vs 2.25 tons. It generates slightly more power, 150kn vs 60kn It has the exact same ISP 800. It is slightly more powerful TWR than the stock nuke engine, but it is also larger, 2.5m vs 1.25m, and has a tenancy to overheat faster. As for building outwards, that works fine and dandy when you run the horrible KSP aerodynamic model which was made by a mermaid who has never seen air.
  3. Not sure couldnt see the picture, fixed it in my post. Looks good though, not what I was expecting. Rare I see a rocket style SSTO anymore.
  4. I think you can do it in the save file for that save. The persistant save file my have a setting to set RT2 signal delay to true or false. And I think you maybe able to disable it all together from there, but never tried.
  5. The KSPX nuke engine is fine, it is basically a larger (2.5m) nuke engine. It weighs more than twice the amount of the standard engine, it creates only a bit more thrust for its size and has the same ISP. I think its TWR is identical to the standard 1.25m engine. I use it because it cuts on parts counts and doesn't look ******ed when attached to the back of a craft.
  6. Good looking craft there, I can help you make it faster. Lose some of the intakes, you don't need to airhog intake spam with FAR, all it does is create excess drag. And I would strongly suggest updating your FAR.
  7. Ok what mods are you running? I am seeing Infernal Robotics and B9 plus two others on the tool bar, but I can assume there is more. Are you running DRE? And FAR? If you are running DRE you are killing your pilot by coming in to steep and not bleeding off enough speed before trying to decelerate to landing speeds. There is a reason why the space shuttle does giant "S" maneuvers after re-entry. But more information on the craft would be helpful, pictures of it in the SPH with the CoM and CoL turned on and possibly the CoT. And a list of the mods you are currently running.
  8. OK tested a bit, looks like RSS + RO work.
  9. You want the Real Solar System plugin, with the Planet factory planets. As found here. http://forum.kerbalspaceprogram.com/threads/55145-0-23-WIP-Alpha-Real-Solar-System-v5-5-KSP23-fix-12-23-13?p=935476&viewfull=1#post935476
  10. Does that fix the width issue? I have no issues with the fuel types or amount just the actual size. They wont get any wider than .625m.
  11. Curiosepic, I looked at the design, there was nothing wrong with it. For some reason it just burns to much fuel to reach orbit. The TWR is about right to get 15tons to orbit but it just doesnt have the fuel load to do it. Are you using KJR? I had no real issues with flex in it.
  12. I am having an odd problem with my RO and stretchy tanks v9. I am also using the realistic progression tech tree cfg found I think in this thread, (not on home computer cant check), but for some reason my stretch tanks will not expand they are limited to .625m width. That is a serrious issue for me, mainly do to the fact I got rid of all extra tanks provided by KW, because I don't need them with stretch tanks.
  13. When posting Imgur albums use this code [ imgur ] ***** no# [ / imgur ] <No spaces> But looks good.
  14. Lastnight I managed to get my first Kerbalnaught into orbit in my carreer mode with the realistic techtree progression. I am only in basic rocketry but I managed to get Al Kerman into orbit. This was after a total of 12 unmanned launches, and 9 of those were failures on one level or another. Finally I had a rocket design that was consistant enough to attempt to launch a Kerbal. So one of my 9 "right stuff" kerbals was chosen. The next in the flight list was Al Kerman who is the 4th one on the roster, but due to extensive launch tests, and flight testing and drop testing of the pod and its safety systems Al was next in the line for flight. I think it is funny because I still don't have EVA suites or any real life support system outside of the pod. My next goal is to actually bring the capsule back down where I can get to it easier than the south pacific.
  15. This is partly why NASA in real life hasn't attempted this mission. You need to pack a lot of air with you to go that far. I am running the Realism Overhaul and Real Earth system mod, and I managed to get a kerbalnaught into orbit finally lastnight, he had no EVA suit no seperate O2 tanks, just what was in the pod. I felt like NASA when they got an asternaught into orbit for the first time.
  16. I found it useful to have 3 layers of satellites for a 99% coverage. One section that is my low satellite network, which was at 250km orbit there were 6 of them, 3 are required but I had 3 for reduntancy. Then I had the standard GSO network way above the base layer. The last layer was the 6 more satelittes I had in a polar orbit. I had 3 in one polar orbit then another 3, 90deg off from those three in the same orbital alt as the low alt coverage network. I think it gave me a total of 16 satelittes in orbit. But I had coverage all the way to Eve without interuption from Kerbin, except when Eve was in the way. The only problems I found with this network is other planets and moons. The Mun and Minimus will occassionally interupt signal flow for a few minutes to an hour. But its not that bad if you plan for it. You can get around this by putting a network around the moon.
  17. ^^^^^^Someone more experienced^^^^^^^
  18. Ok for the first problem with planets sounds like you don't have the planet factory plugin, which will fix that issue. Second question. How do you setup your fuel tanks for the correct ratio of oxidizing fuel and other fuel. Simple, you attach the engine you want, say one that uses Kerosene and liquid oxygen. After that engine is attached go to your tanks in the actions tab, and click on the tank, at the VERY bottom it will give you an option to add "33% liquid oxygen and 67% kerosene" or whatever the mix is for that engine. Third question... No clue I am leaving that one to someone with more experience than myself.
  19. http://forum.kerbalspaceprogram.com/threads/70008-0-23-Advanced-Jet-Engine-%28AJE%29-v1-0-3-28-14-Compatibility-fix Makes jet engines behave like jet engines. http://forum.kerbalspaceprogram.com/threads/51880-0-23-Engine-Ignitor-%28V3-2-Released-Pressurizing-RPM-MFD-Boil-off-acc-Feb-12%29 Makes rockets act like real rockets. http://forum.kerbalspaceprogram.com/threads/55145-0-23-WIP-Alpha-Real-Solar-System-v5-5-KSP23-fix-12-23-13 Re-scales the Kerbal system to match the real life Solar system. (even a version with the actual Earth system in it) Or in short here the Realism Overhaul. http://forum.kerbalspaceprogram.com/threads/59207-0-23-Realism-Overhaul-ROv3-Modlist-for-RSS-1-10-14 That is what I have been playing with now, and actually having more fun than I have since I started.
  20. Kind of sad I just now see this challenge. As I had a few SSTOs that could do this with ease, and one that was designed to do just this. SVO-17, the only one I have pictures of it actually loading and unloading its cargo. But SP-406 was my favorite, and heaviest lifter. It was more than capable of hauling 100 tons into orbit to a space station. If someone has the mods, they can use them if they would like, because unfortunately I can no longer run them due to the RSS+Realism overhaul mod. http://forum.kerbalspaceprogram.com/threads/56945-Hodo-Creations-SSTO-craft-designs-and-files-for-those-who-want-them
  21. Is there a custom biome setting for the RSS real earth system? EDIT- Found one for Kerbin... pg 199 thanks Amo28!
  22. Actually it was a great explanation far better than most I have seen of late. Thank you for taking the time to look over our concerns and address them.
  23. Because I wanted to prove a point. The original designs were _Aramchek_'s found in this thread. http://forum.kerbalspaceprogram.com/threads/73857-Planes-aren-t-hard-they-re-easy!-B9-FAR Fixed the landing gear, removed the horrid looking stock wings, replaced with P-wings. The landing gear is no longer a tail dragging setup and now a modern tricycle gear setup. Actually set the functions for the control surfaces so they perform the correct settings for roll, yaw, and pitch. Tried to retain the original look and setup of the craft.
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