Jump to content

TeeGee

Members
  • Posts

    820
  • Joined

  • Last visited

Everything posted by TeeGee

  1. So you think I should come in harder to lose speed faster? I might try that. I usually do skip reentries..
  2. Oh I'm gentle. I tap my pitch angle to correct my course and kablamo! It scares me every time! I'm not complaining about the mod, I'm just flustered at how flimsy my plane is and I can't seem to make her sturdier. Why didn't my planes do this before? I've been using ferram for a pretty long time... maybe I was just getting lucky before and now its coming back to bite me in the bum.
  3. It happened AGAIN! No casualities this time, use probe core. Look at how close I get and how slow I am going... I even smeared struts on her just to prove the point.
  4. Sure can! The problem is 2 fold: 1) I like good response craft with great cross range during reentry. 2) I am looking for a certain "look". I generally don't like to add canards.
  5. Right but when I need pitch authority, this craft doesn't perform how I want to. Usually when I approach the runway I perform the pitch up maneuver when I am practically on top of the runway to bleed off excess speed. Because my center of lift is soo far behind the com, that is very difficult unless I use larger elevons.
  6. Everytime I tap my elevons during reentry or at any speed over mach 1, my wings rip off due to "excess G's". It only happens on my latest ssto and I don't know why. I even reinfoced them with struts, still didn't help. I thought I had it corrected and when I was on approach to land in my ssto, my wings tore off and killed 5 kerbals... =( Sad. I don't use sabre or rapier engines since they haven't been invented in RL yet, my ssto is using a rocket as its main engine. She survives reentry, makes course corrections etc, but when she nears KSC she breaks her wings at even the slightest tap.
  7. Build a space faring society in KSP. That means having established stations over every planet and moon in the system with cargo transports taking supplies from LKO to their respective stations. After stations are established, having colonies on every world. Having "pit stops" for homann transfers on route to intended targets. For example, a supply station halfway between Kerbin and Duna on parallel orbits with Duna around Kerbol. I'm still postponing going to all the planets, because I haven't gotten my game up to where I want it, gameplay wise. Mods are getting it there though.
  8. You're talking about sounds heard IN the ship. I'm talking about sounds OUTSIDE the ship. When the camera is watching your spacecraft in vacuum, there is no sound to hear. Is this mod still being developed or is it finished? I just love it sooo much, but it doesn't cover much of the sounds from other mods or the newer NASA engines or the rapier. Of all the mods I use, ASE is ALWAYS on my stock game and I just want to keep it alive as long as possible..
  9. Well in my humble opinion, LS, DR, and FAR need to be implemented into the core game. KSP is about teaching players what is involved in managing a space program and building/designing spacecraft to explore the Kerbol System. If a planet has atmosphere, it needs to obey fluid dynamics in a realistic way (to a degree). Building a pancake in vanilla KSP and getting it into orbit is very easy. What does that teach people about building things aerodynamically? Reentry needs to be incorporated (yes I know it is planned). Having spacecraft reenter atmo at 2000 m/s and NO heat up is ridiculously illogical. Kerbals are living entities that require food, heat, water, produce waste, and breathe air. Why wouldn't spacecraft have expendable food, water etc? LS should be part of a rockets payload. As of right now, the ONLY worry anyone has is amount of delta V to get to a planetary body. That's only step 1 of building a spacecraft... I honestly don't care if squad ever incorporates these things into stock kerbal, because I have this great modding community to give me the mods that I want to make kerbal the game I always dreamed of! I'm very excited to see what our community comes up with next to improve the kerbal experience!
  10. Ok then, navigation lights are reasonable! Thanks everyone!
  11. Wow, the time it takes to get to Duna is 1 year... I never realized that until now, and I've been going there since 0.19... Jool is ridiculous! I LOVE THIS MOD (TAC Life support)!! Now I actually have to design a spacecraft as opposed to an engine with rocket fuel.
  12. Does anybody have a map or wiki page that tells me how long it would take a spacecraft to reach another planet from LKO? I'm trying to plan a mission using tac life support and would like to figure out how much food/water/air I need to bring with me for the trip to and back. Thanks!
  13. Im really confused. I have this mod with ship manifest and have tried to transfer crew within ONE spacecraft and is unable to do it. The cockpit and fuselage are attached directly, no parts are impeding.
  14. Hi everyone, Do you think that it is logical for spacecraft to have navigational lights? Given the speed they travel, the weight restrictions etc. is it a reasonable design decision to have them sport lights on the fuselage for other spacecraft to spot? What is your opinion?
  15. She looks a bit different now, has vertical fins on wing tips, sas pod is behind crew tank (using connected living space, can't get from cockpit to fuselage with sas pod blocking the way), rcs blocks on fuselage now.
  16. Does anybody know how to improve the forward velocity derivatives as well as the downward velocity dervates? All of my designs have these issues, but I can usually manage them during flight and reentry, it's just for sake of perfection. I would like to design a craft that is stable across all speeds.
  17. Anybody have any tips for what park pack has the best (highest thrust) rcs engines that I can use? Something around 3.5 kN thrust would be nice.
  18. I tried using the SSME on stock kerbin, man that engine is AMAZINGLY CHEAP! You can even throttle it! - - - Updated - - - What link? I don't see it.
  19. I tried just vanilla RSS, and RSS rescaled. Neither worked. Yes I am using RSS 6.2.
  20. Yup. I just downloaded the original one to try it out and the first thing I saw was this issue. Why are my specs important? I can't even run this mod without any other mods. I've been running the game on max with FAR, Engine ignitor, Distant objects, real fuels, B9, KW rocketry, real engines, Rasterprop, EVE (not anymore due to some lag), TAC etc without any problems until trying out RSS.
  21. I installed Real solar systems with NOTHING else other than vanilla kerbal. The same thing happens. I've also used aggrsssive texture reduction pack, didn't help.
  22. For some reason the launch centers are loading UNDERNEATH the ground.... I can only see 1/2 of the VAB above ground and everything else is loaded underneath and surrounded by water. When I try to launch a rocket, the rocket hits the "ceiling" and explodes.
  23. I can see 1/2 of the VAB sticking out of the floor but everything else is UNDERNEATH the ground and surrounded by water.
×
×
  • Create New...