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TeeGee

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Everything posted by TeeGee

  1. Just a thought. Why isn't aerodynamic drag effecting jettison parts? If I dump a tank at an orbit of 100km by 20km, the part just keeps orbiting Kerbin without ever reentering atmosphere, slowing down and hitting the ground. Instead, I get junk that flies through Kerbin atmosphere that I intended for reentry burn up or recovery that does so forever and ever UNLESS I manually switch to it, then all of a sudden the game starts enabling drag on this object.. It's not very realistic and takes me out of my experience. And not just experiencing drag, but keep simulating these objects after I assign actions to them and they proceed towards kerbin again. Ex: I build a rocket, and eject an SRB from it at an Apoapsis of 75km. I also attached a parachute to the SRB because I want to recover it later. So after I jettison it, the chutes are activated but were told to deploy at a higher air density/pressure. After I circularize, the SRBS reenter atmo and do exactly what I assigned the parachutes to do and lands softly in the water for recovery without me ever leaving the ship I jettisoned the part off of in the 1st place. SIMULATE the parts after they've DECOUPLED! It's like these parts disappear after they've been jettisoned and the game forgets about them.
  2. How do you mean? I posted a picture of the Earth and Moon vs Kerbin and Mun.
  3. [TeeGee, please edit the tags on your pic and then re-add the link, one of the tags was inappropriate]
  4. Since it's quite obvious that Kerbin and Kerbals are NOT Human, has anybody done a scale comparison of the 2 races ( size wise)? I would like to see how tall Kerbals are in comparison to Humans and how large Kerbin is in comparison to Earth. Also, since Kerbin is much smaller than Earth, is it safe to assume that the atmosphere on said world is NOT oxygen. If not, what element/gas could be dense enough to stay on a world with far less gravity than Earth? Is it even on our periodic table? But if Kerbin is smaller than Earth but is far more massive (density wise) than maybe the atmosphere is similar to Earths, just that the planet is much smaller, and denser. What do you guys think?
  5. You caught me! I actually did make it into an ssto but decided to discontinue production due to "design violations". She made it to orbit but I don't think intake stacking with the way I was doing it was "realistic", so I decided to reinforce my own personal rule for ssto's: 1) Every engine requires either an engine nacelle or intercooler 2) Every intercooler/nacelle must, on some level, be attached to an intake 3) Every intake must be exposed to kerbin atmosphere to take in oxidizer 4) The ssto must NOT violate the laws of aerodynamics or be an exploit of KSP game dynamics I just wanted to see if I could do it... and I did. And how about changing the engine sfx? I have some excellent sfx for engines from the ARP mod I downloaded, and would like to use them on the KSO to beef up the engines.
  6. Also, one suggestion: Maybe put the rear landing gear further back on the fuselage. I don't really understand why it's so close to the center of gravity. The further back the landing gear, the less likely one may risk a tail strike. I'm also trying to change the sound effects to use the ones in the ARP mod... but I can't seem to find a way to change the effects to use a different engines sounds. Where is the mod grabbing its sfx? I can't find them.
  7. I don't say this often, and I consider my self very difficult to please when it comes to authenticity, but this mod is truly a work of art. Now, I've mastered rocket and SSTO building in stock kerbal, I can get kerbals into space with craft that are much more fuel efficient than this shuttle, BUT, when it comes to delivering 6 kerbals + cargo, I have yet to build a SSTO (under part count of 500) that can deliver payload, kerbals AND LOOK GOOD at the same time. I love this game and have loved it since I started playing it last year, but of all the mods released on this fantastic forum, this one stands as one of the best this gaming community has ever seen. I am really looking forward to seeing what comes next, because this spacecraft FINALLY oozes Kerbalism as well as keeping the spirit of space travel intact, and if this level of awesome is maintained, we are all in for a big treat. Very well done. Note: Two minor problems, when I toggle the OMS engines for orbital insertion, my game freezes. ALOT. To overcome this, I enter map view and do the insertion that way, but it'd be nice to do my orbital insertion whilst enjoying the view. Second, how can I toggle the crew pod lights on? I do not see a toggle button when I right click the cockpit.
  8. I have active texture management and the mod still crashes.
  9. Mod crashes my game on load up. I will uninstall until phase II is released and hopefully a solution is provided for any instability. All I have installed is STOCK, docking alignment, clouds and city lights, and orion nuclear pulse rocket.
  10. The sound mod also doesn't work with the new rapier engine. There is still sound when it reaches vacuum.
  11. What is the target apoapsis for rescaled kerbin? I reach 200km but dont have enough smash to circularize. I also reach Mach 5 b4 switching to rocket at 30km, yet I can't seem to reach orbit velocity.
  12. Stretchy tanks? I downloaded it to play this mod but never really noticed it. Are they the different sized white tanks? They don't have reentry shielding, which makes what I am trying to go for moot.
  13. HOW did you do that?? I've been stacking 4x orange tanks and still can't get enough delta v to circularize my orbit! What flight profile are you using? When does space start in the new realism mod?
  14. I dont see how the engines have been restated... They seem the same to me. I followed the installation directions of using modular fuels and deleting realistic fuel /engine cfg. I want PROPER/REALISTIC engine stats for everything, what am I doing wrong?
  15. I made it to 200km but not enough fuel left to circularize. Do the B9 saber engines have accurate ISP values for atmo and vaccuum? I don't think they are....
  16. Yeah I've been trying to build a ssto using B9 and can get up to mach 5.5 at 40km than when I switch to rockets, for some reason I get asymmetric thrust.
  17. How do we change an engines intake air value in the engine cfg. file?
  18. How about its fuel efficiency and air intake requirement? Im running kerbal on realistic settings and can't even get out of the atmosphere without either burnout or running out of liquid H2.
  19. Has anyone been able to create a ssto with realistic mods like real solar system and FAR?
  20. If that's true, what values should I change in B9 saber engine mods to make it more realistic?
  21. Hi everyone I was looking at wikipedia for the Saber engine stats and was wondering how I could turn the realistic stats into kerbal stats. I was looking at the part config folder for B9 saber engine and was a little confused at what lines of code did what. I am just trying to create a more realistic set of engine stats. http://en.wikipedia.org/wiki/SABRE_%28rocket_engine%29 Propellant Air/LO2 / Liquid hydrogen[1] Cycle combined cycle precooled jet engine + closed cycle rocket engine Performance Thrust (vac.) ~ 2,940 kN[2] Thrust (SL) ~ 1,960 kN[2] Thrust-to-weight ratio up to 14 (atmospheric)[3] Isp (vac.) 460 s[4] Isp (SL) 3600 s[4]
  22. Awesome mod by the way! Question: Is there going to be a IVA view for the Mk5 cockpit? All I get is that oval IVA view.
  23. I installed modular fuel in realistic mass mode and still have turbofans working like before. Yeah ok now saber engines require liquid H2 and the isp for some engines is changed but my turbofans still get me to a 100km apoapsis on airbreathers alone.
  24. Hi everyone, Is there a mod that changes the kerbal engines to behave more realistically? I was playing with my ssto (all stock parts) and noticed that I could build a better ssto with turbojet engines than I could with saber engines in B9 aerospace pack. That doesn't seem right to me... In reality can a turbofan jet engine behave like it does in kerbal? I know that commercial and military airplanes that go supersonic use turbojet engines, but to carry a craft over 2,000 m/s if it had enough intake air seems extreme. Am I wrong? Basically, is it possible to build a ssto in real life that uses turbojet engines to reach 2,000+m/s than switch over to conventional rockets to circularize its orbit? If so, whay haven't we done that yet? And yes, I've read up on Skylon. Skylon uses the new saber engine that is a hybrid airbreathing rocket engine.
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