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TeeGee

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Everything posted by TeeGee

  1. How do I insert files into the reply box? The output_log text is very long...
  2. Nope, the sounds when I go supersonic no longer change at ALL for all spaceplanes. I still hear the engines at normal level throughout the entire flight, with both stock and B9 engine parts.
  3. Now the effect sound doesn't turn on at all during transonic and supersonic flight (even vacuum). I see the condensation effects (cool), but the sound keeps playing normally after mach 1 no matter where the camera is. It doesn't seem to work with B9 saber engines either.
  4. What's going on with the landing gear? I can't even get my plane off the runway without exploding due to gear bending, twisting or flipping my plane well before takeoff. I've tried every position I know and always end up with a crash.
  5. My planes fly. Don't kid yourself; I understand how to pitch up an aircraft and have them fly in your program. I've built dozens of SSTO's that even have 7,000 m/s delta v that make orbit WITHOUT intake spamming and can make an apoapsis of 80 km, so I think I am pretty experienced in 'spaceplane building 101'. The problem I was having was pitching UP but not taking OFF even with high airspeed. When I left the end of the runway I was airborne and climbed normally until I hit thinner air at 30km then had a flameout. As soon as I veered from my prograde vector a few dozen degrees off, the plane went into seizure. All I needed to do was throttle down, the problem is that Kerbal doesn't warn me when I am close to engine flameout until it flames out! I normally throttle down at that height, but I use the flame out as the *time to throttle down* cue. #1. Asymmetric flameouts in REALITY DONT DO THAT. So don't blame my piloting or design skills. Vertical stabilizers at those high speeds should keep my plane from flat spinning during asymmetric flameout. This thing literally frisbeed. #2. Air intake at high altitudes are NOT an issue in real life. Jets can function fine at super high altitudes, its just that there is a problem with high TEMP (which saber engines have resolved). #3. Air intake DRAG does not balance with air intake AMOUNT. So your system punishes use of a lot of air intakes with increased drag but still keeps the stock air intakes unit scoop volume? How is that fair? This is why I complain. Unless you are using saber engines with B9 pack, you wont get into orbit with a stock SSTO very easily, especially SMALL sstos (low mass). 'Cause whenever a low mass ssto reaches thin air and flames out, that plane is basically a coffin.
  6. Yeah well I always install then uninstall this mod because it turns my SSTO's into death traps (unless you install B9 which I refuse to do). The planes I built that got into space wouldn't take off the runway early, regardless of airspeed, and when they flameout, become absolute death traps because they are dual engine planes. So I reach 30 km then I get an asymmetric flameout and the plane wigs out and I can't recover her until I hit thicker air. It also takes longer for me to reach escape velocity in comparison to stock kerbal regardless if I use nosecones or not. It's just infuriating that I WANT to use this mod, it's great for rockets, but makes plane building and design stock craft ridiculously limited. I dunno if it's the fact that I part clip my wings or if I just don't know how to use the mod properly, but whenever I install it, I immediately uninstall it because it makes the game limit your design options. And forget the fact that suface ASS with Mechjeb will do anything with FAR, the plane doesn't know how to respond when I activate mechjeb in atmo.
  7. Have any manned spacecraft ever used reaction wheels for rotations and attitude control? I've never heard of any that have...
  8. Are the explosive yields accurate or comparable to the yields of modern day nuclear detonations? I don't think a 400 meganewton explosion is realistic...
  9. Also, sound explosions in space still occur (such as in pusher plate orion mod, when I launch a nuke to push off, the explosions are still heard even in space).
  10. Whenever I go supersonic the game slows down like crazy, how do we fix this?
  11. AWESOME! Now that you've gotten it "almost" to full orbit with jets, try replacing the rocket engines with nukes. Your delta v will skyrocket and you'll make your ssto an Interplanetary SSTO.
  12. Hendl is a crazy chicken that lifts a 15 ton payload into LEO with a total mass of 98 tons INCREDIBLE! What is the delta v on both the Floh and Hendl? I also noticed that the landing struts look different... what mod did you use (other than B9)?
  13. The Delta V 1 Kerbal SSTO. 90 km apoapsis, 30km periapsis with jets alone. No intake stacking, no mods, all stock. ~ 3500 delta V.
  14. AMAZING!! Now try to get rid of that tug and you'll be golden!
  15. AMAZING! This is what I've been looking and planning to do for a while now! But how did you get that thing into orbit in the first place?
  16. Oooops! Sorry, I'm new to this forum and don't know who everyone is yet. Let me browse some more and I'll get back to you!
  17. KisShot, your Falcon X youtube video was the reason I purchased Kerbal! And yet again, you've made an stock SSTO that takes off WITH cargo, makes orbit, drops off cargo, and lands back on Kerbin. No matter how hard I've tried, you keep building things that are beyond my ability to duplicate (yet). You sir are a master! How do you do it?
  18. Your VTOL's are beautiful cupcake, I really enjoyed watching your vids (especially the minmus one). Keep it up! I also wouldn't mind seeing a high delta v VTOL, if you can do it!
  19. Gorgeous design, and yeah it does look like a cold war era fighter plane! The bullseye targets on the wings give even more of the era vibe.
  20. Both ships are refuel tankers and kerbal transports. Both are completely STOCK parts except that I used mechjeb to show the delta v and use TacFuel Balancer because it's convenient (and I like it). Also, both can fly UNmanned. They have enough delta v to get to most planets and refuel their respective tankers. So how I've set this up is that I have tankers orbiting all of my planets, each with a specifically designed lander to get to and from the planet. I transport kerbals via these SSTO's from kerbin to tankers orbiting the planets, transfer fuel and crew to the orbital tanker/lander station, then refuel the lander and land on the planet. There ships DON'T have to refuel above Kerbin, they make orbit with pretty much all of their fuel required to do transfer maneuvers. Starship Won Mark II Starship Won Mark IIi Both make apoapsis of 100+ km and Periapsis of 30+km on jet engines alone. Mark II Seats 6 Kerbals (or more) Mark II i Seats 5 Kerbals. All other information is available via the posted pictures. I don't like air hogging because it's unrealistic, so I am coming up with more plausible designs using the bottled air mod to get my craft into orbit, and even maneuver in space with jet engines.
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