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KSP2 Release Notes
Posts posted by Tiberion
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Struts!
The little piece of metal is a champion, just strap them boosters together, use em like duct tape. And they play nice with decouplers and will turn loose when the decouplers do and go with.
And if stopping the wobble doesn't stop the spin, you can add more SAS modules (and some fins if you can find a place to tack them on.
Also, are you placing your rockets using the symmetry tool? The little round circle in the upper right? If you click it, it slices up into pie slices, and will place the same number of pieces around the object, works for almost everything
If you try to eyeball them and do it manually, things are usually more wobbly.
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Looks fun
I have the delta installed here, its a handful.
Wouldn't mind a craft file to give it a try.
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So, this plane doesn't fly so well if you don't use the old c7 command pod - no control surfaces.
I put symmetrical flaps (the small ones) on the front set of wings, which makes them act as ailerons for rolling, and then placed the flaps separately on the rear wings for extra elevator 'oomph'
It does indeed fly pretty smoothly, though I imagine it will become quite tailheavy as you use fuel.
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Great news indeed
NASA is gonna be busy - developing this along with managing their Commercial-Cooperation programs with SpaceX and such, and I think they're still planning on using Atlas to throw stuff at ISS too, ya?
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Woohoo go Nasa
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Heh yes.. that does make more sense.
Geometry FAIL.
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I have slightly more than an hour's worth of fuel left at that throttle setting. I don't think I'm gonna make it. =(
It says you went 957KM over land, unless I am mistaken the planet is 1200KM.
You were 80% around, as long as your course was mostly circular.
My testplane without any solar cells is averaging 900km an hour, so slightly slower than yours, unfortunately I am only getting about 45minutes of fuel in the air right now.
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I downloaded the solar array mod and ran some numbers.
one C7 engine depletes 1 c7 stanrdard fuselage tank in almost exactly 4 minutes at default throttle, which comes out to 3.12 fuel units per second (henceforth fU/s)
Putting 4x solar arrays on the tank dropped it to 2.14 fU/s at an added mass of 1.6 Mass Units (henceforth mU) (0.4 mU per solar panel)
So doing maths on that means it would take 13 arrays working on one tank to offset the drain of one standard C7 engine, adding 5.2 mU.
So if you can design a plane that:
Has a tank large enough to attach 13 arrays to
Can carry 5.2 mU of dead weight
stay aloft with 1 standard C7 engine
then theoretically you can fly forever*
Gonna build a BigWing glider later and see how much I ca squeeze out.
Might be an interesting alternative to trying to drag a bunch of fuel up there and keep it aloft.
*Forever being as long as you can stand to fly really slowly, babysitting a machine that would like to fall out of the air)
WARNING: Using this will actually make your fuel consumption negative, and you can make the fuel amount go past the tanks starting value. If you let it go long enough, depending on the data type the fuel is stored in, you could encounter an overflow error and crash the game, so take care
It would take a long time, though.
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No worries, its still pretty cool. I learned something (need to finish it later)
And you can update the demonstration to include the new atmosphere diameter, since I assume that will change some of it.
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image quality okay.. but the sound.. not so much
Wegame is pretty swell if you can't swing fraps.
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I just deleted my Ships folder when I updated to 0.10.1... and like a moron I shift-deleted (which bypasses the recycle bin)
So I lost all of my ships - save the couple I uploaded.
Make backups. Often.
Ooh, I like that one Andrew.
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Re: The actual craft, I know someone showed a WIP yesterday, hopefully they'll match up.
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Ah.. I set up that mod manager from this thread: http://kerbalspaceprogram.com/forum/index.php?topic=997.0
And then created a mod called 'Original pod' in the mods folder with a copy of the default pod, so it takes like 2 seconds to uninstall a modded one and reinstall the default.
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I saw somewhere on the forums today someone who made a 'solar panel' that 'charged' a fuel tank over time - it might allow you to stretch the fuel out and make it, though its pretty cheat-y.. but then again that might be the only way given the current game's tools.
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Cool one.. double capsules?
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What causes the snapback on pitch control? Like when you pitch up and it bounces back halfway when you release?
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Yep, thats a good ship, I came up with a similar one to start refining my technique
The Kercury 7 (named after the 1st planet in Kearth's system)
I can reliably orbit and recover - now I want to add a payload stage and work on orbital payload release and maneuvering.
I do love that effeciency is rewarded. One time I spent a bit much getting into proper orbit and didn't have much to spare for de-orbit, the last burn just slowed me enough to get captured at perigee. Whew!
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Yeah it doesn't even get to 30 degrees as you have it in the craft file.
Thats just a lot of dang mass (and thus inertia) to try and move, and while you might think having the torque way out in the end would act like a lever, the center of gravity is dropping lower.. and nothing can move it. I bet it just gets worse the more fuel you use.
Your best bet would probably be finding a way to get some SAS modules down on the lower end - perhaps an edited one that allows fuel passthrough and put them near that center main engine?
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Aha, excellent.
Wasn't a big deal since I was playing in a window - alt-tabbing out of fullscreen doesn't seem to work for me (won't recover when you go back in, stays black, but the game is still going on - at least the exploding rocket sounds makes me think it was)
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Greetings fellow astronuts
GREAT game here, I love it. An amazing mix of hilarious hijinx and serious simming. And with so many amazing mods already, this is gonna be big.
So far so good... after a day or so of exploding things nicely and making short trips into space, I managed to put this:
into a mostly stable orbit.
So it was time to download mods:
Note: some of those are images from a .... slightly less successful shot. But the top stage was stable at 55k and had enough fuel to deorbit and splash down surprisingly close to KSC (completely by accident of course)
And now I have moved on to this:
Thats a hollow decoupler hiding one of those stackable parachutes from SIDR for emergency capsule ejections (as any piece of engineering that pushes the envelop beyond its breaking point should have ) Not surprisingly, its used quite often, because the plane has a significant oversteer I can't seem to solve. Something to work on, I guess
NASA reveals new “heavy-lift� SLS rocket
in The Lounge
Posted
I dunno, originally the committee gave the reason for cancelling it as 'It won't be done until almost 2030' Which seemed.. questionable.
I guess it was more expensive since it didn't reuse too much, whereas this new one is, at least at first.
Basically, Bush signed off on Ares, so it had to go. The new one is Obama-approved, so its good!
Using the SRBs from the Shuttle to expedite a launch could keep them from being cancelled, since they would at least be slightly less likely to cancel a program that is actually functional. Maybe.