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AppleDavidJeans

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Everything posted by AppleDavidJeans

  1. When your game starts crashing a lot, first thing that you should check is if you have too many mods. That's usually the problem. To help with the issue, I'd recommend installing rbray89's Active Texture Management.
  2. I really love this pack. In fact, I just made my first (mostly) working SSTO with this pack. It uses 2 turbojets for the cruise in the atmosphere, 2 aerospikes for orbital operations, and can carry 6 kerbals to a 100km x 100km orbit. It's intended for ferrying kerbals to and from orbit. It also has an in-line probe body for robotic operation. It's still got a few issues that I need to kink out before I can send it in to be consumed by the masses. Action groups: 1- Toggles turbojets 2- Toggles aerospikes 3- Opens/closes the inline Clamp-O-Tron. Flight profile: 1) Take off and build enough speed to pitch up to 45 degrees. 2) Climb at 45 degrees to ~10km 3) Level off to 10 to 15 degrees, but not low enough to start dropping altitude, for the cruise. You may want to stop at 20 degrees initially for the sake of keeping your vertical speed up, but drop down to 10 to 15 degrees when you got a good enough vertical speed cushion. 4) Just cruise along. Keep your vertical speed under to around 100 m/s, tapping down the attitude to keep that in check. 5) If you're on target, you should be able to get to ~1.9-2.1 km/s by the time you reach 32km in altitude. Keep burning the jets until you hit your desired apopasis (mine is 100km). 6) Your jets will start cutting out around 42 to 44 km. But by then, you should have hit your desired apoapsis. Switch over to the aerospikes using the 2 key. You can use those to make short bursts to compensate for apoapsis decay due to drag. 7) For a 100 km orbit, a burn of ~80 m/s should circularize your orbit well enough. 8) When landing, you should have 1/3 liquid fuel in the turbojet tanks, good enough for a couple go-arounds if you mess up the landing at KSC. On orbit, the plane has a paltry ~310 m/s of delta-v. If you manage to dock to a station, you will need to refuel before coming home. Issues: -The plane likes to veer hard to the right during take off. You will have to hold down the A key hard and hope that you get up before the rudders can't take it anymore. Probably something to do with the gear placement. -There's a vertical offset between the CoT and the CoM, which may be an annoyance during orbital burns using the MechJeb. -Yes, there's the issue of not enough delta-v. I will rework the engines to attempt to get a better delta-v number. Even though it's still in the prototype stage due to the issues mentioned above, you can pick up this spaceplane at your local dealership today! Feel free to make your own improvements to the plane. This file has a Mechjeb unit in it, so you need that installed first before using this file. The unit is located on the top surface of the fuel tank supplying the aerospikes. I also have a recommendation for this pack: Can you put a lift factor on the structural wing components please?
  3. Quick question: how old are the space program (the game save) and specifically the long term Laythe mission in game years? Also, what mod do you use to use physics warp while doing burns, especially when using the tugs?
  4. Blackheart, may I ask when you're gonna fix the FX on the engine? EDIT: To be more specific, I have a couple suggestions: 1) Modify the coding thingamajig so that the flame doesn't point towards the retrograde vector (That's what it looks like) and point straight out the engine, because I think that's more realistic. 2) Modify the behavior so that the FX appears to be shooting out during the orbital insertion burn and more energetic. The burns are fine, just that the FX looks like a limp noodle. Make it shoot out. This is what I mean:
  5. I wonder how many times I've seen the same thread.
  6. Check out Brotoro's Laythe mission thread. His episodes include areas suitable for bases and spaceplanes.
  7. Assuming there's enough fuel onboard, what if you moved it out of Tylo for a while and have it come around back for a capture in the prograde direction?
  8. Dat majestic picture. I think you just made one of the best screenshots in KSP...
  9. Detachable RCS Thrusters Mk II After posting my original technique, I recognized one problem with it: The struts used to mount the decouplers could show through, possibly making it a nuisance. I rethought my technique and came up with an improved technique that uses radially mounted decouplers to eliminate the need for the struts mentioned. Again, this can be used on stock and mod crafts and the technique can even be used with mod parts. But let's stick to stock parts for the sake of us purists and this demonstration, shall we? First off, there's 4 stock radial decouplers in KSP, but we'll use the Structural Pylon as it does not leave a mark on the craft unlike the others after jettisoning. Locate the Center of Mass (It's the anvil icon at the bottom left-hand corner for you noobs) on your rocket and place (ideally 4) Structural Hardpoints around it as shown: MAKE SURE THAT THE LONG EDGE OF THE HARDPOINT ATTACHES TO THE CRAFT, OTHERWISE THE TECHNIQUE WILL NOT WORK SUCCESSFULLY!!! Next, use the Cubic Octagonal Struts as shown: Finally, top it off with 4 RCS blocks, 1 on each strut (Let's use the stock RV-105 blocks for this one ) as shown: Now to see if it works: Yep they work! But wait! They also have to be able to detach and not leave a mark on the vessel. So now for the real test: Double Yep! Triple Yep! This technique has been proven and can now be used! Quod erat demostrandum NOTE: I did not use Infinite RCS for the test, so yeah it's all real. Also, you could use this with the other stock decouplers such as the TT-38K and Hydraulic Detachable Manifold, but they will leave a mark on the vessel when jettisoned, but the Structural Pylon thrusters might be cumbersome to use. Therefore, it becomes a this for that situation with my RCS techniques: trading portability for aesthetics and vice versa. So it's your choice. :| Detachable Thing-a-ma-jigs Did I spell that right? XD One other thing I thought of was using BZ-52 Radial Attachment Points and Structural Pylons to create what I may call "detachable utilities" like solar panels and such in this manner:
  10. This is an excellent example of one of the ways KSP can be exploited for purposes of witchcraft.
  11. What about in the future, if you plan to make a massive colony spanning across multiple islands? Could you use a boat as a means to transport large numbers of kerbals?
  12. That is big, and big enough to run anyone's computer to the ground...
  13. Brotoro, seeing as how you're gonna change out the crew, mind giving us a look at what the Long-Term Laythe Mission will eventually be?
  14. For one, Brotoro is interested in the claw part because he says it could be used to make surface refueling easier like he does with his birddogs. 23.5 is just to patch in a mission pack. Nothing new for that otherwise.
  15. Can you do a better design for the crawler transporters? They're very hard to use in the Mun's gravity. To be specific, using motors on all six wheels when using them separately causes it to tip over. I tried using different motor combinations, but still they don't do any good. I believe it's due to the very wide body they have.
  16. Oh god... That gave me an idea. If this was like too big for a person to handle, maybe you could split up the pack into smaller ones that a person can handle? Just download the Gemini, Mercury, or Apollo part of the pack like you do with the launch clamps.
  17. I believe you can do that by inserting code that would look into the part configs to look at certain markers like RESOURCE { name = SolidFuel amount = 850 maxAmount = 850 } } Though it could be easily abused by just slapping on a Sepratron, so who knows what you choose to go
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