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Martin0

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Everything posted by Martin0

  1. The rcs blocks right click menu has an option to use throttle controls
  2. Thank you for the fast answer, i hoped i would have a reason to launch something like this: Probe Edit: how do you share pics on the "new" forum?
  3. I just discovered that probe cores can scan for anomalies (haven't played for a while) and i have 2 questions: What Vessels scan for anomalies? All the vessels with probe cores in orbit or just the active one? Can i stick a dozen probe cores on a single vessel to have better chances at finding an anomaly? Thanks
  4. I love it, every time i start playing ksp now i endu up flying it around the space center, i think i'll finally go to Jool only to flly it on Layte
  5. I made this a couple days ago, it is so nice to fly that i had to share it. Take off speed is 26m/s with flaps deployed. Looks nice, flies like a dream (especially with a joystick). Action groups: Toggle engine Toggle flaps Toggle ladders CRAFT FILE Try it and tell me what you think.
  6. I've launched a new station after a long time
  7. IMO your Center of lift is too near your Center of mass, burning fuel the col moves forward and your plane becomes unstable. You also appear to have too much control surfaces. Try to make those changes:
  8. These are my old walking thingies Maybe i should download infernal robotics again.
  9. The exhaust are blocked so the engine is generating no thrust.
  10. That is just fluff text, it doesn't have any in game effect.
  11. Maybe try and replace 2 turbojets with 2 rapiers? The rapiers in rocket mode should give you enough thrust to enter orbit without having to rebuild the entire plane to add a second nuke.
  12. You can use KAS to place struts on eva and s top the wobbling
  13. Carries 5 tons to orbit, can glide all around kerbin when re-entering atmosphere, is flameout immune (vertical engines are awesome) and looks cool. Uses Adjustable Landing Gear and Near. Comes in 3 versions: Crew Transport Cargo with long bay Cargo with short bay
  14. I've had the "bouncing on the atmosphere" effect with my latest spaceplanes using NEAR, during re-entry they reach 25km and then climb up again to 36-38km, all on their own, due to the aquired speed, but i've no idea how to do it on purpose. Here is the Craft File That plane can glide all around Kerbin "hopping". EDIT: The plane uses the Adjustable landing gear mod
  15. So you have 2 problems: 1- rapiers switch over at 27km and 1500 m/s 2- rapiers overheat and explode. How to fix 1: not much of a problem, pitch up less so you don't climb so fast. How to fix 2: throttle down so that the rapiers don't overheat.
  16. Are you using Swept wings? I noticed that control surfaces placed on those wings sometimes they do the opposite of what they should. I avoid swept wings like the plague for that reason.
  17. I've made an heavier version of the above ssto, 1 full orange tank to orbit and looks awesome
  18. Ho testato il mio nuovo aereo cargo, è andato in orbita al primo lancio, un serbatoio arancione pieno in orbita
  19. I made a crew transport version of my ssto Top view. Docking with my growing space station. If anyone want to try them here are the craft files, you'll need the Adjustable Landing Gear Mod: Mark 2 - long cargobay Mark 1 - short cargobay Crew Transport The cargo planes can carry up to 5 tonnes of wathever fits in the cargo bay. Edit: Action groups: 1- Turbojets 2- Rocket engines 3- increase flap deflection (requires near/far) 4- Decrease flap deflection 5- closes radial intakes 6- closes 2 shock cones 7- closes the last 2 shock cones 8- (crew transport) toggle the inline docking port Abort - cut the engines and deploy chutes. Theese planes can glide for half (and more) the circumference of Kerbin while reentering
  20. No, i noticed only after i was in orbit that my plane looks like a grown-up 300i
  21. I made my first successful SSTO cargo spaceplane, looks awesome and can get into orbit really fast with plenty of fuel left. The vertical engines are an awesome anti-flameout feature.
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