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CAPFlyer

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Everything posted by CAPFlyer

  1. Excellent to see this version released! Can't wait to start rebuilding.
  2. Depends on what kind of fuel is used. If they use a STAR upper stage or PAM, then there's a pretty good chance the lander could be 2-2.5 tonnes, or about the size of the MSL.
  3. This is where I think Kethane & RemoteTech really come into play. You can sit in the Tracking Station with the various mapping windows up and receive the mapping information with the proper time delay. Then couple that with the new RT flight computer or MechJeb and you can sit in "Mission Control" and order up your changes in orbit and such from one spot for all your flights without having to necessarily graphically load the flight scene, just the background physics (kinda like operating 100% from map view).
  4. Don't worry about that idiot. He's been banned because he couldn't stop trolling.
  5. As long as you're coupling to an LK tank core, they attach just fine without decouplers. What are you trying to do with them?
  6. Actually, I would suggest making the 9-pack a single part, not 10. Makes things much simpler and is how FailCan was done with excellent results for both poly count and for performance both in game and lifting capacity.
  7. Ground scanning radars usually look like this keptin - The aerodynamic canoe allows you to put all the scanning elements facing downward.
  8. Sorry, but wrong on both points. 1) Most fighters are incapable of supersonic flight at sea level unless extremely light on fuel and with nothing attached like weapons or drop tanks. They only become really supersonic capable at altitudes above 5,000 feet MSL, and then only marginally until well into the stratosphere (30,000+ feet MSL). 2) The SR-71's J-58 engines in full afterburner (which none of the KSP jet engines have afterburner) are capable of 151kN. Without afterburner, they produce 120kN. Additionally, their SFC to reach this is 0.4kg dry and 0.86kg wet, much higher than what the KSP turbojet consumes.
  9. If you read back a few pages and the change log, this is a temporary fix until he can work out how to have the command be delayed to the craft but then the craft maneuvers not be delayed. As of right now, all commands are delayed, causing problems with MechJeb. Until then, he enabled local control for MechJeb to allow MechJeb to still function properly in the interim. He will disable it again once he figures out the programming. This addon is a continuation of Duck's addon (as is stated on the OP). As such, it has all the base features of his addon with the additional features being added like the interplanetary dish and some code optimization. As it is still in development, see the above about why MechJeb is handled the way it is right now. Where this addon (right now) is really good is for rovers. You send your ship to wherever using MechJeb and leave it off the Rover part so that when the rover becomes active, you are driving with rovers. In the future, when MechJeb integration is fully supported the right way, when you tell MechJeb to do something, it will not actually do that until the delay has run, just like with the real thing.
  10. Do your Kerbin-orbiting satellites have a dish pointing at the Mun? If they're not, then that can be where the issue is. I always put 3 dishes on my Kerbin relay sats so that one can point at Mission Control/Kerbin, one at the Mun, and one at Minmus. That has always seemed to make sure I get maximum relay capability from whatever I have in orbit or landed on the moons. I also have 2 "Deep Space Network" landers spaced 120 degrees from KSC to give coverage of the other planets and moons and will simply point the dishes at whatever planet I need coverage of at the time. If I need to start covering multiple planets at once, I'll just deploy additional landers to the sites.
  11. Thanks for responding to my concerns/questions. Can't wait to see this released. Yet another addon I'll need.
  12. Yes, but I can still see a great usefulness for such a capability. There are times when I would like to be able to have certain tanks train at certain times. I can do this with normal tanks but not with RCS tanks, limiting how I build my ships.
  13. I really like where this addon is going. One thing that concerns me is the realism of the drop pod. Would it be possible to make the drop pod where the Kerbals can enter from outside, enter the rover, and then the couple from the ship that takes them to the new planet. Because of the small size, I just don't see them spending months on end in such a confined space. With the Mark 2, I can see them transiting inside the vehicle, just not with the Mark 4. Also, I am concerned that the Navball is oriented 90 degrees from the nose of the rover. It is more intuitive to have the vector being on the horizon then on the sky.
  14. I'm not sure I agree with this. Mechjeb should be able to Local Control because it is on the ship, not in Kerbin. The only delay should be from when you first activate a mode to when it starts executing. If you can't do this right now, then I would request you simply put in either an exclusion to the delay if MechJeb is present or allow MechJeb-equipped craft to use Local Control until you can implement proper delay.
  15. If you have the Probodobodyne kit, it has an aeroshell decoupler that works pretty well. The areoshell decopuler from the Aeroshell pack works well too, as do several from the NovaPunch pack.
  16. Aletus - I think that's overcomplicating it and making it much harder to put together. More nodes = more mess. Dishy - I would say probably 2 comm packages are good. One long range with a microdish for the deep-space missions and one shorter range with an antenna. Make it though so both can be on the probe because there may be times where you need both on missions (like if you have a local relay network setup on Duna, you'll still need the microdish to get there because the UHF whip doesn't have the range).
  17. Sounds like you about have everything I was looking for covered. Can't wait to get time to launch a fleet of these. Also, any chance of adjusting a part or a suggestion on what part I could use for the "antenna" for RemoteTech? That is one of the things I can't do without anymore.
  18. To be honest the only thing I'm disappointed about is that I can't fit it into the aeroshell package so that I can not only have the fun of bouncing but that I can also have the fun of giving it a wild ride through the atmosphere or at least having a parachute attached. BTW, have you considered adding the reenty effects to this? The probe is perfect for it as it will be for the film canisters.
  19. You need to use struts. The offset brackets aren't enough by themselves.
  20. Great to see the official update so soon! I hope this means you did well on your exams?
  21. I just rebuilt the satellite in KSP. The parts total 4 tons. The Buran can handle the payload but barely without flipping over, but the shuttle cannot.
  22. There is no problem putting more than one antenna on a vehicle as long as you have the proper fixes installed so it's not trying to pull information from defunct part classes and information. All my communication satellites have 3 sat dishes and a UHF antenna and work fine without any reduction in FPS with the fixes applied in 0.17 and were working just fine in 0.16.
  23. Yes, I'm talking about Remote Command. It's been partially updated by some users so that it'll work in 0.17 until the OP can get it fully fixed. I can't remember off hand what the weight of the stock short tank and lander engine are off hand, but the total of the mod parts are ~1.5 tons. I think the whole thing is less than 10 tons because the unmanned rocket that I launch it with is basically an Atlas 401 using Nova Punch parts.
  24. Umm, that's not the Titan you're thinking of. Not sure what one you would be thinking of actually. No US launcher uses this sort of launch procedure. The Titan III's and IV's (the only models which used SRBs) had the first liquid stage ignited from launch. It's a simple reliability issue. You want to make sure those engines are working before you start the SRB's because the last thing you want to have happen is the SRB's to work fine, and then the first stage not ignite.
  25. I think there's more to it than that, because I'm running into this issue with the included CRAFT file when I add a fairly lightweight Comm Sat to it (1 short fuel tank, lander engine, Remote SAS, MechJeb, RC Antenna, UHF Antenna, 3 sat dishes) I can't keep it straight above 50% throttle using SAS and RCS. The Buran analog has this problem too, but to a lesser extent. Maybe increase the thrust vector range a little more? It flies great when empty, but it's no use as a cargo hauler if it can't handle that light of a load. FYI, I ended up abandoning this deployment method because the Remote Control is still messed up even with the mods made to make the Remote system work (Remote SAS doesn't work so the thing spins uncontrollably) so I had to deploy all the sats as the primary flight with an unmanned capsule on it and use the orbiting Buran Command Post as the relay station for the first launch to maintain radio contact. Return and landing went perfectly though and the plane handled beautifully, so no complaints flying it in empty.
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