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Everything posted by sjwt
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[14.2] Super light weight Mun return, Thanks Kosmo-not!
sjwt replied to sjwt's topic in KSP1 The Spacecraft Exchange
Have you tried it with the radial decouplers? I found I got extra distance with that bit of extra weight added to drop the first two tanks.. And I just cant bring my self to try landing with out legs on a single engine.. Maybe I should <G> -
Just the one ASAS, its basicly a computer that overrides enhances the crews flight inputs. SAS should be placed around the center of gravity for best effect from what I have herd.
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Apparently that\'s a Mech Jeb issue, you control all Mech Jebs within a radius.
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I do it all the time when its wrong, It always drains them from the tank that is listed as being in the highest numbers stage
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eeek! Just had to add 20 more stuts to ensure the Mun landing stage doesn\'t fall apart.. will post if it works.
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So far, I have found it seems that after you reach 210\'ish struts, that adding any more seems to cause more problems than it solves, anyone else noticed other such wisdom?
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Looks impressive dangerous, I shall give this a try once I finalise my MBL (Mun Base Lifter)
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Love your work, keep it up!
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I have been working on my lander for this, my first 3 stages where running fine.. but as I added my 4th, it just would not fly straight, no amount of extra SAS or wings or struts or struts on struts would fix it.. Finally I noticed that I had left my ASAS module off! opps!!
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[14.2] Super light weight Mun return, Thanks Kosmo-not!
sjwt replied to sjwt's topic in KSP1 The Spacecraft Exchange
Looking forwards to it! -
I find the reason for the sticking is often uneven parts on the lower stages, its a pain but you need to be extra careful when using radial decouplers and then placing tanks on them.
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Why, to disable attachments of course! =P
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you could just reduced the debris setting in the options.
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Tanks are drained in lower stages first, but all of the RCS units always fire.
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If you go to the Mun, you will die!
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Their is an old bug that has resurfaced, sticky launch pads.. Try putting a staging decoupler on the bottom of the engines that touch the pad, then try launching.
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May I please be added to the Stock base list, thanks!
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Thanks all, a new updated, improved more efficnt modle is now over at http://kerbalspaceprogram.com/forum/index.php?topic=9729.0 Enjoy!
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As a note, this is a super light weight attempt, only 5 tanks of fuel for a Mun return, no RCS, SAS or ASAS! Once more, a big thanks to Kosmo-not over at http://kerbalspaceprogram.com/forum/index.php?topic=8278.msg120302#msg120302 for his super light weight mun lander and return craft, I was looking at it and decided to incorporate two mistakes I have made with my current attempts at a mulit-part space station (isn\'t science always full of mistakes that go right!) 1) The ability to place tanks directly onto tanks with nothing holding them on 2) the ability to use lander legs to push away said tanks like you can with a stage. And if you are reading this Kosmo-not, I would love to see a vid of your return trip from the Mun with Koalemos II, I think I need to copy your style! I have fixed the bug with the lander legs not throwing off the fuel tanks, but have been unable to get it to drop one stage and then another, if you could cancel the legs dropping or only activate ones in a specific stage, then the weight could be dropped even more! By realising two mistakes I have added 114kms to the range of the first 4 tanks, one that you should fire all tanks and engines on a small craft like this but keep the tank for your final stage full and that a little extra weight is good if put to use, ie dropping tow of the tanks earlier. Still, I am unable to return from the Mun, I goto 300m/s this time, much better than the 50m/s last time.. Weight Drag Apoapsis* Koalemos II 20.7 3.38 210kms Faraday VI 16.6 2.90 286kms Faraday IIX 18.1 3.78 400kms *Manualy controlled by myself, stright up for the first 4 full tanks of fuel, leaving just the final stage I am sure you pro flyers can do better. Craft file is located here. http://ksp.sjwt.org/2012-03-31/Faraday Mk IIX.craft On the launch pad Happy little Vegemites on the Mun!
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I know, it worked 5 times in a row for me, and now its not working.. I believe this might be related to the issues with some rockets working from one way of loading them and not from other ways.. ie working from the VBA to launch, but not from the space centre directly.. I find the best results are found by going from the VBA to a launch, starting it.. then straight away as soon as you are off the pad, aborting, returning to the VBA to relaunch. Bugs, goto love them!
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opps.. my bad, I left in an old picture with the ASAS. thanks.
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EDIT wrong version number, now 0.141 Have posted a new thread, please see for an update. http://kerbalspaceprogram.com/forum/index.php?topic=9729.0 ***** A big thanks to Kosmo-not over at for his super light weight mun lander and return craft, I was looking at it and decided to incorporate two mistakes I have made with my current attempts at a mulit-part space station (isn\'t science always full of mistakes that go right!) Now, I dont know if these are considerd bugs, but in honnor of the magnets that my Kerbals are using to hold this together, I name it \'Faraday MkVI\' 1) The ability to place tanks directly onto tanks with nothing holding them on 2) the ability to use lander legs to push away said tanks like you can with a stage. A quick comparison.. Weigh Drag Average Manual controlled Apoapsis over 3 attempts @ 1st stage. Koalemos II 20.7 3.38 210km FaradayVI 16.6 2.90 286km I\'ll be damned if I can get back form the Mun at this stage, but I will keep trying. I do suggest firing the second stage engines before using the \'G\' key to detach the first stage, as sometimes the engine comes away with it! how Kerbal is that! EDIT: Fixed a broken link.
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Time of launch in 0.14
sjwt replied to Prince Akeem's topic in KSP1 Gameplay Questions and Tutorials
Easy solution I use to the un flyable craft, is to warp the time, start the flight, abort it.. and start a new launch from the VBA, now you are at the time you want to launch and you have full control. -
So, you have a ship that is leaning sideways uncontrollably after lift off due to modifications as its too large to fin on the launch pad? You could straighten the rockets and fins or you could add SAS modules .. or you could try repeated launch attempts with an asymmetrical added extra LFR until you find a position, tank and engine that works at an easy to manage 100% thrust, now that\'s Kerbal. Pretty flash.... I\'d also like to add that their is not enough terror that can be displayed for these poor three Kerbonauts, and that the main cause of this problem has been isolated and fixed..