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Everything posted by TheGamingNoobster
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Spatha. Six kerbals. 4km/s. 65 parts. One stage.
TheGamingNoobster replied to Rune's topic in KSP1 The Spacecraft Exchange
Hey Rune, I decided to test your craft with FAR. On take off it requires the whole runway and produces little lift when subsonic. The angle of attack required on take off is near stalling altitude. The body makes most of the lift and makes the SSTO tend to flip upwards, especially while angled in the airflow. Flat tailspins also can become induced on launch. The idea of replacing the crew cabin with fuel looks like a better idea right now! For some reason, the NERVA (LV-N) engine creates about 3x more drag than the cockpit. The craft flat tailspins very easily at all altitudes (not just on take off as mentioned above) and accelerates very slowly. I managed to get to around mach 1 at ~10km. This was at 20 degrees of inclination. Mach 1 = Inescapable stall/spin limit that abuses the small tails of the craft. With a the nose flat it glides at about 13 degrees down. Minimum speed under 1km = ~85m/s, recommended cruising speed under 1km ~ 125m/s. How did I figure all this out? In a similar way that the USSR found out that the N-1 would not take them to the Moon. Verdict. DO NOT USE WITH FAR UNLESS YOU KNOW WHAT YOU ARE DOING!!! Now for me to make some changes and report them. NERVA drag fix. I removed the 0.675-1.25m adapter (I re-wired the fuel pumps and the fuel tank attached) and placed a Mk2 CRG-04 in its place. I used the offset tool to move it closer to the centre of the craft. Fuel pipes needed to be adjusted for this. This increased the terminal velocity of the craft and max speed. Flat tailspins fix-ish. By placing wing strakes on the bottom (and top if you want) of the craft near the rear and offsetting them inwards I could keep the sleek design and increase the horizontal lift more than 2 fold. Tighter turns are available now! Stalling and CoM/CoL issue. By moving the canards that are within the nose I could increase the default stability without out changing the ∆v of the craft. TWR problem. The only way to make the turbofans create more than 60kN of thrust (I got around 53kN each) is to make the craft go supersonic. Catch 22. This makes the SSTO a bit better in FAR. I have not tested this in stock KSP though. I will attempt to see if I can land it on Laythe. If so, there will be pics! Admittedly, I am a pretty good player but I am no Scott Manley. If I can make it with some room for error others would be able to make the journey. I would like to thank alt F5 and alt F9. I could select which quicksave to load and I could name the quicksaves. Additionally, cheers to Rune for this and many other crafts! Sorry how negative this sounded... -
[0.90] Kerbin Shuttle Orbiter System v4.13
TheGamingNoobster replied to helldiver's topic in KSP1 Mod Releases
Try this. It should open a fair few .exe's https://www.winehq.org -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
Got it when free. But thanks anyway! - - - Updated - - - You can us the lightning.cfg in the first version of AVP interstellar. Lightning is rarer on all planets. - - - Updated - - - I knew the feelings my friend. I solved it by doing what I have said before -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
The game does not care that you have 32Gb, to it you only have 4Gb, unless you are using the x64 bit mess. -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
Smash, use the lowest cloud setting. -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
Probably remove the Eve/Jool clouds. They take up a fair bit of memory. If you use a Mac install 'Memory Cleaner' from the app store and refresh your RAM before loading. On Windows, if your computer is generally slow, you can always de-frag it. Do not forget that x64 is a mess with Unity. x32 appears to work for most. -
The reality of this quote is disturbing...
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[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
@Subcidal, it appears to be coming from a duplicate form of cloudLayers.cfg, or a problem within the install. The best way to handle it as I have found in this release (I had similar problems) is to do a fresh install/gamedata and manually reinstall everything whilst loading the game in between the installation of each step/extra. I also used basic activetexturemanagement http://forum.kerbalspaceprogram.com/threads/59005-0-90-Release-4-3-Dec-16-2014-Active-Texture-Management-Save-RAM! Later you can re-install all of your mods like DRE, FF, KAC & RT. Now this goes out to all of my forum friends! Please read this! --> http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29 <-- May you have plenty of ∆v on your voyages! -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
No idea, my game would crash on load up when I installed them. I'll try again to see if there is a result. Update: Like a computer michael jordan of the computer world, I got nothing but crash. Sorry about that. -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
Thanks for that. True blue champ! -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
No problem DMSP. Personally, I use planetshine. When I load up my game, the first time will always crash, the rest won't. - - - Updated - - - @EasyAce & @JID00Gaming Probably follow the prior steps I told DMSP. Start with a fresh install, with atm basic (aggressive didn't work for me). You can use Planetshine and DOE too. Install each step individually. Between each step (added extras) load up KSP. Voila! -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
I hope it does too! Post the results. -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
@DMSP I had problems on my mac book too with AVP(See below) .It eventually worked when I individually installed each part. Does this help? Edit: What I meant is that I installed each step individually then ran the game. I use basic ATM. -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
This is due to the fact that it is 'Available not very soonâ„¢'. The waiting game... -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
Dear @SoloSynth1 congrats on your first post. Secondly, all respect due, one of the... uh... setbacks with OSX is that you cannot really use OpenGL or d3d9/11 (Properly to my knowledge. If there is a will, there is a way). That is if you were hinting at moi. I understand that I am just one of the many users of this addon but your suggestion won't work for every budding kerbonaut. Danke mein freund (Thank you my friend) -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
Hey guys, me again! I tried ATM aggressive with interesting results. I tried them with and without clouds. I have put them in this beautiful Imgur album for all to enjoy. Warning: May contain traces of self error. TL;DR: I think I screwed something up horribly. P.S. This is without all of the extras and with the foremost mentioned add-on: ATM aggresive. Edit: The pink clouds are now starting to grow on me. -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheGamingNoobster replied to Astronomer's topic in KSP1 Mod Releases
The mod will crash during loading. Every. Damn. Time. This is using a fresh install with DOE, PS & TR. I run it with on OSX (I cannot force open GL) with 8GB (so I should have enough for the 4GB game). It will still crash after a reboot or when I clean the RAM. This is in 0.90.0 with none of the 0.25 stuff installed and with both all the fancy features and the bare-bones setting. This did not happen in Edge of Oblivion. Yeh... -
No problem! Anyway, this craft is like anything, there will always be some problems. This is the first problem I have found with the munbugs though ever since I started using them, so you have done well! Edit: Um, I realised that the first pat of the above statement may sound offensive and for that I apologise. What I said came out differently to what I mean. Sorry about that
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Hey Mulbin, I managed to find out that the LM had a balance problem that wasn't fuel related. The offset appears to be the same through both stages (descent and ascent) but the ascent stage had the CoT closer and therefore increasing the torque. I am hoping that I can make a repaired version of the LM but here are some pics showing the problem. I managed to get the LM as the root of the ship using the lovely SelectRoot. Anyway here is the album! I showed the ascent stage first just because. Thanks for the rest of the craft though! Edit: Not yet done with the Lander, still in analysis. Whenever I attempt to decouple the descent stage to get to the ascent stage it takes the engine with it . The initial data I have though suggests that the descent stage (remember it uses fuel from the ascent stage) has 881m/s ∆v. With no fuel burned the LM has a 5.4 degree off-thrust with 4.1kNm of torque. Due to the fact that I cannot use the Ascent stage, I have no idea on its offset and torque but I can only imagine that it would be worse.