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SpenSpaceCorp

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Everything posted by SpenSpaceCorp

  1. OMG thank you SO MUCH! I completely forgot about the auto save file! it is there and it is back now! thank you SO MUCH!
  2. I recently spent many hours creating a replica of a Douglas DC-3 aircraft in the space plane hanger, and started a DC-4. I used the DC-3 as a template and saved over the DC-3 craft, later realising I had just erased my DC-3 craft for the beginning of a DC-4. Is there any way to recover a craft after it has been overwritten by a save?
  3. If I'm not mistaken, I do believe it is possible to EVA from the surface of Gilly all the way back to Kerbin (escaping Gilly's orbit at the right angle at the right time to escape Eve with less DV, provided the planets are lined up.
  4. You DEFINITELY need a TWR greater than 1, especially as there is no atmosphere to slow you down. For a land/return, its better to use asparagus poodles/skippers for landing and launch. Tylo is probably the second toughest body to land and return from, and is not to be taken lightly. Secondly, if it flies alright on Kerbin (no wings), then it should be alright for Tylo.
  5. I like designing stock crafts which perform and look like functions seen in mods (HOWEVER, something like propellers-and only propellers- can add to the stock game as long as it doesn't go overboard). That is the main reason why I am using KAX rather than Firespitter or B9. Both are great mods that really add to aircraft, but I find it funner and more challenging to make a large airline-style wing from multiple stock parts compared to say just a one part wing. Firespitter and B9 add many many aircraft based parts which kind of make replica craft "too easy" (IMO). That is why I am using KAX, which only adds 3 propellers, a large fuselage & landing gear, and a cockpit. I am currently thinking of doing 2 challenge styles now- stock and modded. Both will be different though (example: modded will have a wright flyer with 2 propellers whereas stock only has jets and can be difficult and ugly to simulate propellers). As for FAR, I would probably make it a category but make a note to use at your own discretion as I have not tested/modified the challenge whilst using FAR (though I might in the future). I want to thank you all for your input so far!
  6. I was thinking of making FAR users a category of themselves, but was wondering about an addon that would be essential to attempt the challenge (if I made for example a craft using mod parts, all competitors would need that mod)
  7. I am currently developing a variety of aircraft as well as a story for a challenge I will hopefully post sometime in the near future. In building aircraft, the stock game can be considered limited, and I am just curious as to what the community thinks about an aircraft story based challenge which REQUIRES a mod (It basically adds propellers and a larger fuselage/cockpit), compared to a completely stock challenge? Alternatively, how about a challenge in which there are two versions: stock or modded? I'd like to know what people think about an aircraft challenge requiring a mod? BTW, the mod is KAX (Kerbal Aircraft Expansion) LINK: http://forum.kerbalspaceprogram.com/threads/76668-0-23-5-Kerbal-Aircraft-Expansion-(KAX)-v1-4
  8. I have been playing KSP for about a year now, and I have not even attempted a return trip from Eve - I've landed on every other body (including Jool when it was possible to "land" on it). Try attempting to conquer more bodies then attempt an Eve return trip after a lot of experience.
  9. This is a recent story: I set up a new (stock) career save right after the ARM patch, and after many fruitful science trips managed to set up a refueling station with a mobile processing lab with 2 landers in Munar orbit. I needed to acquire moar science from "low space" over various Mun biomes, so I undocked my lander form the station and set it in a polar orbit around the Mun. As I came around the other side of the Mun, (I was in map mode at the time searching for biomes), I experienced physics range lag. So I switched back out of map mode just in time to see my lander collide with my station at more than a few hundred m/s ! Seeing the debris cloud spreading out I searched for my 3000 or so science I had previously stored in a module, with no luck. On the bright side, I learned that "docking" at "very very fast" speeds is not good.
  10. On my very first Tylo probe landing attempt, I severely underestimated the fuel requirements and during descent from Tylo's orbit to the surface "accidentally hit" the infinite fuel button (this was on my very old legitimate non-cheating save).
  11. Eve is "the boss" of KSP and a landing and return from EVE is one of (if not THE) most challenging tasks one can undertake in the entirety of the game, let alone building an SSTO! landing on and returning from EVE with an SSTO seems to be near impossible, or just too difficult. The challenge has to be doable, and generally the OP should at least make an attempt when posting a challenge.
  12. Make sure Jeb is the pilot. That may improve things
  13. Generally, I tend to: -Make sure wings go (from front - back) short to wide, rounding inwards instead of outwards. -Angle wings either up or down, depending if they are located on top/below the craft (for example, dropships tend to look good with wings on top, angled downwards, and shuttles with bottom wings flat/angled slightly up) -(Maybe) Add canards in the front or elevators in the back -Shape the rear of the wings so that (for example) they slant outwards slightly, instead of remaining 90 degrees to the body. -For larger craft, use multiple wings to make a larger or sleeker tail fin/rudder, or use multiple tail fins. -And as a general rule, (especially with stock), don't be afraid to clip wings (whether you use part clipping or not, it can still be done for looks and functionality)
  14. This looks like a very fun challenge to do, it is different (in a good way) and would probably be a lot of fun to do! Its like an infiltration/war game meshed into KSP
  15. By the same sphere of influence, does Kerbol (the sun) count? or does it have to be a celestial body?
  16. Try adding large flaps/control surfaces/wings at the bottom of the craft, to bring the center of lift behind the center of mass of the launcher, just to make things more stable.
  17. My Submission: A stock Saturn V quick slap-together replica Craft File: http://www./download/q7b33asc4srdl45/Saturn+V.zip Part Count: 118 Description: This is a quick Saturn V "replica" (more of a test to play around with the new larger parts) that I made which is not necessarily meant to be EXACT in looks/thrust etc, but similar. One thing missing though, is the lunar module. Intended Use/Mission of Craft: Orbit the Mun and return safely to Kerbin (without a lander). Although I DID succeed in landing the command module and returning it back to Kerbin. Mission Report: The vessel had just launched for another test flight to the Mun, and just after launching, I decided that I wanted to add something to the craft. Instead of reverting the flight or ejecting the capsule, I decided (and succeeded) to land the whole rocket, unstaged, no parachuted active, vertically on the surface of Kerbin about a kilometer away from the launchpad, intact, with no damage at all! Total Mission Time: 3 minutes, 58 seconds Highest Altitude Achieved: 1,927m Highest Speed Achieved: 80m/s Highest Speed Over Land: 47m/s Ground Distance Covered: 996m Total Distance Traveled: 2,144m Most Gee Force Endured: 3.4G Images: Launch: http://i.imgur.com/HITZXeP.png Powered Descent: http://i.imgur.com/0EK8AUI.png Misson Log/Flight Results: http://i.imgur.com/JvRxt5D.png This is the final image of the landed Saturn V replica:
  18. Alright, after some small mishaps (such as 2 engines being blocked by the landing gear not only wasting fuel but throwing off the center of mass vs. center of thrust), I have successfully Landed on the Mun and returned back to Kerbin safely and intact without the use of parachutes or propulsion assist: Although there are RCS ports on the vessel, they were not needed during landing on Kerbin.
  19. Try by trial and error, but as a general guideline, stay above 100 km. My range generally is around 108km-120km I believe. It varies depending on your speed and what final orbit you wish to achieve.
  20. I may get Jeb to go 88 m/s to travel back to a previous release to find easter eggs that were taken out
  21. Whackjob says to Jeb, "oh that's a cute tiny little rocket you got there!"
  22. My highest moment is always at apoapse (cue lame joke applause )
  23. Basically, burn either North or South (on the horizon line) at either the Ascending Node or Descending Node (the small yellow tag-like things on the orbit in map view)
  24. "Hey uncle Jeb! look at my model rocket I built!" Jeb: "Sorry I didn't hear you - I was launching MY model rocket!" Jeb ALWAYS has to show off
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