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Hypothesis: All (non-solid) Mun rockets are inherently Minmus rockets. To verify: Make a Mun rocket with absolutely no fuel margin, see if it can go to Minmus.Luckily I happen to have such a rocket already lying around. ![]() Result: Practically swimming in fuel. Hypothesis confirmed. ![]() Now on the one hand, it means Minmus doesn't present any new challenges. But on the other hand, it does present new opportunities. Opportunities like single stage rockets. ![]() Q: How the hell did you attach an aerospike engine to a normal fuel tank? A: I have no idea. I haven't been able to do it again. But I'll share a craft file. ![]() It's not just more powerful and more efficient than the standard engine, it's sturdier as well. Actually, looking at these fuel margins... ![]() Yep. The aerospike allows single stage Mun rockets without RCS tomfoolery. ![]() Really sturdy. Fun fact: The gravity on Minmus is weaker than your steering system.
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| # ? May 20, 2012 19:22 |
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| # ? May 18, 2013 19:14 |
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Abyssal Lurker posted:Q: How the hell did you attach an aerospike engine to a normal fuel tank? I have a secret for this. Sometimes aerospike rockets won't attach to the bottom of regular fuel tanks, but with the rotation controls and some fiddling, they will attach to the top. After that it's simply a matter of rotating the fuel tank with the rocket attached!
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| # ? May 20, 2012 19:25 |
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Weird, I've attacked aerospikes to normal fuel tanks all the time. Maybe you can only do it in the spaceplane hangar for some reason?
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| # ? May 20, 2012 19:27 |
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Elukka posted:Weird, I've attacked aerospikes to normal fuel tanks all the time. Maybe you can only do it in the spaceplane hangar for some reason? Nah, I've done it in the regular hangar with the rotation trick.
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| # ? May 20, 2012 19:30 |
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Welp I can't seem to go faster than 400 m/s without flying up into the sky. Edit: Look what I found! This reminds me of the stacking remote mines trick in 007 Goldeneye 64.
BombermanX fucked around with this message at May 20, 2012 around 19:55 |
| # ? May 20, 2012 19:43 |
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This thread about janky planes in a bad flight simulator is a hell of a lot less interesting than the last KSP thread, which was about rockets and orbital mechanics and other cool space stuff.
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| # ? May 20, 2012 19:59 |
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Edit:An Enormous Boner posted:This thread about janky planes in a bad flight simulator is a hell of a lot less interesting than the last KSP thread, which was about rockets and orbital mechanics and other cool space stuff. The thread will return to normal within a month or so when the novelty has worn off, and anything plane related will either be spaceplanes, awesome first stages for rockets or designs.BombermanX posted:Edit: C7 needs to be slapped for introducing such terrible flight mechanics that these were necessary, goddamn.
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| # ? May 20, 2012 20:00 |
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Seriously, you'd think that something like this would be ironed out.
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| # ? May 20, 2012 20:04 |
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Can somebody explain to me what to do with control surfaces? They won't orient properly to my wings, they try to go on like this and it's starting to get really goddamn frustrating:
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| # ? May 20, 2012 20:05 |
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I just spent 9.95!! posted:Can somebody explain to me what to do with control surfaces? They won't orient properly to my wings, they try to go on like this and it's starting to get really goddamn frustrating: WASDQE rotates.
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| # ? May 20, 2012 20:10 |
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I just spent 9.95!! posted:Can somebody explain to me what to do with control surfaces? They won't orient properly to my wings, they try to go on like this and it's starting to get really goddamn frustrating: mash the WASD+QE keys until it orientates right
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| # ? May 20, 2012 20:10 |
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Did someone say land speed record?![]() this actually seems to be a weird artifact of this design - it was actually only doing about 210 m/s when it reached the end of the runway
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| # ? May 20, 2012 21:02 |
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whiteshark12 posted:
The flight mechanics are really terrible. One of the best-handling things I've seen is two canards on a cockpit with no other control surfaces, and almost everything I tried has this really terrible floaty/swingy motion anytime you put in a hard control input. You certainly can do things with the planes, but it's really not set up in a way that compares to the awesomeness of the rocketry.
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| # ? May 20, 2012 21:04 |
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I Greyhound posted:The flight mechanics are really terrible. One of the best-handling things I've seen is two canards on a cockpit with no other control surfaces, and almost everything I tried has this really terrible floaty/swingy motion anytime you put in a hard control input. You certainly can do things with the planes, but it's really not set up in a way that compares to the awesomeness of the rocketry. Have you tried a joystick/using caps lock to smooth out the control inputs?
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| # ? May 20, 2012 21:20 |
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goddamnedtwisto posted:Did someone say land speed record? It would be amazing if you could survive that. I wish there were boats.
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| # ? May 20, 2012 21:39 |
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So after being unimpressed with the turbojet engine for suborbital thread, I've made a ramjet. Currently it uses the stock engine model. You can't get off the runway with it, it refuses to work at any sane speed for a plane but will give you some pretty stupid speeds at high altitude. It does however provide some pretty high thrust for it's weight. ![]() after the first launch test, went up at 10 degrees and ran out of thrust. ![]() Had another attempt, was cruising at 25km up at about 2.5km/s, we were really trucking. ![]() and finally we ran out of fuel. I made it 2/3rds of the way around kerbin at some stupidly high velocity. Unfortunatly due to the atmosphere, I didn't make it to space The nearest I got was right at the end doing 2.5km/s at 45km. However I'm sure someone will manage it though.
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| # ? May 20, 2012 21:40 |
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BombermanX posted:It would be amazing if you could survive that. I wish there were boats. I can actually survive about three times out of ten from that - decouplers to remove the engine and tail and parachute all rigged to go at once and desperately holding nose-up to get enough altitude for the chute to open work surprisingly well. Now we've got planes surely ejector seats are the next logical step?
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| # ? May 20, 2012 21:48 |
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goddamnedtwisto posted:I can actually survive about three times out of ten from that - decouplers to remove the engine and tail and parachute all rigged to go at once and desperately holding nose-up to get enough altitude for the chute to open work surprisingly well. Now we've got planes surely ejector seats are the next logical step? That would be most excellent.
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| # ? May 20, 2012 21:52 |
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Land speed records are stupid but fun.![]() Last frame before it left the concrete.
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| # ? May 20, 2012 21:54 |
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An Enormous Boner posted:This thread about janky planes in a bad flight simulator is a hell of a lot less interesting than the last KSP thread, which was about rockets and orbital mechanics and other cool space stuff. I am actually liking the more subtle upgrade in 0.15-- the patched conics. Even without Mechjeb, orbital maneuvering is so much less of an anxiety-inducing crapshoot now that I can sort of see where my ships are going. It's just a very nice quality-of-life improvement, and I do want to see where they go. I hope that the next step is some sort of mission planner that you can access by clicking on objects while in the Map screen.
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| # ? May 20, 2012 21:58 |
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BombermanX posted:That would be most excellent. Cue Abyssal Lurker making it to the Mun with ejector seats.
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| # ? May 20, 2012 21:59 |
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Abyssal Lurker posted:Land speed records are stupid but fun. A nice mod/easter egg would be a Kerbeville Salt Flats, a lovely flat expanse we could try this stuff out (also for landing really unwieldy stuff). The grass area around KSC is pretty bumpy, enough to send stuff spinning out of control once you get up beyond 200 m/s. Failing that a much longer runway would be nice...
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| # ? May 20, 2012 22:02 |
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Maybe I missed this skimming the thread, but is there...a trick to taking off in a plane? I built a plane that can get up to 150/200 m/s on the runway, but despite me holding down "s", it will not get altitude, and eventually blows itself up when it tips over too much.
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| # ? May 20, 2012 22:19 |
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Palleon posted:Maybe I missed this skimming the thread, but is there...a trick to taking off in a plane? I built a plane that can get up to 150/200 m/s on the runway, but despite me holding down "s", it will not get altitude, and eventually blows itself up when it tips over too much. Put your rear wheels further forward.
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| # ? May 20, 2012 22:21 |
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![]() That worked oddly well. edit: ![]() ![]() ![]() This game edit2:
Whiirrr fucked around with this message at May 20, 2012 around 22:35 |
| # ? May 20, 2012 22:26 |
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I had the same idea, pinwheel rocket http://www.youtube.com/watch?v=dlBt4Da63M0
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| # ? May 20, 2012 22:36 |
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I call it.... Space Hogger. ![]() ![]() There were two other jet engines on the two lower wings, but they broke off for science!
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| # ? May 20, 2012 23:34 |
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Tenchrono posted:There were two other jet engines on the two lower wings, but they broke off for science! Alternate staging.
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| # ? May 20, 2012 23:37 |
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goddamnedtwisto posted:A nice mod/easter egg would be a Kerbeville Salt Flats, a lovely flat expanse we could try this stuff out (also for landing really unwieldy stuff). The grass area around KSC is pretty bumpy, enough to send stuff spinning out of control once you get up beyond 200 m/s. Failing that a much longer runway would be nice... There's a desert-looking continent in the southern hemisphere that's relatively flat. Problem is delivering the rocket sled intact.
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| # ? May 20, 2012 23:51 |
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hailthefish posted:There's a desert-looking continent in the southern hemisphere that's relatively flat. Problem is delivering the rocket sled intact. If it was possible to even load a ship there, it would make having the crew survive from launch to land a much easier feat. Edit: This is the fastest I was able to go today, before being distracted by the solar eclipse. ![]() BombermanX fucked around with this message at May 21, 2012 around 01:01 |
| # ? May 21, 2012 00:56 |
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Planes are marginally usable if you imagine that there's a piece of string attached to the very front of your cockpit and you're not really being propelled by your engines, but pulled on that string by some immense kerbal child. Because that's how they handle.
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| # ? May 21, 2012 01:05 |
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so I finally made it into space using the ramjet part I made earlier,![]() here's the lift stage leaving KSC for the first time, going up towards the burn zone, ![]() Seperation +4 minutes, the ramjets have engaged and we're picking up some nice speed. Our target here wasn't a precice altitude, I just wanted to get to space. To do this I burned the ramjets for as long as possible at their working altitude. At 25km up, we started hitting their optimal, and getting some insane thrust, and because of this some high velocities. ![]() Literally just ran out of fuel. We were trucking pretty hard at 2600m/s and the apoapsis was at just under 1 million miles. we still had atmosphere that none of my engines could burn in, so we started losing speed. It was still touch and go weather space was going to be achieved. At 2600m/s we were reaching escape velocity of kerbin's atmosphere, so there was that. ![]() I did it! 184km up later, and 30 minutes into the flight we reach our true apoapsis. ![]() I got a nice flyby of KSC on the descent. we started picking up speed again so KSC soon disappeared into the distance. ![]() Once we hit the last 10km of atmosphere, we slowed right down. This is where there was no chance of a sensible landing. the entire craft just span around and refused to let me glide it gently onto the ocean. there were no survivors. For those of you wondering why I'm pleased with this, the ramjet has a very narrow range of operation. Most of the time it will flat out refuse to operate in low atmospheres and only starts working at all at about 300m/s 12km up. It is also really hard to keep the engine operating near capacity. The entirety of my flight into LEO and back had the engine running at about 30% efficiency and finding a good path is hard. edit: I don't recommend flying these without mechjeb. The chance of you repeatedly bouncing off the atmosphere is pretty high.
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| # ? May 21, 2012 01:11 |
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Kerbineers, I present to you: THE CARPET BOMB ![]() Good GOD ![]()
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| # ? May 21, 2012 01:55 |
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Is it me or are the fuel lines messed up now? When I have 3 sets of fuel tanks in stacks of two all connected together and feeding into an earlier tank, everything is fine with the first tanks, then after that it messes up.
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| # ? May 21, 2012 02:04 |
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Tres Burritos posted:Is it me or are the fuel lines messed up now? When I have 3 sets of fuel tanks in stacks of two all connected together and feeding into an earlier tank, everything is fine with the first tanks, then after that it messes up. I've had that problem too. Usually I'd just delete whichever fuel line isn't working properly and redo it, and then it's usually good for a launch or maybe two.
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| # ? May 21, 2012 02:08 |
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Ladies and gentlemen, since the dawning of Kerbol we've often been posed the question "How do we get poo poo into space?" well. The answer has always been a real big rocket so how do you get a ridicuously overenginered spaceplane into orbit? I simply present to you, the dragonfly ![]() ![]() Able to punch into a stable Kerbin orbit without tapping into the onboard fuel reserves and can make minmus orbit without breaking a sweat before returning to KSC ![]()
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| # ? May 21, 2012 03:25 |
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Anyone else experiencing lots of crashes using mechjeb now? EDIT: Im also using the CSS space shuttle pack and the Novapunch remix...which could also be causing the crashes i guess.
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| # ? May 21, 2012 04:27 |
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pocketpencil posted:Anyone else experiencing lots of crashes using mechjeb now? I've been coding on MechJeb all day and haven't had any crashes. Is it a specific module that's causing the problem?
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| # ? May 21, 2012 04:38 |
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Zool posted:I've been coding on MechJeb all day and haven't had any crashes. Is it a specific module that's causing the problem? I cant tell...basically i crash about every 5 minutes when using it. I can crash the game nearly 100% when i try and use landing autopilot though. EDIT: Also, mechjeb seems to miss the Minmas orbit insertion 100% of the time. pocketpencil fucked around with this message at May 21, 2012 around 04:44 |
| # ? May 21, 2012 04:39 |
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| # ? May 18, 2013 19:14 |
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pocketpencil posted:I cant tell...basically i crash about every 5 minutes when using it. I can crash the game nearly 100% when i try and use landing autopilot though. It might be something that's already been fixed in the dev version since I'm not seeing it. 1.8.3 should be out soon. I don't think anyone's looked into the Minmus insertion issue yet though.
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| # ? May 21, 2012 04:59 |




Make a Mun rocket with absolutely no fuel margin, see if it can go to Minmus.




















The nearest I got was right at the end doing 2.5km/s at 45km. However I'm sure someone will manage it though.






























