🚀 The Kerbal Thread - Share Your Kerbal Creations



  • I'm guessing they'd flap like a bird and tear themselves away.

    Another problem: when I switch from jets to rockets, the thrust is all crazy-uneven and this thing flies every direction but forward.


  • Discourse touched me in a no-no place

    @blakeyrat said:

    I'm guessing they'd flap like a bird and tear themselves away.

    That seems anticlimactic. I'd like to imagine you could make something the size of Rhode Island and strengthen it enough to get airborne, at least technically.



  • @blakeyrat said:

    Oh it just ran off the end of the runway with no lift, and hit the water at 110m/s.

    You sure you just don't have the rear landing gear too far back? Without canards, your elevators are the only thing providing force to lift the nose. If the wheels are too far back, they won't be able to provide enough force to lift it (think of it as a lever with the rear wheels as the fulcrum). Try moving the wheels forward a bit, or shorten the pylons the rear wheels are on to give the plane a nose-up attitude when sitting on the runway.


  • Garbage Person

    You don't have nearly enough control surface.

    I don't remember the exact part names (they're the two you have there on your wingtips), but assuming they are Elevons 1 and 2 (they ain't), for optimal badassery you should do: 1221 repeated for the ENTIRE length of every trailing edge. This includes any vertical tailplanes.

    Speaking of tailplanes, you should probably have a bigger one - I'd actually toss two Delta's at 45 degree angles off the outermost engine pods, each with the requisite elevon pair.

    Elevons are a dick to get rotated properly. Auto-snap on spaceplanes sucks megaballs.



  • Hm possibly. I'm terrified of runway strikes though, especially with non-analog controls.


  • Garbage Person

    There's a pretty steep drop at the end of the runway. I find that the best way to avoid tail strikes is just to fly off the end (assuming you have enough lift not to fall).



  • @Weng said:

    I don't remember the exact part names (they're the two you have there on your wingtips), but assuming they are Elevons 1 and 2 (they ain't), for optimal badassery you should do: 1221 repeated for the ENTIRE length of every trailing edge. This includes any vertical tailplanes.

    Yikes, ok I don't have nearly enough.

    @Weng said:

    Speaking of tailplanes, you should probably have a bigger one - I'd actually toss two Delta's at 45 degree angles off the outermost engine pods, each with the requisite elevon pair.

    I will do that.

    I'm remodeling the engine pods to use the same I-beam configuration as the air intakes in the front, so it looks better, and because I gotta run fuel hoses anyway.

    @Weng said:

    Elevons are a dick to get rotated properly.

    Right, and for some reason they DEFAULT (when you drag them off the toolbar) to the dumbest place.


  • Garbage Person

    What, you don't want them INSIDE your wings?



  • @blakeyrat said:

    Hm possibly. I'm terrified of runway strikes though, especially with non-analog controls.

    Put the controls in 'Fine Control' mode and turn on SAS. Quick taps of the S key should get you off the deck in short order, SAS will hold it stable.

    I think 'Fine Control' is CAPS LOCK, right? Turns the indicators blue. Or is it Enter? Cripes. I really need to play soon, before I forget how to space.



  • @Weng said:

    What, you don't want them INSIDE your wings?

    Or attached at 90 degree angles to the wings?



  • @Weng said:

    What, you don't want them INSIDE your wings?

    Obviously every Kerbal player wants them 90 degrees off from the nose cone of the airplane, that's why it defaults that way! Duh!



  • To ask a stupid question, if I wiggled the analog sticks on my joystick, would the plane react? To be honest, Kerbal might support joysticks and I've just never tried it.



  • @blakeyrat said:

    To ask a stupid question, if I wiggled the analog sticks on my joystick, would the plane react? To be honest, Kerbal might support joysticks and I've just never tried it.

    It does


  • Discourse touched me in a no-no place

    @nullptr said:

    Try moving the wheels forward a bit

    Or a bit more, and consider the rearmost edge the stuff designed to ablate off and make sparks.

    http://photos.imageevent.com/motorbiker/newspics3/Mototivational-Motorcycle-Poster-14.jpg



  • Ok thanks for the suggestions everyone.

    Here goes, now with control surfaces. Somehow managed to keep the "balance balls" centered while adding shit, too.

    EDIT: although docking's gonna be a bitch now, with those deltas sticking out.



  • Hahaha:

    So... let's figure out how to firm-up those wings.



  • Haha, that is entirely epic right there.

    Might I suggest this handy flow chart?

    http://i.imgur.com/S0nt8YS.jpg



  • Yeah I strutted it up and now it's fine.

    My joystick ain't working, I wonder if it's turned off by default or something silly?



  • @blakeyrat said:

    Yeah I strutted it up and now it's fine.

    My joystick ain't working, I wonder if it's turned off by default or something silly?

    Been a while since I tried a joystick in KSP, I think you have to map it in the options.


  • Discourse touched me in a no-no place

    @blakeyrat said:

    let's figure out how to firm-up those wings.

    Another layer on top of them, offset like scales!

    That way when it all goes wrong, if you're lucky, you'll get some kind of peacock effect.



  • @nullptr said:

    Been a while since I tried a joystick in KSP, I think you have to map it in the options.

    Ok that interface has about 47 krajillion buttons and I have no idea what any of them do and I'm scared of it.

    God forbid they ship the product to support the by-far most popular joysticks by default. No, every single user has to spend 436 hours figuring out that shitty arcane interfa-- fuck it, I'll use the keyboard.


  • Discourse touched me in a no-no place

    @blakeyrat said:

    I'm scared of it.

    Fear is a barrier to the kind of hilarity in your Lumberjack Simulator video.



  • Ok, she's all fuel-lined-up, she's got control surfaces up the wazzoo (including on the landing gear supports because why not), and I remembered to re-add the solar cells and RCS nozzles this time.

    Let's rock.



  • Got a contract for testing the Basic Jet Engine in flight over Kerbin. I can't get a working plane. Not sure this is the contract's intention, but I think it'll meet the letter of the law.



  • She flies pretty damned good, wooo.


  • Discourse touched me in a no-no place

    @mott555 said:

    Got a contract for testing the Basic Jet Engine in flight over Kerbin. I can't get a working plane. Not sure this is the contract's intention, but I think it'll meet the letter of the law.

    I hope you named it the KSS TDWTF.



  • Make about 60k before tanks ran dry. Getting closer. Now let's "glide in" and make another yacht.



  • @blakeyrat said:

    <img src="/uploads/default/8610/f26c71b6b15db468.jpg" width="690" height="441">

    Make about 60k before tanks ran dry. Getting closer. Now let's "glide in" and make another yacht.

    I notice you have 33% of your oxidizer left. Maybe replace one of the fuselage LFO sections with a LF only section, if they have those.



  • They do. I wasted a lot of fuel that run just flying around before even attempting to max it out. You have a good idea but ... it's gonna be a bitch in the VAB to make the change.



  • @blakeyrat said:

    They do. I wasted a lot of fuel that run just flying around before even attempting to max it out. You have a good idea but ... it's gonna be a bitch in the VAB to make the change.

    True, but since the part your swapping is probably identical except for it's payload, you could probably manually edit the .craft file without things breaking horribly.



  • I didn't think of that, I just spend like 5437583457 hours rebuilding it. Haha. Now the front Mk2 tank is fuel-only.



  • SUCCESSED!

    "Hey Jeb, did you finish reading that manual on landing yet?" "I thought you were pilot, and I was co-pilot!" "I took dibs on the right seat." "Damn!"



  • @blakeyrat said:

    Dres is only tough because there's no aerobrake. Moho is more of a bitch, still no aerobrake and a lot more delta-v needed to get there.

    I've landed on them before. This time, I think I'm going to attempt landings without using my broken-ass 8400 dV nuclear lander OR LV-Ns in general.



  • Meanwhile, the rest of Jool mission #1 is in range. We've got two Nebraskas and one Megalon en route. First Nebraska aerobrakes around Jool itself, the other two will aerobrake at Laythe.

    Ended up with a bit more inclined orbit than I would have liked, but meh, can be fixed later.

    Nebraska #2 hits almost equatorial, which is nice, since it'll be the reference orbit for any future mission.

    The plane change and intercept took all but ~40 m/s... really close!

    ALMOST THERE

    Let's fill up before deorbiting...

    We want the island on the far right as that gives a good view of Jool, so the target's far away. Fortunately, we have these highly efficient jet engines. I'm convinced the reason why Laythe has oxygen is because it's 90% water and you're most likely going to have to fly 1/4 of the way around the moon to find land on which to land.

    Landing zone on the horizon, with Jool and Tylo overhead. Staying low and slow for 2400+ Isp.

    Close to ground, turn on the VTOL...

    And a nice soft touchdown.

    Meanwhile, back at home...



  • Taking another space plane up...

    To the dumb space station I made specifically to dock space planes to...

    And with some expert RCS usage, we have a dock.

    Jeb to Seancas, your tail fins are really fucking close to my solar cells, over.



  • Actually, in daylight where I get a better view, it looks like I somehow accidentally managed to slip the tail fins right around the solar cells without touching them. I am excellent pilot, by accident.

    Meetup in the station...

    Don't worry, the station and the SSTO can be flown by remote-control. I put remote-control on everything I build.



  • @Groaner said:

    And a nice soft touchdown.

    Niiice, badass mission.



  • Is Nebraska a stock ship or something? I originally thought it was a joke about how certain rockets were powerful enough to literally lift the state, but I see the word Nebraska getting used too often for it to have been a one-off sarcastic snark.

    On-topic, I successfully landed on the Mun last night. Took about 5 tries to get it right. My first lander didn't have enough fuel to get back into orbit so I reverted to a save. The next lander was awkwardly-tall and I had a lot of trouble getting it to land and stay upright. I tried to take off a couple times after it tipped over and fell, but that never ended well. Eventually I got it right.

    I got a lot of contract rewards and science rewards, now I have the fuel conduits and large liquid engines so I can finally play around with asparagus staging and quit relying on 25,000 SRB's to get me out of the atmosphere. Minmus is next, ought to be a piece of cake compared to the Mun.


  • FoxDev

    @mott555 said:

    Minmus is next, ought to be a piece of cake compared to the Mun.

    it is actually.

    i always go for it first.

    • higher science values compared to the Mun
    • Lower total deltaV budget required (lander needs < 400m/s to make it home)
    • low gravity means landing is way more forgiving


  • @accalia said:

    Lower total deltaV budget required (lander needs < 400m/s to make it home)
    low gravity means landing is way more forgiving

    This. I had no trouble making it to the Mun, it was always the landing and returning that was hard from a delta-V perspective. Each time I added an upper liquid fuel tank or stage to compensate for the latter parts of the mission, I had to add like 8+ SRB's just to get it off Kerbin's ground. What a pain. I still had barely enough delta-V to make it back to Kerbin, and an accidental Mun encounter while escaping the Mun almost wrecked the whole trip.


  • FoxDev

    the game gets way easier (from a deltaV perspective) when you start unlocking docking ports.

    also way more fun!



  • Are you doing a single-stage lander, or 2-stage?

    Early on, I found 2-stage easier, as your return fuel budget was "pre-allocated" and you couldn't accidentally use too much fuel on landing. But your lander does have to be a bit heavier to pull it off, you need a decoupler and a second motor. (That said, from Mun, those tiny-ass orange radial motors are sufficient.



  • It was a single-stage lander, though my main stage of 6 LV-T30's had just enough fuel left to do most of the braking for landing on the Mun. The lander itself had a single LV-909 and an FL-T800 fuel tank to finish landing, then return to Kerbin.



  • That ought to be fine, but a T-800 is maybe a little marginal.

    My first lander is pictured in the OP, it was pretty marginal with my piloting skills at the time. Now that I've gotten better, I could probably take it down with half the fuel use.



  • The whole mission felt marginal, but it gave me enough cash and enough science that I have a lot of new toys to play with when I get back to the game.



  • My image is too dark, but if I'm seeing it right, my first lander had a T-800 for de-orbit and landing, and a separate T-400 for return.



  • I anticipate a mission to Minmus getting me enough science to research the docking port stuff, then I can hopefully start using separate small landers like the Apollo missions and not have to de-orbit and re-orbit my entire ship for ground missions.


  • FoxDev

    status: installing mechjeb and disabling all the automatic do stuff controls.

    Specifically all i have left is Orbital info and DeltaV info

    decided i wanted to start getting my deltaV budgets tighter and Kerbal Engineer decided that it hated Interstellar Mod that i already had installed.

    i'll have to figure that out soon, because i really don't like the way mechjeb displays that info, and i sure as F*** don't want the temptation to enable any of mechjeb's "just do it for me" features.



  • How'd you get a sense for how many VTOL engines you needed for that baby? (It looks like you have 14? Am I reading that right?) Did you just test on Kerbin? Or do some math?

    I kind of want to try to add VTOL capability to mine and see if it can still take off, but (from eyeballing it) I got a lot more mass than you do.



  • Ladder testing... if I do land a Kerbalnaut on Laythe, I wanna make sure he can get back in the damned cockpit.

    (Also added some Laythe prep stuff, an atomic motor for orbital maneuvers, a large docking connector to hook to a tug and move the thing, etc.

    Hm doesn't quite work...

    Better, but he still can't grip on to the top of the wing...

    Aha! A solution! All he has to do is get out of his cockpit, walk along the spine of the plane (jump over that docking port, Kerbalnaut!) go out onto the wing, get on top of one of the air intake nacelles (another little jump there!) walk to its very end, grab the ladder, and bob's your uncle.


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