Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I heard the the areo issue is cause by me setting the cargo bay as the root part, and that it can be fixed by re-rooting to another part. I'll update this craft (and my other SSTOs) soon, thanks again for your attention!
But still flies, maybe better than in 1.9. Was able to get to orbit OK.
Still had the weird aero issue the internal solar panels are there for on one launch.
I notice this occurs if I go from SPH to runway, to peeking at the tracking view, and back to the runway (trying to peek at the station I was trying to rendezvous with). If I just come out, launch and go, the aero issue doesn't occur.
It just never gains any more speed. This was in a sandbox test save with minimal mods, no aerodynamic mods at all.
This particular vessel gives me quite some headache due to inconsistent performance between different flights, so I really want to solve problem once and for all...
I’ve tried then you Alligator, which has a similar take off procedure, with absolutely no success. The glitch happen most of the time, and when it doesn’t happen, the plane hardly reach the 400 m/s then start losing speed. I play 1.8.1 version without mods.
It’s a pity, I have one rescue mission on mun for a kerbal plus ship, and I’m trying to modify you Tempest with the rear of you Alligator for the nuclear engines ...
- @hangdog, thanks again for the suggestions and I updated the craft accordingly, sorry for being lazy for so long XD
Didn't even really need the drogues. Bounced a bit hard and something blew up, not sure what! Couldn't tell by looking, might have been one of the internal tanks?
So, add ST O L to the feature list!
Your experience from actual missions is very practical, I'll update the craft and add more AGs. And I'm glad (hmm not really XD) to get another confirmation about the aero glitch. @Squad please fix!
Love it. Cute, functional, realistic, balanced, tons of dV, bonus robot, easy to fly.
Just transported a tourist to a Mun landing (docked with lander in Mun orbit) after picking up a salvage capsule. Taking the tourist home now. I've never successfully landed a SSTO, saving now...
Useful things to add:
- AG item to turn off the RCS for the robot (looks weird with puffs coming out of closed hold)
- AG to return control to main probe core (spacebar not working?)
- separate AG for internal solar vs doors
(I used Action Group Manager to tweak in flight)
I did run into the aero glitch when I launched closed from SPH, but went back to the tracking station for other things before actually taking off. If I launched SPH-to-runway and took off, no glitch. This is likely a bug in 1.7.3 etc.
I think my flight instructions are probably not clear enough, or the MechJeb autopilot is not working as expected. After achieving 400m/s, with SAS engaged (which I forgot to mention in the instructions), it shouldn't have pitched down...Anyway, just sent you a friend request to discuss about the problem.
if i pitch up manually i lose speed RAPIDLY and i cant gain it back, it stays at like 350 as the raiper engines lose thrust while climbing at 5 degrees
this is the drag inside the bay with the doors closed and everything folded up https://steamuserimages-a.akamaihd.net/ugc/780729699957729444/690FA7B29BB2699A73974D89C7F9C386766A16BB/
You can turn on aerodynamic forces display (F11?) in flight and see whether stuff in the cargo bay produce drag by themselves. If the problem persists, I'm here for further help!
keeping it straight and level all the way from the runway at low altitude with mechjeb assisting heading control
- @IronCoasters Sure, I'd be very happy to see this featured in your video. Would you consider sharing the link when it's online?
- The mod for additional structures is indeed KSC++, but "Continued" by someone else, so it's still up to date.
- But no mod in the craft itself.
- I have a 55t SSTO lifter but in general I suck at building larger crafts...