• Welcome to The Campaign Builder's Guild.
 

Kerbal Space Program

Started by sparkletwist, April 15, 2014, 07:56:23 PM

Previous topic - Next topic

sparkletwist

I like the new aerodynamics. I like it more that the changes should keep people from building those absurd fat rockets that are like 27 solid rocket boosters all firing at the same time, because they'll probably flip over and explode... as they should. There were so many changes that I started my game over, so I have yet to try my SSTO ship under the new aerodynamics and re-entry heating model. I'm a bit worried-- it was never the most maneuverable thing to begin with, so this might make it even harder to control. It also has no heat shielding, so I'm a bit concerned about it blowing up, although from what I've seen and heard so far there is a decent amount of slack given on the re-entry heat model.

Lmns Crn

Oh, neat! Can't wait to try some of these things out.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

sparkletwist

I imported my SSTO Jetrocket in from 0.90 and decided to give it a try with the new aerodynamics. First, Valentina got to try some skydiving since the first flight of it was a complete disaster. I reverted and made a few minor changes as well as tried a more leveled off flight plan, to the point that it was starting to heat up during ascent. Still, I was able to get it into orbit, although there were barely fumes left in the fuel tank. I think the new version definitely makes flight more realistic-- or at least harder-- and it seems like the changes to the aerodynamics model made turbojet engines not nearly as powerful, either.

But anyway. The Jetrocket's flight into orbit was a success, albeit not a particularly resounding one, so it was time to bring Val home. Because it took more fuel than intended to get into orbit, the deorbit burn was quite short and I ended up coming in really hot. The re-entry mechanics are definitely fairly forgiving given that my craft was a flaming orange fireball and still held together, although some various components attached to the side did burn up. The worst of it was that my air intakes for my jet engines exploded-- meaning that any landing would now have to be unpowered. Still, the ship (mostly) held together, and the parachutes got to about 90% overheated but held up, so I was able to deploy them once it cooled off. The ship then coasted down to a rather bumpy landing.

So, the Jetrocket's first flight in 1.0 was successful from the perspective that it got Val into orbit and safely back, but the idea of it was that it was a reusable craft, and that is not happening when large chunks of it blow up during re-entry. I'll have to make some more tweaks and probably re-learn how to fly the thing.