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About Wanderfound

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    Mach 6 is my launchpad.
  1. If you want to use a Mk2 you can, but you need to build accordingly. You want to set it up so that the potentially draggy fuselage is always pointed as close as you can get it to surface prograde. The way to achieve this is with wing incidence; angle the leading edge of the wings up a few degrees, so that the wings are at a greater AoA than the fuselage. 17km is way too low to be firing your rockets; you want to be extracting as much speed and altitude from the jets as possible. Mk2 parts have good heat tolerance; use that. Crank it up to edge-of-melting speed while flying level around 10km, then gently pull into a climb to push your apoapsis above the jet ceiling. The more gentle the pull-up, the less speed lost; also, the lower you start the climb, the more time your jets have to recover the speed lost in the beginning.
  2. Craft file at https://www.dropbox.com/s/mkniu3tnpnzd9qc/Kerbodyne Pathfinder.craft?dl=0
  3. Craft file at https://www.dropbox.com/s/mkniu3tnpnzd9qc/Kerbodyne Pathfinder.craft?dl=0
  4. Just to demonstrate that fast ships don't require many engines:
  5. How much are you planning to lift? If it's just passengers, a single RAPIER is adequate and two should make a very quick hotrod. For cargo, you'd be after a minimum of roughly one RAPIER per ten tons of payload. For LKO, stick to pure RAPIER power. Add nukes if you're going interplanetary; darts only really become useful on Eve ascents or if you've got some other reason to want to avoid nukes.
  6. Standard low-drag heat-protected stash spot for batteries, SAS units, probe cores, science gear, RCS tanks and solar panels on landers and Mk1 spaceplanes.
  7. From a strict efficiency POV, yeah. OTOH, there's more to life than efficiency. Given an orbital refuelling depot, that last model of the Minmus Panther I posted could easily clean out every biome on the Mun or Minmus in a single trip, and would work well for Duna and Laythe too. But you could probably achieve the same goals a smidge cheaper if you instead used a cargo SSTO to haul a dedicated space vessel into orbit and bring it back down again (although the size restrictions of Mk2 cargo bays add some complication to that). Taking your wings to Eeloo and back is fun, but all it gets you is style points.
  8. Another option: https://www.dropbox.com/s/eqreh7jzae53mln/Minmus Panther D.craft?dl=0
  9. https://www.dropbox.com/s/eqreh7jzae53mln/Minmus Panther D.craft?dl=0
  10. https://www.dropbox.com/s/eqreh7jzae53mln/Minmus Panther D.craft?dl=0
  11. As ordered: 16 kerbals, one lab, 750 monoprop, 13500 LF, 16500 O, capacity for 3000 ore, one lab, one klaw-tug. Part count at launch is 77, for 123 points. Another 16 for passenger capacity, 37.5 for fuel, 30 for ore, 10 for the refinery, 10 for the tug, plus one each of Sci Jr, Goo Pod, Barometer, Thermometer and Gravioli Detector in the service bay for another 10. No rearrangement for 10, link below for 100. Craft file at https://www.dropbox.com/s/tz4zvdyiuzrey82/Stationish.craft?dl=0 All up, 346.5 if I've figured it right.
  12. Suggestion: if you want this to be a contest of proper aircraft, ban SAS units and cockpit torque, maybe lock engine gimbal as well; require that aircraft are controlled through aerodynamic forces. Otherwise, based on past experience, it's going to be dominated by near-identical minimalist jet bullets with no control surfaces and virtually no wings. EDIT: actually, on current rules, it's going to be rocket bullets. Limiting factor there is thermal; you may want to ban internal heatshields. Eh? Infinite fuel, zero gravity and no heating effects...
  13. Another one: 52 Kerbals to the Mun and back at √158/head √158
  14. Big 'un on just two pair of flat hydrofoils (both activated as flaps when in the water): The floats on that are just to keep the engines above the water while stationary; largely cosmetic. They barely touch the water at speed. A planing hull on a little 'un: The floats on that one are for landing stability; again, not strictly necessary. Similar ship on a single pair of hydrofoils: It usually requires about 30m/s of waterspeed to get up onto the foils or planing hull, but if you can do that it requires very little in the way of foil to lift even a large ship out of the water. Fine tuning of position and deflection angle is required, though. At least one pair of foils under CoM; if you've got a second set, stick 'em as far forwards as is convenient. Tweak the deflection settings so as to trim the craft level while moving over the water. Required settings may change with speed, particularly the balance between front and rear. I have some planes where, for best performance during acceleration, you want to deploy front foils only at first, then both front and rear foils, then rear foils only. I've also had good results come from keeping the front foils active as pitch control surfaces; smooths out the pitch trim in the water, and useful in the air as well. Once you're up onto foils, the only real restriction on your top speed is how long you can keep it stable and prevent it from spontaneously taking to the air. Tweaking foil deflection settings just right can often turn an unstable hydrofoil into a smooth one.
  15. Very possible. As mentioned, though, we need pictures to diagnose issues.