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Giygus

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  1. TYVM I downloaded all of it, Near future stuff looks like it will be just the fit!
  2. Well, this is what I was talking about. The pictures show many more engines and reactors etc...
  3. I started a new game recently, and once I purchased all the tech upgrades, I got bored. I have not played previously with any mods (besides mechjeb) and so am a little lost. I would really like a mod to do something interesting with science points, maybe to unlock more parts. The one I was looking at was KSP Interstellar Extended, as it seems to have a lot of cool engines. However, it seems so busy and complicated, with all kinds of fuel and such, that I just don't feel its worth learning and dealing with. Any recommendations?
  4. So I just installed this mod and the KerboKats Utility mod, which I guess it needs to function. Nothing seems to be different. No green cat icon to click on. Is there like a list I am supposed to activate it on before it shows up in game? P.S: I successfully installed mechjeb in one try, so I am not a totally dummy. However, as this is only my 2nd addon, I may be missing something obvious.
  5. Cool beans, just downloaded and installed. Will give it a whirl and see what I can do with it. Thanks for the quick response.
  6. I looked around here a bit, Curse, and over at the wiki, but I didn't see anything. I am wondering if there is an addon available to help organize the "load craft" screen in VAB/hanger. For example, I was thinking a simple folder system would be available. Like, you could "make a new folder" and name it Duna, then everything you were planning on sending to that location could be placed in that folder. As I make more and more vehicles, I am finding the Alphabetized selection list is very large, especially as I create test designs to compare and contrast, and its becoming a PITA. Anyway, any thoughts?
  7. Looks really cool, but how in the world does it get fuel to the Engine though? Also, what is that Air conditioner looking thing on the side of the material studies? Thanks everyone for the advice, I remain in awe of the creativity of this game and those playing it. OK, I think Plusck got it as good as can be expected. Going to give it a shot and see what I can do. After thinking about it for a few days, I think what I am going to do is launch several missions at once. The lander as one, a refueling pod for the lander (to help with hoping) and 2 separate "duel-transfer-pod" launches. Hook two NERV powered transfer pods to the lander and refuel, and then get it all to Duna with as little time warp as I can manage. When done, just bring the lander home.
  8. This was my first start: It is about 1 ton less weight, but has ~2K less Dv. Thrust to weight is about the same. When I decided I wanted to planet hop around some, to get a few biomes worth of studies done in one trip, I started thinking NERV. Since the T vs W ratio is about the same, I think they will both perform the same in that regard. I was hoping to bring the entire lander in through Kerbin's atmosphere at the end of the mission. Not sure how the pod would survive that unless I am really careful about areobreaking, which I usually hate doing in a "RL time vs. fun-in-video-game" thing. Although I understand it is a very nifty maneuver. I am visiting for Science points/role play. Visiting surface was next up in mission control storywise, and I was getting bored with Mun landings and didn't feel like building a station yet. I cannot get more Dv out of a Terrier/Poodle, any hints? The picture above was about my best attempt, and I was a lot of Dv off from the NERV. I will make another point on this "sweetspot" below. The transfer stage is part of the lifter stage. I get to 605KM above the surface with the Twinboars having about 1000Dv left (after dropping off the outer tanks/SRB), and let Mechjeb create a maneuver point using the "porkchop" method. I fast forward a few years and get to Duna needing about 800DV, get into orbit with whats left, then drop the boars to land (at least that's the plan). The logistics problem is not an issue because I was NOT planning on using parachutes to land on Duna, only on reentry onto Kerbin. Dv Map says it takes ~1500 Dv to land from orbit, so lets say each "hop" is 1500, and I should get at least 2 hops before I go back to orbit/return burn to Kerbin, which will be "porkchoped" for efficiency. I suspect it will take less then 1500 to hop though, so I am hoping for 3+, won't know till I get there! 1: I do not feel qualified to do rendezvous all the time, and wanted to avoid them. I did it a few times for practice, rescuing kerbals here and there, found it to be a time consuming PITA. Never built a lander ship in 2 stages. It is a viable option though. 2: Didn't think Science bay could provide attaching point, good idea 3 Reentry into Kerbin seems dicey unless I have a strong reaction wheel to keep things all retrograde. I never bothered to use Heat shields. 4: EVA RCS = PITA. Was hoping to use ladders, but again, its a fair point. Why are they "more comfortable and fun"? Just because the NERV is a messy size? Cool ship. Didn't think to use wings like that, although I bet it would add a ton of weight. Holy cow that thing is a beauty. Why does it need so much RCS fuel and Electricity, just for the multiple dockings? Also, whats the plan for getting Kerbals home with a Reentry on Kerbin? Yikes, pictures like yours reminds me of just how bad I am at the game. Also, I don't recognize all the parts, can I confirm with you that they are all stock? OK, this is getting very TL;DR, but maybe someone did read all the way to the end. After reading posts, it got me thinking maybe I am going about it the wrong way. Instead of having a final stage that goes around on Duna then back home, I can use NERV engines to transfer a much larger ship there, with a smaller lander that goes up and down a few times, then the whole thing turns around to leave. High efficiency NERV transfer could also mean I don't have to warp 2+ years for windows as well, which is a plus, even if its true to life.
  9. I just got enough Science to unlock the nuclear engine, and I want to build a Duna lander with one, to make my first landing on the planet. The thing is the damn engine is so long, my imagination is failing me on an elegant way to build, and put landing struts and a ladder on it. After spending an hour getting frustrated, it occurred to me that approximately everyone reading this has already built one, or something like it. Any tips or pictures you have would be awesome! A few points: The mission is full science (I don't have upper level experiments unlocked yet). I am planning on not activating the lander (NERV) stage until getting into Duna orbit. However, I was planning on trying to biome hop once or twice. The lander I was working on had 6000+ Dv, and had a 1.2 thrust on Duna, with about 17 ton weight. I was planning on only bringing a scientist to reset and collect experiments. However, that means the experiments need to be within his reach and a probe core is needed. I have all engines unlocked, as well as the largest fairing. So long as it isn't crazy wide, un-areodynamic stuff should be fine. I was planning on having the entire lander reenter Kerbin, using the parachutes, but I guess I am not married to that. The only addon I have is mechjeb. So un-stock parts would mess me up OK, so here is what I have so far: UPDATE: So after reading everyones posts, here is what I am going with. Decided that the NERV engine was not the best way to go, everyone was making that a pretty strong point. I will be using Nerv for transfer stage, which will be brought into orbit separately and attached with the docking ports. Will send an unmanned refuel pod first, to maximize hopping potential. Again, thanks for all the help!
  10. Thank you for all the help! This particular rocket design was just a test, which is why I choose to only show the area I was not able to come up with a solution for on my own. I will post a picture later to show how the fairing, with the added adapters, looks like, to see if you think I could do anything more. TL;DR:
  11. I can get the fairing to work if I make it very large, and pretty much encompass the entire top of the ship starting just under the decoupler. That's not exactly a bad thing really, but the added weight is 1+ton, and I am unsure if that kills w/e efficiency I gain from reducing drag.
  12. Tried, I can't get the Faring to close. I can't say I have much experience with them, but I think they need to touch completely around itself, like a rocket nose cone, in order to be set as completed in the VAB. Maybe I am wrong?
  13. I am trying to build my first lander to get to Duna and this is what I got: My issue is that empty space for the small sized engine under the fuel tank. I am assuming this will cause a good deal of Aero-drag, but upgrading from a Terrier to a Poodle costs me like 600 Dv that I don't want to lose if I don't have to. Any ideas? I ask because I am sure this will come up again in the future
  14. Thanks for all the help. This first stab in the dark has been much improved with your advice, but I decided to abandon it for something more thought out from the start. After I decide to build a Science generating station (or refuel depot) I will be back for more nitpicking!
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