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automcdonough

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Posts posted by automcdonough

  1. So I just realized that sitting a kerbal in the seat adds .1 to the weight. this will make it front-heavy (it is perfectly balanced otherwise).

    Next time you see an update the chair will be towards the center to minimize this effect. For now just move it yourself, I'm working on an Eve lander. :P

  2. gonna try this.. working on a launcher now.

    MYKHfMw.jpg

    uSiokLT.jpg

    FYI this thing was 12k. I stuck the lander leg in the seat to simulate weight of a kerbal and lost a lot because of how light it is. 572dv in the final stage. And the TWR hit. :(

    kerbal in chair adds 0.1 weight!

    My idea is there will be a return ship waiting in orbit, kerbal can jump out of chair and jetpack to the ship.

  3. My $0.02

    I think MJ is a great tool, and an excellent set of training wheels. It very much helps to see how things are done a few times before trying it yourself.

    It's also great for things that you know how to do but are just too lazy/bored to be bothered to do yourself. Such as sit there tweaking a navpoint.

    I also am of the opinion that nearly everything MJ can do, we currently have on-board computers which will also do that task. No magic/cheating there.

    Building ships by the numbers is very helpful. These numbers (and then some) are of course calculated out many times by NASA engineers IRL, why not have them here?

    As time goes on and KSP gets more developed, the need for mods like MJ should diminish to nothing. The in-game training and displayed information should improve somewhat.

    The best part is if you DO want to just wing it, you only have 1 part to delete!

  4. there's something to be said for 1 gimbaled thrust part instead of 4 as well..

    The mainsail has one of the highest TWR of all engines in the game, the other contender is most efficient but only puts out thrust of 20.

    If the ISP difference will net you more distance depends on the weight you're lifting and the altitude.. use mechjeb or engineer during assembly, it's all about the d/v numbers.

  5. Ok the kinks are worked out. Also since it can redock for RCS I took the tanks on rover down to 2. 25% less weight.

    Also you'll notice on the 5 there's no ion downforce engine. This is because the new wheels grip well enough without it, and really it was nothing compared to RCS for when bursts of traction were needed to stop/start/turn.

  6. OK if anyone downloaded the craft file, I just updated it again. (I accidentally had some RCS tanks blocking struts and causing badness.)

    Also for some reason the navball is starting sideways, clicking any of the probe bodies and saying 'control from here' fixes it. I'm trying to track down the issue. There will be another update when I catch that glitch. Currently I'm confused, there is nothing positioned sideways to cause it.

  7. the avionics + reaction wheel is lighter than ASAS module for giving control to something light that just has a chair or something. Well if the probe body itself doesn't do it for ya. :)

    My rover weighs about 2t, that extra .2t is a huge deal.

    Probe body doesn't use flaps/gimbal/rcs, you need ASAS or avionics.

    edit: I guess that vid doesn't prove the avionics worth because i had the RCS off, just probe body SAS and a reaction wheel is doing that.

    just pretend it's on. lol

  8. the MJ overcorrecting thing, keep disabling reaction wheels until it works. If you slapped a bunch of them on you probly way overdid it, that's just extra weight and you don't need to turn that fast.

    If they were to help control a heavier craft, put them on the stages that get ejected.

    In other news, MJ failed hard on 3 mun landings in a row. Was still going over 100m/s when the surface came up to find me. Plenty of thrust, if I turned on the extra thrusters it would shut the throttle down (to blast them on full later), the speed/altitude calculation was just plain wrong.

    I just had to do it manually. :/

  9. 7/27/13 UPDATE [0.211]

    I just went from scratch on it.

    -Added reaction wheel

    -SUPER WIDE BASE

    -More RCS. Because who wants to run out.

    -Weight is 2.32 wet, 1.68 dry

    CRAFT FILE: https://www.dropbox.com/s/wai5fdxvzt9oxc2/isplore5%20lander%20stock.craft

    PICTURES!

    H5SkBay.png

    KQTivna.png

    TUR4G7p.png

    SrfcrKr.png

    VIDEO:

    :D

    About the lander:

    [1] toggles solar panels. I hid a couple RTG's on board so you kind of don't need them.

    [2] toggles the aerospikes, turn the off for more ISP or on when you need high thrust.

    Feel free to modify but careful not to mess with leg height, right now it's set perfectly for rover to re-dock and resupply the RCS fuel.

    It's not exactly minimalist, theres more weight and fuel than it needs for mun. I have not tried Duna yet but that's my intention with all the chutes and stuff. Still need to do d/v tweaks, this was mostly slapped together to play on mun quickly. Good luck!

    Oh and it DID get me home easily.

    Duwt9xI.png

    8adK1PI.png

  10. Testing new version of isplore and a manned return lander.. the isplore5!

    H5SkBay.png

    o1Wh4id.png

    getting there. there's nukes and also spikes that can be toggled on if high thrust is needed.

    KQTivna.png

    ITGE8QT.png

    6dwNwli.png

    like a glove!

    SrfcrKr.png

    just look at that 33mps grin! this thing handles like a dream up there.

    daKOtWg.png

    PKFjgfI.png

    SNQzwrq.png

    playing with the added pod torque, can flip itself without using the RCS!

    Duwt9xI.png

    8adK1PI.png

    home

    craft file:

    https://www.dropbox.com/s/wai5fdxvzt9oxc2/isplore5%20lander%20stock.craft

    I pulled MJ off so it's all stock there.

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