pTrevTrevs

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Everything posted by pTrevTrevs

  1. Some two stage landers, namely Fobos-Grunt and possibly Luna 16 had spring launched ascent stages so that the descent stage would not be damaged by rocket exhaust, allowing it to continue to function as a normal lander would. Something tells me that LK would not have this though, as the landing leg structure would not be used after the LK lifted off. Not to mention that the entire N1/L3 Munshot just screamed "Economy Class", so it probably wouldn't have been on LK to ensure cheapness anyway.
  2. Will there be a special ladder part for LK, or will we just have to make do with the stock ladders?
  3. Landing rockets could possibly be done with RCS ports. It wouldn't be solid fuel, of course, but it would be easy to use, easy to make, and dependency free. I have used the linear RCS ports as soft landing thrusters several times.
  4. I've always wondered if it's possible to have the hatch for the Soyuz descent module on the top like it is on real spacecraft. The one thing it might be needed for: crew transfer, has been added recently, and it can still be accessed to bring up the window for EVA/Transfer even if it were on the top. All EVAs from Soyuz were done from the Orbital module anyway, and Kerbals would be able to exit the DM after landing normally.
  5. To be honest, most of the time I forget about the new editor features altogether. I've spent so long building craft without them that I just can't get it through my head that it would be easier to use them. I do use part clipping, but it's been there for ages. Other than that, I could probably have built this or something extremely similar back in Alpha.
  6. I said I would make my own Sputnik 3/Object D, and here it is! R-7 on the pad with service towers still attached. I tried a launchsite from KerbinSide that's located in the desert because I thought it would look like Baikonur, but it didn't turn out very well. Maybe I'll just download the Kosmodrome mod. Service gantries and tie down arms released, engines ignitited. Liftoff! Boosters separated and fairings too, due to an error in the staging sequence. Orbit achieved, spacecraft separated. The curved anntennas didn't turn out that bad in my opinion. Hmm, the barometers are giving off some very interesting readings...
  7. Why didn't I think of floodlight towers for my service towers?!? I will have to add this. About my problems with the Core mode on the Soyuz engine, it has only happened once. I launched my Object D replica (will post pictures soon) without any problems with the engine, or with anything else for that matter.
  8. Nope, no fuel mods for me. I stick to good ol' generic LF/O for my rockets.
  9. I have read the story, and I can't wait to read the rest of it! It makes me want to try to recreate my own Object D.
  10. My tulip only took me a few seconds, and was really just a proof of concept for me. I considered making it stock, then remembered that I had Infernal Robotics installed and thought, "Why have a mod if you never use it for anything?"
  11. I have been experimenting with Russian style maintainance towers for my R-7 style rockets using Infernal Robotics Not a very streamlined design, but it looks close enough:D Retracting the maintainance gantries I think these are for holding the rocket down while the engines build up, but I retracted them anyway:P Liftoff! This mission was just a test of the missile and carried what is supposed to represent a dummy nuclear warhead. For some reason, the core engine on the R-7 shut down with about a third of the fuel left. I was able to restart it by switching to booster mode, but I couldn't get it to reignite in core mode.
  12. Someone has made a MAKS before. I haven't tried it yet, but the guy who made it normally makes pretty good craft. Here's the link: http://forum.kerbalspaceprogram.com/threads/102535-Shuttles-that-never-were-%28but-could-have%29-Soviet-MAKS-Lockheed-s-LS-A
  13. I used this shuttle to deliver Node 1 to my ISS replica. The station orbits at 51-something degrees, which made me worried about landing, especially since the shuttle wasn't known for its gliding capabilities in the first place, but I was able to fly it in and line it up just fine. I just crashed into the shore only a few hundred meters from the edge of the runway. A very nice craft nevertheless!
  14. Yeah, lots of things need redoing. LK could probably do with a redesign, mostly to incorporate the detachable landing legs present in the real LK. It's good to see that Beale has started the process of modernizing and improving the parts, unlike some developers who just make a game or mod the way they want, and leave it at that. This mod and its maker definitely deserve more attention!
  15. Will the next release of this mod include the extras folder with the 3 seat Soyuz/ Soyuz-T and the 1.25 meter Cygnus?
  16. After several improvements, the X-15 has finally made a successful flight! Extended landing gear give enough clearance for that bottom stabilizer. Jerwin was also put through the entire Flight School course again as punishment for crashing last time. I would put Jeb in the X-15, but he was on board a space station at the time. Take off about halfway down the Area 110011 runway from KerbinSide Ascent to the B-52's altitude ceiling. The plane is very hard to control because of the extra lift that the X-15 provides. I tried pumping all the fuel to the back to keep the nose pointed up, and it worked to a limited extent. Approaching drop altitude. X-15 drop at about 6 km Rocket ignition Attempting to turn the craft back towards the KKVLA/Area 110011 complex Burnout about two minutes after separation. Highest altitude reached was about 26,800 meters. Not quite as high as the real X-15 could fly, but enough to satisfy me. Descent was a little difficult. The plane flies like a brick through the upper atmosphere, but a few kilometers above the ground, I was able to pull it out of its dive and slow it to a safe speed. On approach. I was hoping to land it back at Area 110011, but I undershot it by about 10 kilometers Bottom stabilizer separation. It nearly hit the plane when the parachute deployed. Final approach. Drag chute deployed. Touchdown! The engine broke off on landing, but the rest of the plane landed safely. Jerwin posing with his aircraft for some publicity photos.
  17. I was considering using RealChute to fit a drag parachute on the back, but I haven't had a chance to try it yet.
  18. Could we maybe have the markings on the side of the rocket in red for a little more color? A flag decal wouldn't be too bad either.
  19. Hmm, maybe I'll try and put the orbiter on top of a plane and practice landing like NASA did with the Approach and Landing Tests.
  20. When Proton is refurbished, will it be less powerful? Every time I launch the Proton, I can get the payload into orbit without even having to use the third stage. I know there has been discussion of reducing the length of the third stage, and I think that would be a good idea. Proton is not supposed to be as powerful as N1 or Saturn V!
  21. I sure hope Back to the Future didn't lie to us about those flying cars and hover boards...
  22. I was not talking about the average citizen in North Korea, but rather the propaganda agents and scientists who announced the "successful flight of the satellite. But that's getting a little off topic.
  23. Ah, North Korea... Just, why? They should be smart enough to know that if the satellite failed to orbit, everyone would know it!
  24. I was able to launch it easily enough, but flying down to a landing was horrible! The first time I tried it, I overshot KSC and crashed in the ocean out beyond the island airbase. The second time, I barely made it over the mountains and crashed in the plains between KSC and the mountains. You weren't kidding when you said it didn't glide very well! It quickly lost most of its lateral velocity and just fell straight down. Any attempts I made to pull out of the dive resulted in an unrecoverable flat spin.