A35K

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  1. Pretty much what has been said, if you want some specific Dv numbers I can tell you this: In general I tend to have about 1.2-1.5 km/s of Dv on the 1st stage (including any side boosters), which is a powerful atmospheric optimized engine and this should be enough (with appropriate TWR as explained by @Pecan), to get you to about 40-45 km apoapsis with a speed of 600-800m/s, then you fire the second stage, a vaccum optimized one with about another 1500m/s dv and that should get you safely in LKO. Edit: Obviously don't start turning just when you fire the second stage, you should start way before that. That speed figure I gave for the first stage should be a significant horizontal component, not purely vertical
  2. Thanks for the replies and checking stuff. Definitely would be interesting to try, but the anything without a propeller sounds impossible. Using some mod with nuclear jets would make this much more approachable, might give that a try sometime
  3. Yeah propellers make sense, they would seem to be the only way to do it stock.
  4. Not sure if this is the right place for this, but has anyone tried (and is it at all possible) to get to orbit from "sea level" (or as close as you can get without exploding) on Jool? Searching online I found someone who did it 4 years ago but that was with the old atmospheric models and engines who's thrust wasn't affected by atmosphere. Do any stock engines produce meaningful thrust at 15 atm?
  5. Thanks for the help, but it turns out it was my fault after all. I was editing some small things on the payload and in putting the cargo bay back, it attached to a node on the payload rather than the rest of the fuselage, but it looked normal unless you really zoomed in on the joint (which is why I only caught it by accident). Apparently that little uneven bump on the fuselage is enough to completely ruin my Mk2 SSTOs. The reason why it worked when I restarted was because it reverted back to the craft file with the proper cargo bay attachment.
  6. So I am playing carreer mode in 1.5.1 with the following mods: -Interstellar Extended -Kopernicus with OPM -KAS -KW Rocketry I built an SSTO plane a few weeks ago, made of stock parts only (mk2 fuselage with 2 whiplashes and 2 aerospikes). It worked great and I have used it multiple times, then today I went to launch it (in the same configuration, no additional payload) and it couldn't even break the sound barrier. I tried a few other previously successful SSTOs and the same thing: All except the smallest of spaceplanes get 'stuck' at about 300m/s. I relaunched KSP and they all worked again, but today I was playing and the same thing happened. Its annoying because I have to restart KSP multiple times to get rid of it. I am always following the same ascent profile and everything is the same. I have no idea what could be causing this, as I have definitely not updated KSP or any of my mods before this problem started. I know Interstellar adds certain mechanics to the stock jets but as I said these planes worked perfecty just yesterday. Any ideas or something similar happening to anyone?
  7. It's been ages since I even launched a staged rocket... if you get interstellar with fusion reactors almost everything becomes an SSTO. But I have never recovered stages, unless they were powered by some expensive engine or still had lots of fuel in them
  8. Well, the main difference is that one of them actually exists...
  9. I enjoyed shooting those down in my Gotha/Horten Ho-229..
  10. Non glitch: I sent a probe with an extremely low periapsis around the sun, I think it reached about 100km/s Glitch: A Kerbal fell off a chair in a rover, hit his head on the ground (on Duna), and was subsequently flung across the universe at several times the speed of light. Just a normal Kerbal day.
  11. As the hubs for my ever expanding solar empire, of course... I have one (or plan to) around each major planet, so it serves as a fueling station for locally based craft and also as a point from which craft coming from Kerbin can drop crew/supplies so that another vessel can then take them to the surface base on that planet. Basically, they're the center of interplanetary operations.
  12. It's not the highest point anywhere, but Dres has this really narrow but really deep canyon. Also there used to be this planet mod (Krags Planet Factory) which had a Duna sized planet with an atmosphere as dense as Eve's, and it had a huge mountain that had its summit at the edge of the atmosphere (nearly in space).
  13. I once had this Vall lander from a mission to Jool which had a rover attached underneath vertically, and then before de-orbiting the rover was meant to use RCS to re-dock itself horizontally under the lander, so that the wheels would touch the ground when it landed. Well, due to the landing gear, it did not fit in the horizontal position. So I rotated the lander so that the rover was positioned on top of it, and fired the engines to keep it there while de-orbiting and landing (the rover was not secured, the lander had no docking port on top). The craziest thing is that it actually worked, both lander and rover landed safely! Well, I guess overall this wasn't really a fail...
  14. I have many rovers that have fulfilled their mission, so they just sit there... Some are partly damaged as well, however most are fully functional, so I don't know if they count as "abandoned". I also have some old satellites around various planets that don't really have a use anymore.
  15. I've used various methods depending on the size of the rover and where it's landing. I usually make the rover part of the rocket's fuselage, so there is a section with wheels. For atmospheric planets I just drop it with loads of parachutes. My favorite way though is to have a lander with a docking port at the bottom and attach it so that it can drive up and re attach itself to the lander after being used, and the lander can take off with the rover and land it somewhere else. This works especially well on low gravity planets.