Cunjo Carl

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About Cunjo Carl

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    Rocket Fancier

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  • Interests Science. All of it!

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  1. All Reward Sliders at 10%: COMPLETED!! :D

    Holy cow, I took a KSP break at the wrong time. Huge congrats on the accomplishment @xendelaar!! I'm so glad you managed to make it without needing to visit Eve on a budget, and with 1500 to spare nonetheless! Moho must've been a trick on a single-stage nuke from Dres. Also, that's a snazzy little budget biome hopper you built up. I might just...borrow... some of that Finally, your 'not bad' photoshop had me actually laughing in my chair. Your presentation's been top-notch through this. I know how much time that takes above and beyond the flying, so thanks for taking the time! If/when you roll back around to KSP, I'm looking forward to seeing what you come up with next!
  2. Engine test contract won't complete?

    *cough cough* Sometimes KSP can have trouble with these things. If you did the contract but didn't get awarded, the best recourse is to go alt+f12 and on the left menu bar, click contracts then active. Find your contract and click complete! These things happen, and sometimes even legitimate playthroughs need the debug menu. There's jokes about Kerbals being the best Lawyers- their skills at wiggling out of contracts are legendary! I'll readily admit I don't know if this is the issue in your case, but it may have bean because the swivel was _activated_ early even though it was _used_ in the right conditions. Deactivating and reactivating the engine in the right conditions may do the trick, but I suspect others could say for certain. Best of luck in your career, @Zeiss Ikon!
  3. Have you ever been to eeloo in career mode

    (Johnny Cash) ♪ ♫ I've been everywhere, man! I've been everywhere. ♬ I've gotten a Kerbal to and from Eeloo using all chemical rockets and not too much money (relative to what you make anyways). My best advice is to get lots of deltaV by using the biggest initial booster and tiniest return 'pod' possible. To make a big booster, the cheapest easy approach is to use lots of Kickbacks and Twinboars in a ratio anywhere in the ballpark of 4:1. Though my Eeloo mission was one part of a cluster ship, if you divide it out at launch it had 14 Kickbacks and 3 Twinboars. This would leave plenty of deltaV to return in a pod, and many people would prefer this for playstyle reasons. I happened to want some extra deltaV for safety and so I could use the craft for other more elaborate missions, and it turns out you can eke a few extra km/s out of a setup where you return in a command chair. The design is simple: 1.25m heat shield with no ablator, .625m battery, .625m reaction wheel, command chair placed so kerbal points 'up'. You can spike that thing into Kerbin's atmosphere at like 5.5km/s and it'll do fine! Again, a pod would do fine too- just an option. Best of luck! Edit: Pardon I don't have more pictures handy at the moment- if videos would do I could post the one including this mission.
  4. @Physics Student As long as we're beset with pandemonium and confusion, we can tell we're hot on the trail to good science! I wonder if anyone in the industry actually uses the term? That could explain the contradiction.
  5. Have fun! I just realized something. If you have a lander can, it'll explode if you try to do your burn to the Mun while still in the atmosphere. In this light, my advice may not be the best Wait, maybe I'm confused on this, too. I thought direct ascent referred to not entering LEO before doing the Mun Moon transit injection burn, but is it actually referring to not entering LLO before the return burn?
  6. Some interesting thing I came upon in my career mode

    Yep yep! You can in fact control your descent with body drag by tilting your craft up or (perilously) down. This is especially handy for Duna, where the atmospheric sweet spot is so small, and you want to stay in it for as long as possible. If your Periapsis is still in front of you, you can watch your projected Pe altitude change to judge how your control is going. When you get things just right, you can dive into the soupy part of the atmosphere and stay there without getting too deep! In practice, it requires a ton of batteries for your poor little reaction wheels to manage, but can still be a fun+worthwhile approach. As a note, the Mk1. cockpit now has a wing area of 0.35 (equivalent to .035 tons of wing, like the AV-T1 winglet - the grey rounded one no one ever uses). The added loftiness probably helps!
  7. Jet speed

    @Benredder Sounds like a drag! Those little Junos are tricky to learn on. They have very little thrust, and all the parts available at that tech level are draggy unless you get creative (lead culprits being that danged cockpit and any sections where the plane goes from small 1.25m to tiny .625m). My cureall is to use a few Junos! You can add Junos in two common ways- the nicer looking is to place a pair of mk0 fuel tanks onto your fuselage using mirror symmetry. Put small circular air intakes on their fronts, and extra Junos on the back. With 3 Junos you can finally get cooking! You could alternatively use small cones rather than mk0 tanks for a similar effect. 3 Junos isn't necessary for flight, but it makes things a lot easier to learn on. Another thing I'll extol are making sure your front landing gear is placed far enough down that your plane has a slight upwards tilt on the runway, and/or 'pretilting' your wings by rotating them up one 5 degree tick to help catch the wind. Again not necessary, but handy when learning... As a sidenote, beware the swept wings aren't quite as lifty as the other options. There's a million things to go wrong with planes, so generally speaking please have fun with the process of idea-explosion-repeat and feel free to bug us when something gets frustrating! In the end the effort's definitely worth it. As others have mentioned, pictures can be handy for diagnosing any trouble (and without one, my suggestions are a bit of a shot in the dark, though your problem feels like a familiar one to me). Even a cellphone pic of your TV can be a handy, it doesn't have to be fancy. With picture in hand, you can upload it to a file hosting service (PostImage is my favorite, but Imgur is very popular here), and then paste the link from that webpage into your post. I hope that helps! Best of luck with your flyer.
  8. I'm a big fan of direct ascent, especially in early career when orbital maneuver nodes aren't available yet anyways. Doing your burn at 30-40km only saves a little fuel (150-250m/s is what it feels like), but a trip to and from the Mun is an extremely deltaV intensive proposition early game. For me, every little bit counts and it's worth the extra difficulty during launch. That said, they're both good approaches! Let us know if anything further would be handy. Best of luck on your trip!
  9. How do I post an excel spreadsheet on the forums?

    If you want a link to your excell file, you can upload it to a hosting service and then post a link to the file. Since it's probably small, you're welcome to use a little folder I made in my preferred hosting service: Google Drive Google Drive does file hosting, while Google Sheets is their excell workalike. It's ok. For both files hosted in Drive and spreadsheets made in Cells, you can choose to have files be readonly but copyable, so people won't mess with the master copy. Since office is so danged expensive now, excell is becoming more of a rarity where I work. We've moved to using Google Sheets for its price (free) and portability (runs on anything better than a toaster) despite it being massively inferior. Though having said that, I gripe about everything that's not excell 2003! Best of luck!
  10. Let's Talk About Near-Lightspeed Travel

    @quasarrgames You've got a novella's worth of reading in this thread already, but I figured I'd add my two cents. First, it's awesome you're taking on the challenge of writing and taking the time to do some good solid world building for it. Using our present science as a tool to help build your world is a great idea, and I like that you're aiming to use it constructively without trying to get mired in the engineering concerns too heavily. Funnily, just like in today's life, in scifi typically the only people who understand how things work are a handfull of salty engineers. Other folks have other priorities, and if the story follows them instead it may not need to dive too deeply into the specifics of how things do what they do. Regardless, we got you covered for engines. There's a few options that should meet your story requirements, sound rad and be realistic enough to be interesting. Before diving into it though, let's talk briefly about what a rocket does: 1. Store or collect energy 2. Convert that energy into a useable form 3. Use energy to convert mass into momentum Using the same 1.2.3. to refer to these aspects we can look at some modern systems: Each of these three aspects has a value that determines how awesome your rocket can be. 1. Stored energy -> Specific energy J/kg Gathered energy -> Specific power W/kg 2. Energy conversion -> efficiency (unitless, and normally relative to Carnot efficiency) 3. Mass to momentum -> Isp (s) Something very wondrous happens when you have enough energy available (as we might in the far future). Every kind of rocket becomes functionally equivalent! Because of relativity, if you store enough energy it'll always have a mass following e=mc2 and so always has a specific energy of c2 at maximum. Assuming good conversion, no matter how we convert this energy to momentum it'll always make an Isp of c/g0. As a fun example, if we're ejecting a proton at near the speed of light, and we push all the energy from a 1gram matter/antimatter annihilation into it, that proton will become 1gram heavier! The net result is we've taken 1gram off the ship and ejected it out the back at light speed. Alternatively, if you use the same energy to heat something up to white hot and launch photons out the back (photon rocket) you'll get an identical amount of momentum. This is called the Energy-Momentum relationship. That's kinda cool, so let's look at a handful of options which are at or near this hypothetical limit. * * Naturally there may be stretches and gaps in technical abilities. If I had all the answers for building an interstellar corvette, I'd totally go do it instead of write about it! That said, armchair physics is fun. Stored momentum rocket: Positron rocket: Blackhole photon rocket: AntiHydrogen rocket: I've spared details on these systems, as well as others to prevent the post from reaching critical mass. Feel free to ask if anything sparks your interest. In any case best of luck with your scifi! I hope your characters have some fun toys to play with.
  11. Caveman heavy lifter challenge

    Caveman aircore reporting in! Latest invention called Huck. Huck's the latest in a long line of caveman spaceplanes designed for lifting Mun-bound craft. This is by far the highest tech caveman spaceplane I've attempted, with the Wheesely at a whopping tech level of 5! The core idea centers around two key features: Wheesleys can get you to 10km,500m/s for free where terriers become effective, and wings let you fight gravity with fewer/smaller engines making terriers effective. The downside is Airbreathers are heavy, wings are heavy, and nose cones... are heavy! Also, it takes a lot of effort to optimize the flight path. Do you push for high altitudes for their better drag+Isp, or keep it low and bank on your speed to carry you through? With this craft it takes a bit of both, resulting in a dolphin path up to orbit. Still, the results are lovely. Huck The pictures should zoom in when you click on them... I think . Huck pushed 4.5tons of pristine FL-T800 to orbit. Edit: I just noticed the separable payload requirement so I ran it again with an isolated FL-T800 with a tick of oxidizer removed for 4.28tons. It reached orbit with ~.1ton fuel/ox to spare, but with no transfers it's limited to the full tick removed.. Kinda felt bad splitting the thing off its engine and probe core, but that lone wolf tank is chilling in orbit so there we have it!
  12. Space Race

    For sure! No modification required. Here's the trick: 1. While on the launch pad, click the collect science button on the goo canister. 2. Launch your craft before the canister finishes opening. 3. If the canister finishes opening mid-air, you get a Kerbin shores science. Should be enough to add the decoupler to your arsenal. Happy flying!
  13. Space Race

    @ManEatingApe Nice! You've really been pushing the limits of caveman tech. There happens to be a way to add another 10 science because the Kerbin Shores biome is underneath the launch pad, and with a cute little trick a mystery goo container will notice it and give you a 'landed at kerbin shores' science (at least I think that's how it works). Anyways, opinions on that sort of thing vary so let me know if it's something you'd want to add in and I'll pass along the details. I always love the lithobraking I've been hooked on racing for a while, so I'll post some of my older missions that fit the bill. Thanks for the challenge, @Kerbal Flambe! If old versions happen to be allowed (v1.2.2)- Mun in 5 launches! (and Minmus on 6, though I know it doesn't count!) If even older versions happen to be allowed (v1.0.5)- Minmus in 3 launches! (and Mun on 4)
  14. Build a Realistic Recovery Vehicle

    I'm just back after a KSP break, and this one sounded fun! Sounds easy, not so much . I like how it pokes fun at that wonderfully but outlandishly convenient little recover button. This mission follows Jeb and Bob as they go on a routine trip to orbit. After jettisoning their fairing though, onboard cameras reveal a slight but critical failure in one of their systems. They abort on a suborbital trajectory and land 1000km away from KSC with their 15ton spacecraft becoming very stuck in the mud somewhere near the badlands. Only one tow service is up to this challenge: Bill's Overseas Retrievals of KSC Enterprises (BORKE). BORKE leaps to action! The recovery craft is an airplane with space on the wings for two fork-lift style rovers. The plane's body is shaped to make the plane kneel forward when its landing gear is retracted, so you can easily drive on/off the wings. In flight, the engines and control surfaces are mounted high to permit large and imbalanced loads on the wings. The forklift rovers have two sets of wheels to raise and lower their loads, and a large block of vernier engines in the front allows for tight, forklift-like maneuvers. The whole system works quite cleanly, with the exception of docking system between the forklift and the plane. You've gotta rub those docking ports together like firesticks to get them to grab hold! And here's a larger version of the mission gif... Mobile users beware, it's like 5MB! Thanks for the challenge, @Jetski!
  15. What do you miss about the old forum?

    I miss the crazy wide margins. Sentences now just seem so looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooong. Oddly I can't tell if I'm joking! In any case, thanks as always to the admins and mods who keep the forum going!