Blasty McBlastblast

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Posts posted by Blasty McBlastblast

  1. I have also experienced problems with landing legs and wheels:

    • small aircraft landing gear bouncing while parked (kind of like a pimped lowrider)
    • landing legs exploding when docking rovers to bases (somewhat less explodey on lower gravity planets)
    • wheel suspension fully compressing and sagging for no good reason when away from Kerbin
    • radial placed landing legs providing uneven support, leading to rocket tilt
    • landed vessels jumping when you approach them (I had a bad experience with a münar landed rescue contract where approaching the target caused it to jump & explode every time :/ )

    Taken on Dres, the lander legs are unevenly loaded resulting in tilt (a little hard to see, but trust me it's there!) and the rover wheels are all smooshed down. (stock game + basicDv & basicOrbit, standard gear/wheel settings)


    On Eve this time, again smooshed suspension (stock game, standard wheel settings)


    These designs were tested thoroughly on Kerbin before launch and worked just fine, but act weirdly once delivered to a new planet.


    Also I really miss having the ability to right-click retract individual landing legs from a symmetrical set, this was very handy for landing on steep slopes!

    I hope that in 1.5 squad can fix some of these problems, because I really like making bases, rovers, and planes. For now I can work around most problems by using MKS for the tougher legs and logistics functions.

  2. Here are some ideas :)

    for aircraft:

    • make a craft with very low landing speeds that will allow you to land anywhere to do science; for example try to land on the mountain tops west of the space centre.
    • make a high speed, high altitude, long range craft with only low tier parts.
    • build a reliable cargo plane that can deliver other vehicles to remote places, make sure it flies well both empty and full.
    • fly a aircraft under the R&D walkover.
    • replicate a real world aircraft using stock parts
    • launch an orbital rocket from an aircraft flying at high altitude

    for rolling vehicles:

    • go for a long drive, maybe even all the way around the planet! enjoy the scenery, relax, take in the views, and meditate on what it means to be an overland explorer.
    • make a train! rig up a towing hitch and haul as many carriages as you can, be careful going down hills though!
    • perform some stunt work by creating ramps to jump your cars off of.
    • use a truck to deliver a rocket to an impromptu grassland launch site, and then find a way to stand the rocket upright for launch.

    feeling aquatic:

    • make a boat and set sail across the seas, yarr! 
    • create a submarine to explore the limits of the ocean.
    • launch a rocket from a submerged submarine.

    for rockets:

    • test your skills by doing a powered landing on the roof of the VAB, no aero parts allowed! no reaction wheels also for extra challenge.
    • grassroots rocketry challenge: assemble a rocket on the space centre lawn, fuel it, load the victims pilots, and launch! 
    • destroy every KSC building with pre-aimed rockets in a single launch

  3. Here is my entry, destination Dres with an unmanned craft named Terminus. :)




    Lift off! 


    Booster separation.


    Lower stage is detached, and the upper stage takes over.


    Fairing jettison once out of the atmosphere.


    The upper stage of the launcher detaches and heads back to Kerbin where it will burn up in the atmosphere.


    The Terminus craft in all it's glory, parked in LKO awaiting a transfer window.


    By repeated skipping of 10 days in the tracking station and fiddling with manoeuvre nodes, a transfer is eventually discovered on day 385.

    The departure burn necessarily took place in in the shadow of Kerbin so no pictures of suitable quality were able to be collected!


    After arriving at Dres the three small relay satellites are deployed. They are spread evenly around a circular equatorial orbit, each with the same 6 hour period so that they stay in formation over time.


    Next, the main satellite is detached and burns to reach a high polar orbit, providing a near continuous control link back to Kerbin.


    With communications secured, the transfer stage is ditched into the surface and the lander makes it's final approach...


    Touchdown! the rover does a little back flip to separate from the lander, which can then safely deploy it's solar panels.


    With everything in place, mission control declares success!




  4. It took longer than expected but I think I've finalised my 150t capacity re-usable launcher!

    I went for a rocket with core stage + 4 boosters (onion style fuel flow), everything splashes down or lands intact so that it can be recovered for reuse.


    Spoiler below contains a test flight with an over-large dummy mass of 180t to 100km orbit.


    A single engine type (vector) and tank size (5m) were chosen to simplify manufacturing, making Elon Kerman's life a little easier we hope! 


    Lift off of the "CYS - test flight" (Check Yo Stagin')


    Booster separation...


    The poor aerodynamics of the exposed tank ends provide additional stability to the entire rocket at launch, and additional aerobraking during recovery.  


    Core stage powering onward to orbit.


    The 180t dummy mass is deployed into a stable orbit.


    Concealed by the fairing during launch, the custom aerobrakes are now revealed! These guys are critical to correctly orientating and slowing the empty, yet still massively heavy, core stage.


    Toasty reentry is alleviated by a 3.75m heatshield mounted between the engines, chutes take over at lower speeds, and high-impact reinforced custom landing legs ensure a safe touchdown.


  5. @Norcalplanner I was having similar thoughts, although settled on 150t payloads to allow a little leeway for fuelling in orbit before transfer.

    My current initial payload (after many iterations) looks a little like this so far:


    After being placed into orbit, the transfer craft has just enough fuel to detach and fly to Minmus for refuelling (maybe 2 trips to top up everything), then I should be underway at the first transfer window.

    Using USI-LS, there is enough supplies on board to last a full return journey (if things go badly), but once landed I should be able to produce more than I consume insitu.

    I have also devised a cunning landing method whereby all surface gear enters together, then separates above the landing site. Each module's chutes deploy at slightly different heights so they spread out and won't land on top of one another (or despawn because of in-flight distance!) :) 

  6. @qzgy all "hardware and all fuel used for interplanetary transfers must be launched using the SLV" reads to me that the transfer stage must come as part of the NPM, no matter how quick you are! :P 


    Also: yeah, has the rule on returning Kerbs changed? I thought they could stay on Duna indefinitely once you get the big four (backup plan, duna space station, duna space bus, and positive uplink) and so long as you could feed and house them?