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sal_vager

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Everything posted by sal_vager

  1. Thanks for adding my 16 tanker Darkshadow, are you interested in adding my newest Munar craft? It will do the trip on 15 tanks even more efficiently than the Stocket and is also a fully stock ship. Name: The Fifteen To One Class: Micro Munar Craft Link: http://kerbalspaceprogram.com/forum/index.php?topic=7210.0 I am also working on a 14 tank stock Munar craft, and already have a 7 tank light orbiter, I\'m just deciding what to call it. Edit: Forget my 14 tank idea, this is better. Name: The Little Sipper Class: Micro Munar craft http://kerbalspaceprogram.com/forum/index.php?topic=7225.0 An all-stock 9 tank Munar lander and return vehicle. Edit2: Thanks Darkshadow Also here\'s my submission for the heavy lifter category, called the K-F-F Small Fuel Carrier. http://kerbalspaceprogram.com/forum/index.php?topic=7262.0 Also just one more thing, the Little Sipper was inspired by Gruntzilla\'s 10 tank Munar craft which he showed me here: http://kerbalspaceprogram.com/forum/index.php?topic=7210.msg101861#msg101861 I think he deserves to have his ship in the Micro Munar category as well.
  2. The Fifteen To One. Fly to the Mun on 15 tanks, land, then return on only one? How do you rate your chances? (stock) Sometimes you need to make every drop count, and still pull off feats that keep space exploration in the public eye. On top of the Daisychain fuel system, already widely regarded for helping squeeze the last ergs of Delta-V from any rocket, and for helping prop up Kerbins sewerage and garden hose industries, comes a brand new design innovation. ! Droppable engines ! Everyone knows a lighter rocket is a more efficient rocket, now you can add instant lightness by throwing those heavy old engines away. Despite having even less fuel than the Stocket Pocket Rocket, the Fifteen is so light that in careful hands it\'ll have even more in reserve for on-orbit maneuvers. Now available in both regular and RCS flavours from the factory. Ship files after the pics, have fun flying I have now updated the Fifteen to work in 0.14 without parts rearranging themselves in the VAB. A full Imgur gallery is here: https://imgur.com/a/v2CX2#0
  3. I just had to have one more go I think I have cracked it, I\'m currently orbiting with more fuel than the first ship, despite launching with only 15 tanks, so I should have enough to land on the Mun with more fuel left in the lander. And I have ASAS for the entire flight, still no RCS though. No struts either, they only added 0.15, I should have brought them I\'ll have a shot at the Mun and see what fuel is left, then that\'s it for me tonight, I running on an autosave so can\'t upload the ship just yet, I\'d be happy to let you be the first to land this ship if you don\'t mind waiting a bit for me to sort the file out. Edit: I messed up the burn, and found myself on a collision course with the Mun with no possibility of avoiding it, but I did have a fair bit of fuel left. This ship should be It, even changing the engines I doubt I\'ll get much more out of it but I\'ll still give it a go. Also I had to give it 'feet' so it wouldn\'t blow up on the launchpad, shame it looks so strange now. Good luck Edit 2: I had an idea, couldn\'t sleep, had to try it. Almost 2 full tanks remaining ( plus a full lander ) and I\'m in a stable orbit, thats even more than the previous ship, just dump the unneeded engines ( and excess weight ) as soon as your apoapsis goes over 70k Munar orbit transfer will take another tankful, leaving almost a whole tank for orbital corrections and Munar de-orbit, I had only 2/3rd of a tank left with the Stocket Pocket Rocket. You might even have enough to land on the fuel tanks, if they can take the strain I can ditch the wings completely. Of course the proof of the pudding is in the eating, someone needs to actually fly this thing I\'ll be away for a few days with no internet, if only there was a pilot available to test it out Edit 3: The Stocket Pocket Rocket has changed so much it\'s now a whole new ship, it\'s time to tidy it up and take it to the Mun, see you in the next thread. Ugly but light on it\'s feet Lots of fuel left
  4. I\'ll have to try the ASAS version as well, you might be able to save a little fuel if you keep to half a pip on the throttle gauge when coming back, thats what I did as I thought I\'d run out too, and dumping the wings is a good idea. An RCS will add another kilo which i don\'t think I can afford fuel wise but I might be wrong, I don\'t rate it much as a control system ( until we need it for docking ) but if you\'re going to use it just for thrust would it offset it\'s own weight? Also I just tested it, you\'ll explode and die if you hit land with an RCS tank on your capsule, meaning you\'ll need another decoupler, and another 0.8 kilo of weight. ( can\'t rely on hitting water ) You\'re right about the radial decouplers, far too heavy but unavoidable as without the wings it\'s too easy to bust the engine or tip over, 3 is the minimum I can get away with, they have struts as well because the decouplers themselves are too flimsy. The wings themselves are really only a stopgap for landing legs, as soon as there are stock legs the wings are gone. What can I say? It\'s a frugal, efficient rocket that needs careful flying, not bad for such a piddly amount of fuel and a ship that others would class as a light orbiter I\'m testing a true 15 tank design, no ASAS though, it\'s been hard work but I can get into a stable orbit with 1.5 tanks left in the main ship, plus the full tank on the lander, it might be possible to do the trip and return with a lot of luck, but it\'s the challenge that makes it fun.
  5. Feel free to pop out the 16th tank if you think it\'s too much I\'m not a good pilot either and have no idea when it comes to ascent profiles, If you think you can manage with only 15 then go for it, when I tried it I felt I could land but never return ( I crashed ) and that was with minimal throttle out of atmosphere and a fair bit of luck with my Munar orbit. Actually it might just be possible to do the trip on 15 tanks, I stripped down the ship and will try it myself tomorrow, I swapped out the engines for the leaner type, removed the chutes, struts and ( gulp ) the ASAS, I\'m afraid its going to be manual all the way with this one.
  6. A slightly larger ship then I prefer, but was part of my testing when figuring out how boosters work. 20 Main engines..... 54 Fuel tanks.... Daisychain fuel system.... Will fly straight up to over 2.6 million meters in 21 minutes before running out of fuel.... Handles.......Badly. All Stock parts..... Could probably be made to fly higher, but I thought it flew quite far enough and decided to learn how to orbit instead of just flying directly to the Mun. Watch your first 3 booster pairs, they don\'t last long.....
  7. I just thought I\'d switch the ASAS to the lander for you and found that it\'d not saved the 16th tank from earlier testing, I was trying to land with 15 just to see if i could. I have replaced it with the proper file just in case it\'s not my mind going, really sorry about that, and have also moved the ASAS for you, cant say if it\'ll return to Kerbin though as now it\'ll have more weight to bring back, that\'s also why I don\'t have an RCS, too much weight. I\'m glad you like the rocket as well, it uses my daisychain fueltank idea to be so efficient. Let me know if you can return with the ASAS on the lander
  8. Would it be possible to add my ship under a miniships class? It\'ll land on the Mun and return but takes some effort to fly frugally. Ship name: The Stocket Pocket Rocket ( its very small ) Craft type: Munar craft ( or possibly Miniship ) http://kerbalspaceprogram.com/forum/index.php?topic=7078.0
  9. Land on the Mun and return with this all-stock ship, using only 16 fuel tanks. As promised, here is my smallest Mun capable stock ship so far, it\'ll get you there, land and return. I don\'t think I can make it any lighter without new stock parts. Just like with my previous ship the Micro Mun Lander, it uses a daisychain fuel tank system to achieve it\'s high efficiency, but even so, fuel is tight so take it easy once you\'re out of the atmosphere A full Imgur gallery can be found here : http://imgur.com/a/pC8s6#0 Have fun. The Stocket Pocket Rocket
  10. Hello all I thought for my first post I\'d introduce myself with my latest vessel, I like to see what I can do with the fewest and smallest parts. Have fun with the Micro Mun Lander. Edit: Just in case you\'re thinking this is some overpowered cheat ship, it has a total thrust at launch of 201, 1 point more than a single standard main engine, and a total fuel payload of 1526, or just over 3 standard tanks, also the capsule has its own engine with a max thrust of 30. You\'ll need the Down Under Aerospace and party supplies pack if you don\'t already have it as all the extra parts are from there. It takes a fair bit of care with your flying to keep enough fuel for landing, and you\'ll want to drop the main part of the ship in the last few hundred meters, letting you touch down with the capsule on its own (no landing legs). Please note, if you change this ship, it\'ll mess up the drop order of the boosters and it relies heavily on that setup in order to reach the Mun, or in fact even to reach orbit, In case you\'re curious, each pair of boosters feed into the next and then into the main tank, this lets you keep each 'stage' fully fueled and still use it\'s engine. I also have a fully stock ship that uses this system as well, and should get me to the Mun and home on 16 regular tanks, but I have yet to land it without busting my rocket, soon as I\'m sure it works I\'ll upload it as well. Edit: ( Don\'t read if you want to figure out how to fly this ship yourself ) How I fly her. Launch at full throttle, the supporting frame and tri-coupler are meant to remain behind. Watch for the first boosters engines to go dark, jettison. Pitch to 45 degrees due east, just before the second boosters need to be dropped. Watch your Apoapsis, when it hits 60k, pitch to 90 degrees east, you\'ll still be around 45k at this point. Drop the last boosters, then kill the main drive when Apoapsis hits between 70k and 71k. When you are at about 65k, make another full burn to start raising your Periapsis, cut drive again the moment you get Periapsis out of atmosphere, don\'t worry about rounding your orbit, you can\'t waste the fuel. You should have one and a half tanks left in the main craft, the Munshot itself is another full power burn and should leave you with almost a full tank remaining. Once at the Mun, sort out your orbit using low throttle settings and short full bursts, you are looking to have around three quarters fuel left for the deorbit and landing. Choose your landing site, use mid to high throttle to stop your horizontal speed, descend engine first, low throttle openings are a must at this point. You have no landing gear, and you cannot land on that pointy engine, you have to kill the drive and jettison the main ship just before landing, the capsule has it\'s own drive with about half the power, a few light bursts will see you safely down with almost all the capsules fuel intact. Take a few snapshots of the lovely scenery when you\'re done, throttle up and get into a Munar orbit, take it easy and don\'t waste fuel, you have very little and it has to last you. Make your TransKerbin burn, aim to just get captured by Kerbins gravity. Don\'t try to be fancy here, just correct your orbit to bring you down into the atmosphere for aerobraking, you don\'t have enough fuel for anything else. Jettison the parachute cover while facing away from your course, or it\'ll smash your chute and can even destroy the capsule. Pop your chute, use a bit of thrust to cushion your landing if you want (if you have the fuel), well done, you made it to the Mun and back in a ship that\'ll fit in your pocket
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