Mars-Bound Hokie

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About Mars-Bound Hokie

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  1. My parents were promised flying cars in the future, so where are they? Well, move aside, Tesla Roadster, because I'm going to make good on that promise - on Minmus at least. BEHOLD, THE MINMUS FLYING CAR Craft file: Cost: 189,705 Docking-capable Vertical takeoff to gain enough altitude before firing the rockets to get into orbit. Has A LOT of science Including the new magnetometer (won't work on the surface) Use in spaceflight Has an action group for collecting all that data Picture of this car during a test run Download my craft file, send it to Minmus, and try it out for yourself. Be sure to have refueling craft/fuel tanks available for that car, though.
  2. I used the "Set Orbit" cheat to position it in orbit over Minmus. Turns out, it extended the antenna BEFORE running data. This new magnetometer might only be good for orbital probes/vehicles, apparently. I guess this means I can't use magnetometer on the surface of any planet/moon, or through the atmosphere (at a low enough speed so it doesn't snap off, of course). Too bad there's no KSP Wiki page on this thing. THAT would have been helpful.
  3. I updated to 1.10 less than a week ago, and I just noticed that there was a "Magnetometer Boom." added to the science parts list. For those of you who don't know what I'm talking about, here's a picture. I had just installed it on my flying Minmus car prototype, and yet I have no idea how to use it. More specifically, I tried to use the "Run Magnetometer Report" action group - along with the other science data groups (they were for the same key - 3) - but nothing. I then extended the antenna, but it only gave the option to retract it (aside from Autostrut and same vessel interaction). Below are the action group options. What exactly is this thing used for, and how? If there's a problem with the game/version, then how do I fix it? I have Version 2917 installed, by the way.
  4. In has been confirmed: the Mun Landing was faked, and the footage was actually taken on Dres.
  5. Press F to pay respects to all those brave kerbalnauts who died in nine years of pure awesomeness.
  6. My proudest (and my most nail-biting) moment was when I did the Jool-5 in an SSTO. - craft file of the beast that pulled it off. - imgur album
  7. Context in Spoiler Below:
  8. I sent a small two-stage rocket in orbit of Kerbin, only for the final stage to crash into the VAB. AFTER completing orbit. I'll end up less than a km away from the launch pad, but I've got my sights set on the VAB. Say your prayers, VAB engineers. DIRECT HIT. Otherwise, the camera wouldn't focus on that part of the building. No damage to the building, but it was a small rocket anyway. At least I hit it after full orbit. Reason (skip if you just came for the action)
  9. Need I say more? More below if the answer is "yes." I bet lots of you are curious about how far your planes can go from their starting point when their tanks are full. However, I doubt all of you want to waste time just taking them out for test runs - one plane at a time. This thread is to finally know, once and for all, how to calculate your planes' range? In the spoiler below, you'll find SPH shots of a few of my aircraft - none of which are SSTOs. What bugs me is that the delta-V count for the engines don't really give a clue. If they are, then I obviously missed it. Could someone point that out, please? I also noticed that the Regional Jet Challenge had the range equation as the following. However, I don't know if it's accurate. Speed in this equation is the given cruising speed at the recommended altitude. Is there any way to calculate the range of my aircraft without needing to download any mods? Thank you.
  10. I was cleaning my SPH of old craft files (mostly other people's creations and other spacecraft that currently have replacements), when I stumbled upon my first career plane. The aircraft in the SPH. I know it's fully upgraded in this picture (taken today), but it was the best I could do at the time I made this. Has a part count of 30, which includes a thermometer. Perfect for your first survey missions. Just be sure to land it right. Curious on what it can do, I decided to take it out for a spin. Recommended Cruising Specs Altitude Above Sea Level(m) 9,000 Surface Velocity (m/s) 270 Estimated Usage Time Over 2 hours It was evening at the KSC when I took off, which meant I was entering the dark side of the planet. However, much to my surprise, I saw some sunlight when I had less than 1/3 fuel capacity left. To be honest, I wasn't expecting the range on this plane to be this high. I don't know if pilots were allowed to go on EVAs when I first made it, but I wasn't going to just let Jeb take the easy way out of this test flight. I made sure I was over land when I descended, touching down smoothly. Still in one piece, so that should count for something. Only 1/4 fuel left, and about 1,187 km (that's 737.6 miles) from the KSC. Pretty impressive, isn't it? Pretty much your best choice for your first Kerbin temperature and crew report surveys. Craft file:
  11. I did months ago. By the way, have you tried flying my asymmetrical aircraft (craft file on KerbalX)? Took me a few tries to land it in one piece, but I did it.
  12. Yeah. What exactly is the goal of this game here? Travel 100 km from the KSC as fast as you can? Go as long as possible on one full charge - on the Mun? Carry at least five people to the mountains west of the KSC quickly. What? As for my entry, they don't call it the Speed Demon for nothing - and look who volunteered to drive it. As you can see, it has an unreasonably high top speed thanks to this rocket booster. It was originally installed to get up the steeper hills on the Mun. Has solar panels and a TCS unit, but I don't use them during the Kerbin rocket tests since they tend to fly off quite easily. Also, my rocket comes with an alternator. Here's the craft file for the speed demon AND the rocket that takes it to the Mun -
  13. That's not a challenge; that's last week's tourist run. Test picture of Bill and Val taking off from the Mun. I made at least two spaceplanes capable of landing on the Mun, refueling, and landing back on the KSC runway. Mun Hopper: Mk. II - Mk. III (current variant) - Laythe Speeder Craft file - I don't currently have any pictures of it on the Mun, but I would assume that it is capable of getting there - given that it has more delta-V in LKO after taking off than the Mun Hopper. Hope I didn't make this look too easy.
  14. From the creators of "The Airliner," and the "Around Kerbin in 80 Minutes," Dusted from the shelves of KerbalX Hokies Aerospace Presents (wait for it) B-343 (Picture taken today during a test run. Plane originally built December 2019) SUPERSONIC Long-hall, low capacity airliner Recommended cruising specs (used MJ Autopilot for the speed and heading hold; altitude was too bouncy) Altitude: ~14,000 m That's almost 46,000 feet, putting you in Class A airspace if you're in the U.S.A. Recommended Cruising Speed: 1,000 m/s Range: 4,280 km Fuel: 10,700 units Consumption rate: 2.5 Keep in mind that the consumption rate dropped over time as the altitude and speed remained constant. Also, I had to hold the altitude manually. If I used the MJ autopilot for altitude holding, I'd be bouncing up and down forever. Occupancy: 20 (4 crew + 16 passengers) Originally designed to fly the KSP Board of Directors through Kerbin at high speeds. They don't want to use SSTOs like the Poseidon or the Olympian, since not everyone who will use it (especially attendants/family members/others) are medically qualified to fly in space. Price: 138,804,000 Craft file here.
  15. Last time I built a subsonic Mk. 3 airliner without cargo bays, I had a bit of trouble keeping the plane balanced due to its CoM. Also, I was going for an occupancy of over 30 here. Do radiators (and batteries) count as cargo? I installed them inside the plane so that the large wings won't blow up mid-flight. Plus, kerbals can jump out of the plane that way - or get on it without having to go through the cockpit.