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Anonymous49

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  1. Note: You can add a small third stage with 2 FL-T100 tanks and a swivel but will need to replace the modular girders to the third stage. Shut the engine down after reaching 80km. Only need around 4 for it as it have gimbal. Remove the EVA jetpack and the parachute - It's useless and can safe weight, remove the monopropellant in the pod to save more
  2. Now many people wanted to launch. But not me, I wanted to show how I play ksp career normal.after accepting the easy contracts, go to vab from there just pop a mystery goo canister on a random command pod Launch that, I'm serious, launch that. observe the GU, it should give you 3 science. Then take a crew report and a eva report. Then recover vessel. Now that we completed a contract, we should get almost 9 science, accept the "escape the atmosphere" one. Go for engineering 101 in the R&D facility. Keep the GU unit on - we still haven't take all the science yet. Now plug in the new thermometer we've got. Launch it. Log the temperature with the thermometer and the GU unit. Recover it. Then go for basic rocketry. Log the GU unit again for 0.2 science. Do the same in the runway (GU, thermometer, eva report and crew report). Remember to observe the goo unit twice! Now that we've got all science in the pads, lets launch! Keep the science things and add a RT-10. Put a TD-12 decoupler (TR-18A before 1.4). Then put another RT-10. Put a Mk16 parachute on the top. Then remove half of the solid propellant on a random one. I'll suggest the bottom. Remember to pluck 2 thermometers and gu units! Should be something like this. But just a quick note here: Overheating and velocity. Remove a bit of propellant (75 should be good). Your rocket would be accelerating something like 100m/s which means overheating. Throttle the upper stage down to something like 50%. The first stage burns up fast and doesn't hit MAX q so a TWR of almost 4 should be fine. Launch it. Turn on SAS and full throttle (T and Z), press space to takeoff. Store the data. Once the speed reaches 75m/s, do your gravity turn. Once the bottom one finish igniting, stage it, then ignite the upper one. Once it finished burning, check your Ap. If it is under 70km, it means that it is glitched, revert the flight. Once the red glow finishes, do the science experiments. Once we reach 70km, take a crew report, it should give you 5 science, log one of the thermometer, and observe a goo unit. Since we don't have a heat shield, we're going to use the upper stage as a heat shield as it is more heat resistance than the pod. Point retrograde. *Please note that if it flips automatically just put 8 modular girder segments on the bottom (of course above the chamber) to lower the CoM, however for that you need to increase the fuel to maximum and a small third stage with 2 FL-T100 tanks and a swivel but will need to replace the modular girders to the third stage. Shut the engine down after reaching 75km. Only need around 4 for it as it have gimbal. Remove the EVA jetpack and the parachute - It's useless and can safe weight, remove the monopropellant in the pod to save more Deploy the parachute when you can. Recover when landing. Now with 84.3 science, we'll "upgrade our gear". Go for General rocketry, survivability and general construction. We do need stability but now we have a heat shield we can fly straight up. Accept a ton of tourism contracts. Make sure it is divisible by 4. 12 is a good number to start. It's okay to decline a few unwanted ones. Usually 2. Note: Only accept significant ones. With over 200k in funds, upgrade mission control. Now, download the Expendable Falcon 0, also known as the suborbital maker/tour suborbital. but it is relatively advanced and cannot be launched. 1. Replace the tanks with 5 FL-T200 tanks. 2. Replace the wings with the Basic Fins 3. Remove the service bay Now fill the cabins in with tourists and keep on launching, we need to launch 12 before the next step and also take a crew report in the upper atmosphere for 4.5 science with only around 11 science (11.8), we need to get more. One of them is to do part tests. They're easy. Only accept trivial, Testing contracts (No hauling), contracts that is staged not run test buttons, location is landed or launch site. Accept 4, if not enough, use ALT+F12 debug menu. Start of with a KV-1 pod (as it contains a decoupler), then attach all the things u need on the bottom, 1 each. For solid rocket boosters remove all the propellant and for liquid engines don't put any fuel tanks then press w to flip it around Should be like that (for me) put everything together in staging sequence launch it, hit space and recover the pod there you go! now you got 4 science, some reputation and funds! Next, we are going to use a presmat barometer in survivability. We didn't use this before because of space problems, but now we don't need the goo unit and the thermometer on the pad, pluck a presmat barometer on a pod and log the pressure for 3.6 science and recover it. Now go for stability - we need wings for sure. Now we need a vehicle that will explore kerbin underneath the atmosphere. We want to fly with the stage, not ditch it. First, of course, we're modifying our suborbital vehicle. We're going to use this. It's totally designed to sleek high speed landings so we only need 2 chutes. The modular girder segments have a great tolerance impact of 80m/s. Immediately after liftoff, log one of the presmat barometer and pitch right. Once you are out of the launch pad area, shut your engines and deploy the parachutes. Once you are on the ground, log a presmat barometer, a goo unit and a therometer. Then recover the vessel. The next place we want to go is grasslands. first, upgrade the astronaut complex. Open the spaceplane hangar and load the vessel. Before launching, log pressure. We do need a bit of experience so go to the lands nearby to do a eva report and a crew report Then recover vessel. Now what are we doing with those science? this is what we want. Meaning, the stayputink. Also the science Jr is good for science so we will go for that. This is our ocean capsule. Take the modular girder segments out - we'll throw that away. We are going to the ocean Immediately after launching, take a crew report and a EVA report, we can do those later after launching tourists ditch the stage to save weight. Once landed, do the science experiments. With almost 50 science, we are going for basic science For now accept <=7 contracts, one is orbit kerbin, 3-6 significant contrats to ship tourists to space - we'll take a bit of money later upgrade the launchpad put a science jr underneath a pod and conduct material study should be something like this recover it launch it again recover it again launch it again recover it again after3 times, you should get a total of about 13.9 science, now its time to use this for space missions in between put a td-12 decoupler, and a mk16 chute 1. cheaper 2. less weight remove the jetpack though, we don't need it keep the personal chute though unless you're sure jeb won't accidentally get out and crash put four av-t1 winglets for stability. on top put 6 goo units, 2 presmat barometer and a thermometer immediately after liftoff observe 2 goo units and a thermometer when you're at ~40km observe 2 goo units, a presmat barometer when you're above 70km observe 2 goo units, conduct a material study, a presmat barometer and a EVA report remember to point it straight up! before seperation right click on the science Jr while holding on the ladder of the capsule, collect the data and bring it inside the capsule, ditch the bottom stage point retrograde when it reaches 300m/s deploy your parachute Touchdown and recovery now we have 86.5 science go for advanced rocketry - we need better tanks and engines Now we can ship our 12 eager tourists to space with the almost original falcon 0 - just replace the av-r8's with av-t1's. But there's a problem. CoM Add modular girder segments like before But... is that really safe??? Isn't that dangerous as one would not be cared? There's a much easier way Remove the decoupler and the service bay, make sure all chutes deploy for landing. Like before, use SAS to point retrograde and deploy the chutes when all parachutes fully deploy safely and pointing retrograde, EVA your kerbal to do a eva report, above grasslands it should land softly at around 2-5m/s, depending on the remaining delta v go for flight control, the new pod is great, we also need AV-R8's, the reaction wheel uses only electricity which is completely free and doesn't have mass it's like this upgrade the VAB and launch 16 more tourists Launch all 16 with this falcon 0 If the rocket kept on tipping try adding 3 landing struts start retracted and click on "G" to deploy it, because we upgraded VAB for a bit of science we'll take 2 trivial part tests like before finish them accept 12 tourism contracts upgrade tracking station We're now finishing this tutorial We're getting into orbit! The rusty, old, stupid Orbital 0 is too noob, it's in my kerbalx account named orbital craft, it's expensive and unefficient For me this is great. Test it. I kept on updating it to make it better Remember to conduct a material study in the upper atmosphere! Mechjeb flies this great, REMEMBER to do the gravity turn in 52m/s!!!! Note: I flew this quite a few times, mechjeb flies this into orbit with over 800m/s of excess delta v The new one is better, 0nly around 100m/s of excess delta v Btw, we want to land on highlands which is west of grasslands, try targeting for the ocean close to ksc Take a crew report and EVA report after landing on highlands, we should now have 36.3 science! Great! This tutorial is finished! Read it! It took me weeks to do this!
  3. I know, but i cannot be online on my computer this week i think, it was new year and i had to use ios instead cuz it is smaller
  4. i died before reaching 10km srry if i was not really online in the past few days it was new year
  5. i already did fly them myself, check how to get into a circular orbit. I finished step 1-5 myself before I even DOWNLAODED mechjeb. Unfortunately I crashed on the mun in step 6. I rendezvoused without mechjeb in "Rendezvous" but still I'm not good at docking sometimes i use mechjeb as a backup when I forgot to bring a parachute when landing tourists, mechjeb knows how to do a landing burn. in my first thread "Why my vessel crashes before reentry", I learned how to reenter and land manually obviously with chutes
  6. my first booster only costs 6k each, over 2 minutes of burn time, 400kn thrust in vacuum, TWR of over 1.6.
  7. what do you mean, i do see possiblites, just saying that you cannot put things on top of things like the stayputink and the RA-2
  8. not possible to flip it, has a RA-2 antenna on the top my traditional way is just to use LF's unless there's bankruptcy. Usually just use/edit explorer boosters like the first stage (which is a extended and more powerful explorer booster 2) and the boosters (which is extended for the first iteration and uses 3 skipper engines instead of a bobcat explorer booster 1).
  9. indeed i am rebuilding a better one, but because of a docking port anomaly on the station it could not dock. I tried to send a space shuttle up there to fix it tho, which is why i might say unrelated things becuz it uses asparagus staging, my core stage already burns at sea level at full thrust. My first stage had 23 engines which is why it is expensive. My module itself already costs over 50k
  10. i always use my traditional way it usually go beyond sometimes though
  11. a few thumpers usually bring me over 100km. A command pod with a thumper goes over 100km
  12. cannot shut down, like i they burn up their fuel when my apogee is something like 150km. u know what u said was asparagus staging, which was my original idea
  13. another problem is i cannot use asparagus staging for it, i cannot reignite it, i cannot extend it plus i don't have the mainsail yet it is a level 6 node
  14. seems good i have everything needed but if ur asking this is how big the 44t module (which includes fairing) isthis large
  15. i prefer LF's because they burn longer. My explorer sets of boosters burn over 2 minutes how to do that? The only thing I can think of that doesn't need engines are radial ones. But the maximum is the thud only. I don't have those structural adapters yet 23 skippers in the first stage 2 in the second stage 1 in the payload (which is the module) at liftoff the twr is 3.5, during staging the first stage has a twr of 6. The second stage starts of with a twr of around 2. But the payload would go through the fairing during the gravity turn this is the new one the old one has a similar first stage with also 23 engines but the boosters (which have 3 each) would stage 2 by 2 until all 6 go away. That's the problem.
  16. i had engine plates on the first stage and they act like decouplers if i didn't have engine plates i could not place 23 skipper engines on the first stage
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