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silks

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Everything posted by silks

  1. Thought I'd finish what I started, so here's a trip around Eve's equator. Compared to the last design, this rotor based rover-boat moves faster, carries 4 passengers and handles rough terrain with ease. Sadly it can only run on 1x warp and builds up a strange shake after a while which can only be fixed with a quicksave. In theory this craft could easily go around Kerbin as well but I'm afraid I just lack the patience for another run.
  2. Took a break from roving around Eve and enjoyed the skies of Kerbin for a change.
  3. Did you manage to get it off the ground? Because I couldn't. Anyway, I switched the bearing and rotor, gave it a bigger tail fin and pulled down the wings (they should be even lower, to align with the center of mass). This engine is still quite unstable and under-powered but at least I could get off the ground and fly for a few minutes. [craft file]
  4. You are correct, it seems to only happen with these propeller type crafts. Rotating a probe in orbit for hours didn't make it wobble (although it could not rotate in a fixed axis like the propeller). Since it is a minor issue I'd rather not spam the same post again. But if anyone cares to investigate this exploit, here is the (completely stock)vessel for testing on (completely stock)Kerbin oceans. Until then, I accept the "that's an exploit" answer and leave it at that. Cheers
  5. Sorry but what exactly am I exploiting? You could take any craft, rotate it enough times and the same result would occur. I get that not many players tend to rotate their crafts too much so there is no need to focus on this. But even if rotating a craft is an 'exploit' why would you not want to 'patch' an 'exploit'? Snapping an angle to 0-360 degrees can't be more than 1 line of code.
  6. While driving/flying propeller based crafts for more than 10 minutes all parts of the craft get increasingly jittery (and eventually break/crash). Tested it without mods as well, in KSP 1.2.0.1586. I'm guessing the problem is that the amount of rotation builds up and the accuracy of the whole physics engine decreases. Is it viable to normalize the rotation values once in a while to prevent this or should I stick to quicksaving & loading (which makes everything stable again)? Or maybe the cause is something different. Either way, stock propeller enthusiasts would appreciate the help.
  7. We need even more speed! And here's a low altitude version: (slightly modified to get more speed) Yes I know they look horrible but, but.. the speed! Oh and here's a boat-rover that I'm using to circumnavigate Eve and Kerbin:
  8. This prop plane sadly breaks the rule of part offsetting, but would take you around Kerbin in 5 hours and how many times as you like.
  9. Thought I'd test out my boat-car-plane in this challenge before starting the Elcano challenge on eve. This thing is definitely not built for maneuvering or good/realistic looks, but it has enough speed to get a decent time of 2:17(ish), with 4 passengers.
  10. Tried this in 2014. Took about 30 quickloads to land it without navball. 5 engines and 3 legs seemed to be the correct kerbal-scale copy.
  11. Challenge completed! Solar panels seemed more eco-friendly, so I used those instead. Some probes slammed against the cargo bay while deploying which broke the panels. The trick was to pull up before staging. A few annoying bugs also tried to ruin the mission but with the help of quicksaves it was manageable. You might wonder why I left the last probe attached - I just forgot to put an antenna on the plane itself ...and a ladder.
  12. I totally agree. Here's a lazy design of a floating launchpad. Not sure if hyperedit was allowed but I used it to get above the sea. Too bad mechjeb can't hold it steady after the rocket has decoupled and is sitting freely on the launchpad.
  13. This one might actually work. It's a stock rover/boat that can (probably) cross most lakes on Eve. I've written a script in kOS to handle driving and will record the trip. It will probably take around 2-4 weeks to finish. Meanwhile, here's a quick sneak peek of the video: KOS also logs my position, so I can create maps like this:
  14. It's a slowed down version of a cover of a track from Sonic the Hedgehog. Thermodynamics in 1.0.5 are quite brutal, most of my SSTOs that worked in .4 now burn up. Just noticed how the rules don't forbid creating a world with 0% reentry heating... should probably clarify that.
  15. After multiple redesigns and about 40 attempts later... 8m 52s! Video is sped up 3x. Air brakes were the key, they worked wonders on reentry.
  16. Yeah, the ascent was carried out by MechJeb, which allowed me to go into full scenic mode. Sweet badge by the way! Looking forward to a Tylo launcher... if someone has a cpu to handle the part count.
  17. Such a good run but I think you forgot to plant a flag!
  18. Well this was tedious to build and test, but satisfying to watch all those stages drop. [Craft download] Duna attempt (start elevation 8250m):
  19. Here's my entry - 20.079t. Started on aerospikes but switched to Poodle engine once it's ISP got over 340s.
  20. Instead of putting extra weight on the front you could move the heavy jet engines as forward as possible. I usually imagine where the center-of-fuel-mass would be and bring the COM as close to it as you can. As for reentry, here's what works well for me: no SAS, disable reaction wheels, pitch up with ALT+S when there's enough atmosphere and control the descent rate by doing S-turns with roll. Balancing rocket fuel flow usually doesn't matter since once you cut the jets you're out of thicker atmosphere. Keep oxidizer tanks near COM and you'll be fine (or transfer the fuel by hand while flying).
  21. I'm not sure if this qualifies as 10 or 9 times around Kerbin since the terrain moved a full orbit. Sunrise was seen 10 times though, which is more than enough. After multiple test flights I settled for the slimmest wings and realized that however many radiators you stick in a cargo bay, they wont cool the poor kerbal sitting inside. So I went with the mk1 command pod and loads of fuel. Props to zolotiyeruki for "inspiration" and godspeed to whoever plans to beat this. [Craft download]
  22. Tested it with ore and rcs tanks and had no problems. Even improved the ratio a bit - to 24.32%. Ore payload version
  23. Hot Cosby - 24.28% - Download A simple low tech, unmanned SSTO. Protip: 1-segment fairings are the best nosecones. Total Launch Mass 21.655 (0:00) Payload Mass In Orbit 5.259 (1:44)
  24. A heavy lifter with 50% payload ratio and part count that doesn't make my laptop melt. It requires no custom action groups and also no final-tier parts, making it useful for career mode. Any ideas for improvement welcome, craft files here --> http://sil.herobo.com/misc/Nuke_Ray.zip
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