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TheBobWiley

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    Rocketeer
  1. 24 straight hours of kerbal career mode and some alcohol near the end had nothing to do with the creation of this beautiful piece of art! Also, I should have a taken a screen shot of the first stage boosters re-entry, the flag explosions were inspiring.... AND THE ROCKETS RED GLARE, THE BOMBS BURSTING IN AIR.... came true.
  2. On my way to the Mun to claim it for a certain nation. Can you guess which? Share more ships coated in American-ness if your cool enough.
  3. I have been working on a realistic car suspension utilizing stock parts for a little while and have decided to show it off for this challenge. The car is too top heavy and experiences quite a bit of body roll, but I'm still optimizing the system. Here is a picture of the core
  4. ExPatriotMissile, yes, both me and Hejnfelt accidentally utilize the bug you experienced. It is a part of the infiniglide physics bug. As the plane passes mach 1 in the stock game the planes begin to shake which makes SAS move the control surfaces really fast, which produce lift and reduce drag the more they move, thus going faster. The stock "speed limit" for air engines under 1000m seems to be right at 360 km/h without abusing any part of the physics bug. I built a super sleek 50 engine powered plane and without it shaking it could not pass 360 km/h, as soon as I nosed up and got the plane shaking it easily passed 400 km/h. This challenge is not good for stock unfortunately
  5. I actually have quite a few mods installed, but none of them change the game play (like FAR). I was using all stock parts on this plane too. The resource panel is KSP Alternate Resource Panel. I also had Mechjeb to keep track of my plane's drag and air needs, as well as weight and TWR. Im pretty certain stock atmosphere engines can't go much faster under 1000m without FAR, I had 50 of them going on a plane and it maxed out at 380 no matter what I tried.
  6. And the proof! - I just noticed I dipped above 1,000m on take off, but my top speed was reached after I leveled out under the limit. I can redo it if needed.
  7. Hi guys, First off, Ive never had luck building planes that A. can lift off before the end of the runway and B. stay straight while flying. With both of these hurdles in mind I saw this challenge and thought, hey, I bet I could build a light plane to go in the "stock" category (no FAR).... Well here she is, I even grabbed first place while I was at it! - I will upload the video later tonight, takes forever to convert from FRAPs to youtube....
  8. Due to my extreme pickiness with creating the LEM for my Apollo style missions I went ahead and made skylab first, This space station is the first module of many to come and can house 32 kerbals already. However most of the hitchhiker cans are analogous to the workshop space of the real skylab and I won't fill each module, 6 full time kerbals are expected once I build my Saturn S IB which will ferry 6 kerbals in an Orion style command module. The solar observatory launches atop skylab and uses a pivot system to swing it around once in orbit and dock it just like the actual skylab.
  9. Nvm, realized you are using novapunch parts, will post my Apollo style Saturn V soon. Then will start work on a space station project utilizing my Saturn Vs.
  10. HansBlix, what Saturn V are you using? I have one I'm using but I really like yours. If you have the link where you got it I would much appreciate it.
  11. Thanks for reminding me about max time warp throwing ioncross off, I bet that is whats happening, I currently have to carry 3 7,500 tanks and the large recycler just for a single trip to and back from Duna with 8 kerbals, this was causing me no end of weight grief. I think im going to use the air intake on duna for my main base, but im still going to attempt for a small amount of contingency o2 in case something goes wrong.
  12. Ok I need to know, who here is using Ioncross and how much "supplies" of it are you taking/how many kerbals are you supporting with it? My main problem with making progress on my plan is that I am currently carrying over half of my payload weight in ioncross O2 just to keep 4-8 kerbals alive for the 65 day trip to duna + 163 days until D->K hoemann window + 65 days to get back to Kerbin..... I have not fully run a mission yet to determine if I am way over doing it since ioncross has the recyclers, but I also need enough for emergencies. If anyone could post up how many units of ioncross they are using and how many kerbals it is keeping alive and for how many days, I would appreciate it. Also, are we allowed to use the air intake for ioncross on duna? I am planning on building a stationary base with lots of hab room and such, so carrying the huge amount of o2 I would need for any sizeable long term kerbal team is nearly impossible without sacrificing other things. Aside from all that I have about 2/3 of my vehicles built and tested on kerbin and will begin flying missions to duna to test DV needs and all that soon, but unfortunately college just started back up so I may be pretty busy :\ Even if I never get around to finishing this challenge it has been fun, insightful, and has actually made me think (overthink) how I build ships and missions in Kerbal.
  13. Quick question, about how much delta v is needed to take off from duna and achieve orbit at about 100km? My DDAV has over 1600 m/s, but all it has to do is go to duna orbit and back to duna, is that overkill? Im trying reduce weight as it it pushing the limits of my lifter right now :\
  14. Borkless, I did not know that their was a thing called the Mars Cycler, thanks for dashing my hopes of thinking I came up with something cool and un-thought of before I am flip-flopping between 2 main interplanetary tug designs and my OCD for redundancy is killing my mission. I am trying to build every stage with 100% redundancy, but its just not possible to account for every situation and over design every single ship (too heavy mainly). So I need to cut my designs back and simply use 2 of each vehicle for redundancy instead of each vehicle carrying redundant supplies/parts. Also, a question for sturmstiger, if we are using ioncross is it "cheating" to use the air intake on Duna (does it even work?) to create infinite supplies? I assume it is, but if we can use it to provide supplies for bases/vehicles ON duna, that would greatly decrease the 30,000+ ioncross supplies I currently need on each Kerbin-Duna bound vehicle.
  15. Congrats on the new laptop, Thats how I felt when I bought mine, spent too much, but worth every penny. Thankfully I have a desktop for kerbal so 500+ parts usually just starts lagging the physics in atmosphere. Those parts look really cool, what mods are you using? - KeithStone
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