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The Procrastinaut

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  1. Damn, I'll try and get the links fixed in the morning, must've parsed the wrong urls
  2. Starchaser Orion Mk.II (Moho Edition) (Mods; Mechjeb) (I had no idea there was a thread for this! I've posted this in the 0.21 stock and mod repository, then I found this, so allow me to present to you my Moho-capable design) After conquering the moons of Kerbin, the KSA desired to stride deeper into space, but none of their current spaceships were capable of landing on a body larger than the moon. Designed to enable a crew of up to 6 Kerbals explore the far reaches of the Solar System for years at a time, with the potential to stop at multiple planets along the way, this huge ship was their solution to the problem. Too big for a conventional launch, Orion was constructed on-orbit from three different launch vehicles; 1. Orion Return & Propulsion Module 2. Orion Lander & Habitation Module 3. Orion Replacement Lander + Fuel (The replacement lander was sent up to replace a fault on the original lander, which has since been fixed, so unless you knock something during assembly, you can remove this) 4. (Optional) Nano Moon Lander (provides a 2-seat moon lander with Dv~2km/s, plus 2 atmospheric probes for deployment in places the lander cannot land and return from (eg Eve, Jool) From the beginning, Orion was designed to be modular, allowing a wide variety of module combinations. Need more fuel? Add another fuel module! Barebones mission? Ditch the habitation module, any extra crew can sit in the 4 external seats (provided)! (Handy Infographic? you got it!) Action Groups 1 - toggle all solar panels on the vessel 2 - toggle all floodlights/landing lights 3 - toggle all ship illuminating lights (excluding floodlights) Included Lander Bundled with the ship is a very capable lander: -Up to 3 crew -Dv~2+km/s -TWR on Kerbin = 0.96 when full -Drogue 'chute allows almost powerless landing on celestial bodies with an atmosphere (In this example, Duna) -Scientific detectors onboard -Single stage so completely re-usable The Delta-v of the lander can be increased to 3km/s by docking to the additional rockomax fuel tank (provided) to allow landing on larger celestial bodies, or those without an atmosphere (in this example, Moho) As a test run, Orion was sent to Duna with 6 crew; 3 landed on the surface in the lander (see above), 2 took the Moon lander to land on Ike (below) and 1 stayed in the mothership (below). After all crew successfully returned and ships re-docked, she still had Dv~8km/s to spare. Things to note: 1. when a second jumbo fuel tank is added to the stack, when firing the Kerbin Departure stage, a large wobble appears. However, nothing broke so I think its okay. 2. When using the nuclear engines, remember; its top acceleration is 2m/s, so expect loooong burn times. As an example, when entering the Moho SOI, the burn time is about 30 minutes to achieve orbit! Overall a very capable ship, hope you enjoy.
  3. Starchaser Orion Mk.II (Moho Edition) (Mods used: Mechjeb. This is basically stock but with mechjeb attached) After conquering the moons of Kerbin, the KSA desired to stride deeper into space, but none of their current spaceships were capable of landing on a body larger than the moon. Designed to enable a crew of up to 6 Kerbals explore the far reaches of the Solar System for years at a time, with the potential to stop at multiple planets along the way, this huge ship was their solution to the problem. Too big for a conventional launch, Orion was constructed on-orbit from three different launch vehicles; 1. Orion Return & Propulsion Module 2. Orion Lander & Habitation Module 3. Orion Replacement Lander + Fuel (The replacement lander was sent up to replace a fault on the original lander, which has since been fixed, so unless you knock something during assembly, you can remove this) 4. (Optional) Nano Moon Lander (provides a 2-seat moon lander with Dv~2km/s, plus 2 atmospheric probes for deployment in places the lander cannot land and return from (eg Eve, Jool) From the beginning, Orion was designed to be modular, allowing a wide variety of module combinations. Need more fuel? Add another fuel module! Barebones mission? Ditch the habitation module, any extra crew can sit in the 4 external seats (provided)! (Handy Infographic? you got it!) Action Groups 1 - toggle all solar panels on the vessel 2 - toggle all floodlights/landing lights 3 - toggle all ship illuminating lights (excluding floodlights) Included Lander Bundled with the ship is a very capable lander: -Up to 3 crew -Dv~2+km/s -TWR on Kerbin = 0.96 when full -Drogue 'chute allows almost powerless landing on celestial bodies with an atmosphere (In this example, Duna) -Scientific detectors onboard -Single stage so completely re-usable The Delta-v of the lander can be increased to 3km/s by docking to the additional rockomax fuel tank (provided) to allow landing on larger celestial bodies, or those without an atmosphere (in this example, Moho) As a test run, Orion was sent to Duna with 6 crew; 3 landed on the surface in the lander (see above), 2 took the Moon lander to land on Ike (below) and 1 stayed in the mothership (below). After all crew successfully returned and ships re-docked, she still had Dv~8km/s to spare. Things to note: 1. when a second jumbo fuel tank is added to the stack, when firing the Kerbin Departure stage, a large wobble appears. However, nothing broke so I think its okay. 2. When using the nuclear engines, remember; its top acceleration is 2m/s, so expect loooong burn times. As an example, when entering the Moho SOI, the burn time is about 30 minutes to achieve orbit! Overall a very capable ship, hope you enjoy.
  4. Starchaser Orion Mk.II (Moho Edition) After conquering the moons of Kerbin, the KSA desired to stride deeper into space, but none of their current spaceships were capable of landing on a body larger than the moon. Designed to enable a crew of up to 6 Kerbals explore the far reaches of the Solar System for years at a time, with the potential to stop at multiple planets along the way, this huge ship was their solution to the problem. Too big for a conventional launch, Orion was constructed on-orbit from three different launch vehicles; 1. Orion Return & Propulsion Module 2. Orion Lander & Habitation Module 3. Orion Replacement Lander + Fuel (The replacement lander was sent up to replace a fault on the original lander, which has since been fixed, so unless you knock something during assembly, you can remove this) 4. (Optional) Nano Moon Lander (provides a 2-seat moon lander with Dv~2km/s, plus 2 atmospheric probes for deployment in places the lander cannot land and return from (eg Eve, Jool) From the beginning, Orion was designed to be modular, allowing a wide variety of module combinations. Need more fuel? Add another fuel module! Barebones mission? Ditch the habitation module, any extra crew can sit in the 4 external seats (provided)! (Handy Infographic? you got it!) Action Groups 1 - toggle all solar panels on the vessel 2 - toggle all floodlights/landing lights 3 - toggle all ship illuminating lights (excluding floodlights) Included Lander Bundled with the ship is a very capable lander: -Up to 3 crew -Dv~2+km/s -TWR on Kerbin = 0.96 when full -Drogue 'chute allows almost powerless landing on celestial bodies with an atmosphere (In this example, Duna) -Scientific detectors onboard -Single stage so completely re-usable The Delta-v of the lander can be increased to 3km/s by docking to the additional rockomax fuel tank (provided) to allow landing on larger celestial bodies, or those without an atmosphere (in this example, Moho) As a test run, Orion was sent to Duna with 6 crew; 3 landed on the surface in the lander (see above), 2 took the Moon lander to land on Ike (below) and 1 stayed in the mothership (below). After all crew successfully returned and ships re-docked, she still had Dv~8km/s to spare. Things to note: 1. when a second jumbo fuel tank is added to the stack, when firing the Kerbin Departure stage, a large wobble appears. However, nothing broke so I think its okay. 2. When using the nuclear engines, remember; its top acceleration is 2m/s, so expect loooong burn times. As an example, when entering the Moho SOI, the burn time is about 30 minutes to achieve orbit! Overall a very capable ship, hope you enjoy. EDIT: Current .craft files have Mechjeb on them! I'll try and sort this out by the end of the day, but for now this won't work on a clean install
  5. Thats exactly what happened to me when I was iterating on this design; it initially had 8 tanks and finished a circumnavigation with 3/4 of a tank to spare. I removed the 8th tank, did it again and still had half a tank spare with 7 Without a height limit, you can go up to about 40km with a single engine on about 10% thrust and circumnavigate on a single tank! Anyway, I went back to my design and removed 2 air intakes, lost a set of landing gear (they weigh a literal ton!) and adjusted the centre of mass forward slightly. Combined with more aggressive ascent and descent profiles, and getting hair-raisingly close to the altitude ceiling, I knocked almost 4 minutes off my time! Starscreamer 6.1 - Circumnavigator 2 Time: 38m 47s Max Altitude: 24,994m Max Speed: 2,047m/s A Slightly...steeper...ascent profile than normal... In flight Again, a more aggressive descent than previous attempts Slightly more comfortable with the fuel, although still running on fumes Nailed it! I found I was losing lots of time in the ascent and descent, the earlier you can get up to speed and the later you leave it to slow down really does make a large difference If you tell me how/where to upload it, I'd happily share
  6. Agreed, however its a diminishing returns scenario when you add more engines; doubling the number of engines won't double your speed because air resistance is proportional to the square of your speed (or some rule like that, thats probably not the right one but it gets my point across), when I was competing in this challenge before the Purge I managed to pass 1950m/s with a single engine craft, and with a double engine craft it only just hit 2,100m/s, and when you double the engines you also have to double the fuel, which nearly doubles the weight etc etc. I found that 2 engines worked best for me but thats because I designed my ship to run at full throttle and JUST have enough fuel left on touchdown, this was back before there was a height limit to the challenge so I was cruising at 28,300m with 4 intakes per engine (28,310 and the engines cut out). I retried this design with 3 intakes and it flies fine at 25k, so someone who fancies managing the throttle on their own aircraft instead of jamming it to full and holding on until the fuel runs out will probably get a pretty fast time! You probably could, and you're welcome to, this was almost the exact same design that got me my 34m 50s run in the old challenge, so I simply stuck with a design that I knew would work, and didn't fiddle with it It didn't break sweat with 6 intakes on, so yeah it probably could do with some intake magic EDIT: As regards to fuel, I worked out that an engine going full whack will take approximately 10 minutes to drain 150 units of fuel (one mk1 fuselage), so a 40 minute circumnavigation will take 4 tanks per engine at full power, this design had 7 tanks between 2 and fuel levels got a little hair-raising towards the end hahah
  7. Oh I've missed these circumnavigation challenges. Starscreamer 6 - Circumnavigator Time: 42m 31s Max Altitude: 24,934m Max Speed: 2,041m/s On the runway, pre take-off In flight Running on fumes here, KSC in the distance Ran out of fuel mid-descent, thank Odin it glides well Touchdown & final stats not quite my record before the Purge (34m 50s) but I'm happy nonetheless With a better ascent, fewer intakes and flying closer to the altitude ceiling, I'd say this is doable in under 42 minutes, heck maybe even 41! But thats for another day
  8. Alas, unless you can "successfully return" you don't get the achievement. However, I didn't think it was possible to do that much in a single mission, wow! Updating the OP now
  9. It looks like a palm tree! I had a big debate with myself when making this challenge because of xenon, and thats why I decided to make achievements too: getting to orbit with all that delta-v is good enough, but then actually being able to DO something with all that delta-v is another thing entirely I probably did... *facepalm*
  10. Any upper stage is fine, as long as its stock good point I forgot to mention that: as long as it takes off before the solid booster runs out of fuel, it's a legit craft. (OP Updated)
  11. Do it! It's looks a great design, and you could probably get the "proper job" achievement too!
  12. Example Submission Name: SRB Challenge 1 Delta-v: Negligible (half a litre fuel left) Achievements: Gemini (Total = 5) On the Pad In Orbit Map View (excuse the large amount of debris)
  13. SRB Challenge (Ares-1 Style) In part a tribute to the cancelled Ares-1 rocket, the aim of the challenge is to create a Kerbal-carrying rocket that has, as its first stage, a Rockomax BACC Solid Fuel Booster as the ONLY propulsion method, then an upper stage (or stages) to get it into orbit. There are two leaderboards: one will be based purely on the amount of Delta-v the remaining craft has once placed in a 70x70km orbit (Mechjeb or equivalent required for this bit), and the other based on achievements. This is primarily a construction challenge, so Mechjeb can be used to pilot your craft, although not necessary. Ship must be stock apart from Mechjeb (or equivalent data-providing mod). Rules 1. First stage must be the Large White Rockomax SRB ONLY (control surfaces can be placed on this though) 2. Must have a crewed Command Pod. 3. Mechjeb (or equivalent delta-v displaying mod) required. 4. All other parts must be stock. 5. Craft must be able to take off from the pad BEFORE the booster runs out of fuel. 6. Craft must be placed in a 70x70km orbit (Higher orbits will be accepted, but try to aim for this as a solid benchmark) Submission Requirements (example below) 1. Ship name, amount of delta-v remaining in orbit, list of completed Achievements. 2. Screenshot on the launchpad. 3. Screenshot in orbit, with mechjeb window displaying remaining delta-v (if unsure what this is, see below) 4. Screenshot of any achievements you're eligible for. Achievements Gemini - space for 1 Kerbal +5 Two's Company - space for 2 Kerbals +5 Three's a Crowd - space for 3 Kerbals +10 Taxi! - space for 4 or more Kerbals +10 Powered Landing - De-orbit your ship and perform a powered landing. +20 Hard Landing - Crash. (but everyone survives). +5 Home Again! - Land at KSC +5 Proper Job - Achieve an orbit of 421x421km (orbit of the ISS, Ares-1's intended destination) +10 Burn Prograde! - Reach the SOI of a Moon +25 Moar Power - Reach the SOI of another Planet +30 One Small Step - Land on a Planet +35 One Medium Hop - Land on Minmus +40 One Giant Leap - Land on the Mun +50 Return Ticket - Successfully return from a landing on another Celestial Body +50 Leaderboard (Delta-V) 1. Tavert - 29,066m/s 2. Tavert - 11177m/s 3. Cirdan - 538m/s 4. The Procrastinaut - 0m/s 5. Leaderboard (Achievements) 1. Tavert +195 (Gemini, Proper Job, Burn Prograde!, Moar Power, One Small Step, One Medium Hop, One Giant Leap) 2. Cirdan +10 (Gemini, Hard Landing) 3. Tavert +5 (Gemini) 4. The Procrastinaut +5 (Gemini) 5. Where can I find this Delta-v? In Mechjeb, this can be found under the "Vessel Information" tab. "Vac. ÃŽâ€v" is the value you are looking for. If you have multiple values under this column, add them together. This is my first challenge submission, any suggestions on how to improve would be welcomed.
  14. Gave it a go, SSTO with rockets only, however the powered landing went a little dodgy coz I forgot to put lights on to see how quickly the ground was approaching and hit at about 20m/s, destroying most of the craft. Pod was intact though, and you never said we had to re-use the ship afterwards Anyway; 3 achievements, total 60 (40 if the landing doesn't count), screenies below: Takeoff Gravity Turn Orbit! Re-entry The landing *ahem* Nailed it.
  15. I have two questions: 1. Could we use mechjeb during the flight for instrumentation purposes only? i.e. delta-v readout, ap+pe etc, and not to control the ship? 2. Could you add an achievement to complete the challenge without jet engines? Its far harder to SSTO without jet engines
  16. I thought you'd edited the persistence files, but if you used a rocket from Kerbin then hats off to you sir!
  17. I only managed to get to 14,502m up, but unlike this guy I launched mine all the way from Kerbin, landed then took off from Eve For proof and pictures--> http://kerbalspaceprogram.com/forum/showthread.php/20900-Land-on-Stuff?p=280010&viewfull=1#post280010
  18. got to eve (missing half my fuel tanks due to deep space time warp kraken), but when I took off again only got to 14,502m, so near yet to far... http://kerbalspaceprogram.com/forum/showthread.php/20900-Land-on-Stuff?p=280010&viewfull=1#post280010
  19. I tried launching a mahoosive rocket from Kerbin and sent it on a mission to Eve. got to eve ok, but I ran out of fuel on my interplanetary stage tanks so I wasted over 4000L from my lander tanks just getting down to the surface; after all that (and landing on a slope and having to jettison more fuel), I managed to take off again and get to a maximum altitude of 14,502m - Pics are through this link http://kerbalspaceprogram.com/forum/showthread.php/20900-Land-on-Stuff?p=280010&viewfull=1#post280010
  20. Having spent the last 8 hours glued to KSP, finally managed to land on Eve - with enough fuel left to make it back up to 14.5Km! Sadly this is still way short of even getting into orbit, but oh well I feel this could've gone worse :') Pics below; The Deltron v6.7 (150,000L, very laggy) Interplanetary stage (5000L service module + 10000L lander) Touchdown! Attempted Ascent Maximum Altitude (14,502m) P.S. has anyone done better than 14,502m getting off the surface of Eve?
  21. Here's my single seater to Duna, made it home with half a tank left
  22. Ahh! I had Mechjeb on v0.16, but I haven't put it in 0.17 yet so I'll go give that a go, thanks!
  23. Is there a rule of thumb for gauging when to retrograde burn when in a solar orbit at the same distance as kerbin, in order to get to eve? how many degrees behind my ship should it be before I start retroburning?
  24. When I build rockets, I want to know their weight, thrust at take-off and fuel capacity - is there any way to find this all out without having to manually add up everything using the component list in the VAB? :/ any help would be greatly appreciated!
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