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zarakon

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Everything posted by zarakon

  1. Yesterday I was trying to see how hard I could crash into Kerbin, but I was too slow in turning down the time warp and went straight through the whole planet at around 8000km/s
  2. I don\'t think I have any actual record of it, but a while ago I hit the moon at over 6000km/s with a fairly large rocket (stock parts). It kind of glitched and went through the surface.
  3. why does it matter? it\'s not like this is some political discussion that\'s lost its relevance 3 stages of SRBs, where each stage dwarfs the one above it?
  4. That\'s nothing. In my journey to the sun I reached 626,812m/s smoothly before getting ejected from the system at 54,462,119m/s http://kerbalspaceprogram.com/forum/index.php?topic=3008.msg66852#msg66852
  5. Here\'s my first attempt at a big explosion Stock parts, originally just designed for Munar landings. Didn\'t eject any stages until just before impact
  6. ahh, I\'ll try to keep that in mind. I never though of the copies as being any different from the originals
  7. Stock parts. It was actually built for LANDING on the Mun, so I could definitely get more raw speed by stripping it down some Screenshot 1: T+01:29:14 : Just about to impact the Mun at 6408m/s Screenshot 2: T+01:29:15 : Impact! Apparently my craft clipped through the surface to make a cool explosion underneath. Screenshot 3: Flight Results
  8. Yesterday, someone posted a ship in a challenge thread that was able to reach ~9600m/s straight up from Kerbin with stock parts (here). I realized that was perfect for decaying my orbit around the sun to fall right in. I hadn\'t read anything yet about what happens at the sun, so this was all new to me.. In the attached images 1-11: 1. Orbital velocity eliminated. Starting to fall toward the sun. 2. Getting close to the sun, speed at 30km/s 3. Map view showing straight-line trajectory. It doesn\'t display perihelion.. 4. Only 64km altitude! 188km/s 5. Strange, altitude is going back up, but so is my speed. 200km/s 6. Map view reveals that the altitude reading has gone negative, and I\'ve still got a ways to go. 7. 59Mm into the sun, speed is up to 627km/s. G Force meter is maxed out 8. Never quite reached 60Mm, that must be the radius of the sun. When I approached the very center, the physics simulation broke down and I got flung out at 54,462km/s! 9. The forces in that slingshot apparently broke my ship in half, and the two pieces are slowly separating. 10. My craft was sent out of the system, almost straight down from the plane. I only lost a few hundred m/s of velocity while escaping the sun. Not pictured because a screenshot wouldn\'t show anything, but the navball was flickering back and forth between two different headings, and trying to view the solar system in map view started to produce similar glitchy behavior. 11. I let it run at 10000x speed for about an hour, and approached the 999999Gm mark. At 999000 I started slowing down speed so that I could get a screenshot at 999999, but when it reached about 9991500, everything broke, as you can see in the screenshot. It was a fun trip!
  9. How much damage can you do to the Mun? Two categories: 1. Pure speed or kinetic energy. Just crash into the Mun as hard as you can. 2. Make the biggest explosion that you can on the Mun. Videos would be best!
  10. There are a few problems I run into using the editor that can be really annoying when I\'m working with large crafts 1. If I need to make a change to an upper stage of my craft, it (as far as I know) requires detaching and setting aside the entire lower part of the rocket. Sometimes when I re-attach it, some of the strut connectors and fuel lines will be disconnected. It\'s a huge pain when they\'re in the center of a big cluster where I can\'t get a good camera angle. Is there a known 'best practice' for avoiding this? 2. Whenever I try to do multiple symmetries (radial decouplers -> stack tricouplers), there\'s a good chance that it will get horribly glitched. Sometimes it seems to forget that certain parts are included in a symmetry, sometimes it will only allow me to edit a part at 2x symmetry when I originally used 3x, and sometimes it breaks entirely and I end up with floating blue circles where they don\'t belong. I\'ve had some success with building just a single branch, using 3x symmetry below the tricoupler, then reattaching the whole thing to the trunk with some symmetry, but it doesn\'t always work out, and I\'m not sure why. I also end up with a LOT of issues trying to use strut connectors in these setups. Any best practice here, or is it just something to avoid entirely?
  11. The first thing I did when I got to the Mun after updating from an old version was to get my orbit as low as possible. At around 500m I just BARELY clipped a mountain ridge. It took off my engine, but did nothing else. Then I slammed right into the side of a taller mountain. Over all it was awesome
  12. khyron42, I noticed that the top speed on your rocket is higher than Kerbin\'s orbital velocity around the sun so I decided to use it for something slightly more.. kerbal.. I\'m sure people have already done this sort of thing, though maybe not with stock parts... It\'s all new to me though! The sun has a radius of about 60Mm. You pass through the surface with no effect at all, and the center continues to act as a point gravity well. Once you go through the surface, the altimeter starts counting up again. It confused me because I thought I had passed perihelion, but my speed was still increasing. Looking at the map view showed that my altitude was actually becoming more negative and I still had a while to go In the last screenshot I have before it went nuts, I reached a speed of 626,812m/s at -59311Km altitude. G Force meter is maxed out at this point - Jeb was loving it Then my speed suddenly jumped to 54,462,509m/s, and I was shot out below the plane of the system. My ship actually slowly started to separate, split apart in the middle by the sudden acceleration I guess As of now, my altimeter is passing 500,000Gm, speed is 54,462,117m/s. Navball is going haywire, map view goes nuts if I focus on Kerbin or Mun.
  13. Not mine, but The_Duck built a ridiculous monster rocket here: http://kerbalspaceprogram.com/forum/index.php?topic=1599.msg14419#msg14419
  14. I kind of doubt this is possible to do with stock parts I've built some huge rockets for top speed (over 8km/s with the new struts) which I think would be great for this challenge with their large quantities of fuel, except for one glaring problem: huge rockets are virtually impossible to steer.
  15. Using one of the rockets i made for the 100km drag race challenge, I got to 218202 in 3 minutes. The last ~50 seconds I just coasted without fuel Pod LFT LFE Stack decoupler Tricoupler LFTx3 LFEx3 Radial decoupler x9 SRBx9
  16. Any hints on how? I can hit about 2:03 using 5 fuel tanks through 3 engines, plus 9 SRBs
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