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doggie015

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Everything posted by doggie015

  1. Thanks! A few notable developers have broken similar promises as of late 'B€cau$€ Mon€¥' so it's nice to see someone keeping theirs for a change.
  2. I am looking forward to this one. And hope that the promise is kept that people who purchased the game before May 2013 get this for free.
  3. Have you considered hauling up the big tank as part of the initial launch? A fair few versions ago (Back when orange tanks were a new thing) I designed a craft which uses the core stage of the launcher as the fuel tank on orbit. I'm not even sure if it works anymore but it's up at http://jmp.sh/IJt75o4 if you want to take it for a spin - the engine detaches (Last time I checked anyway!) and you can dock the bit at the top on launch to the main tank once in orbit if you so desire (It has its own RCS system to facilitate that). Then just send up some fuel with your craft of choice to top up the tank. If you remove the central engine detachment system you should be able to use the launcher to get 100 tons into LKO (Unless you are using Real Solar System - this thing will not work with that
  4. A vertical launch pure rocket SSTO would be easier. You need big tanks and small engines. The closer you can get the launch thrust to weight ratio to 1.01 the better. Slap a Mk16 parachute onto a Command Pod Mk1 then put that onto a decoupler then an inline advanced stabilizer then put that onto a Rockomax X200-32 fuel tank and balance the whole lot onto a LV-T30 engine - There is no cargo capacity on it but it should get you used to SSTO design and flying it into orbit and back
  5. Yes and no - I use a short asparagus first stage but then linear separation for the remaining stages. Because the first stage usually requires the most power strapping a few liquid boosters on the outside does help a lot but once I'm out of the atmosphere there is no need for so much thrust so a single engine stack works just fine
  6. The stock aerodynamics is half of the fun of KSP. If they change it then I would like an option for the Classic aerodynamics so that when I want to mess around with infinigliders and such I can still do so
  7. This thread was inspired by a mission I just flew to Laythe in my Career save (One way probe. May eventually send manned mission now that I have the ARM rocket parts unlocked!) during which I decided to see how forgiving Deadly Reentry was with a Jool aerocapture. After said aerobrake I looked at my map view and found this waiting for me. Yes, that is a Laythe encounter. About 300 m/s later (WAY less than what I thought I would be using maneuvering around the Jool system to get to the same place) I did an aerocapture straight into Laythe orbit and rounded it out to a 100 KM equilateral orbit so that I could actually land rather than make a bit a of splash and potentially break stuff. Craft files used: https://mega.co.nz/#!Wc9niKiL!mpAGkperI5j7yoZ8OkQud6T9OMhU75dmLTkAPTCUAIc (Main vehicle. In this situation I parked it in a 150 Km orbit to avoid my LKO station and sent the craft below up a couple of times to refuel it. It comes with a heat shield for the final descent onto Laythe) https://mega.co.nz/#!PQkiFSZR!DBSGiHbsTZefFVh750ldSUwTf-ScJFL7bV2_K_9kq_A (Fuel supply vehicle. Originally designed to ferry fuel to and expand my LKO station it proved rather useful in refuelling the main vehicle. Two trips should be enough to fully refuel the departure craft) Mods used: Mechjeb Deadly Reentry Procedual Fairings
  8. Unless you are coming in at interplanetary velocity straight down then I fail to see how you can hit 15 G's at Kerbin. I've aerobraked at a 30km perapsis from a Duna return flight (If Kerbin had no atmosphere I would have been flung back into solar orbit) and I didn't even manage to hit 6 G's
  9. I haven't even managed a manned Duna return yet (Not even in sandbox but I did manage to do a 1-man (Testing a 3-man design) Ike return in Career mode!) so I think I am still a fair way off the Eve return... Good job! Also: WELCOME to the forums!
  10. Today I used skipper engines, 1 Poodle engine and Rockomax X200-32 tanks to hurl a kerbal to Ike, land, get some science and get back home. I had about 750 m/s of Delta V left when I returned to Kerbin for landing so I couldn't make any last-minute stops on the way back although now that my career save has mainsail engines unlocked thanks to that science the launch should be a bit easier on the next mission (Launch power/weight ratio was 1.05)
  11. I think that even Whackjob is having a hard time making something big enough to move a Class E!
  12. My computer just begged me for mercy after viewing that image!
  13. Scott Manley managed to get FOUR kerbals into orbit from Eve. He used the external seats to reduce weight.
  14. I am currently experimenting with using a single ion engine to propel something into orbit... It's not as easy as you think!
  15. You seem to be confusing parts of All Good Things... (The Series finale where NCC-1701-D is newly completed and ready to fly in one of the three timelines) with parts of another episode
  16. Just stick an ion engine on it a long way out. A little push can go a long way
  17. Wow... I cannot wait to use them! A 1 engine SSTO is now easier than ever due to the efficiency of the jet combined with space operation. As long as it does not hemorrhage fuel and oxidiser in space mode like some mod versions then it should be good!
  18. It doesn't even simulate them in your field of view if you time accelerate...
  19. Or just one X200-32 tank and the same engine. 5 parts (Capsule, Parachute, Tank, Engine, Decoupler) and you are in orbit and back. Again; minimal to no payload capacity though but good if your computer can't run KSP that well. On the launchpad (Build shown includes optional ASAS module bringing the part count to 6): You know what they say about slow and steady (T/W ratio at launch must be about 1.05)... The power/weight ratio improves dramatically as you lose fuel Final circularisation burn Running on fumes here... .craft file: https://mega.co.nz/#!2YlQCD5I!FB1h00JXKkuxOMJ9NdJHkhd_XPgZyDaJy94q8iHrlDQ
  20. Apollo 13 came dangerously close to it after their not-so-minor event. Thankfully they were able to avoid it as they had no way to tell legitimate stars from debris from the event and as such they would be flying blind and unable to tell which way they are pointing. You can review the 765-page air-to-ground transcript as well as the 930 page mission commentary transcript at http://www.jsc.nasa.gov/history/mission_trans/apollo13.htm
  21. That reminds me of http://what-if.xkcd.com/1/ Congratulations you have managed to set fire to the entirety of Kerbin!
  22. You need a cluster of 200 to get any decent thrust and you need about 20,000 of the largest batteries to fire it for more than 1 second
  23. Unless you want to add more single-man cabins to your orbiter to get extra power
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