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Jamie Logan

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Everything posted by Jamie Logan

  1. I wasn't planning on it, because this was all done back in .23.5. I figure I'll make a .24 or .25 edition sometime in the future, and post that one
  2. Hey KSP People!!! I'M BACK! I've always loved toying around with Eve missions, because Eve presents one of the most difficult places to send a Kerbal, and get him home safely. It's not all that difficult to build large asparagus-staged Landers that can land anywhere and get back into orbit, but with the cost of them often being REALLY large, and REALLY heavy. I thought I would try for a very lightweight vehicle, that I could land at Eve's highest peak (7,540m) where the Delta-V required to achieve orbit is about 30% less than when launching from sea level. This 30% difference makes a HUGE difference, as I'm able to cut down the size and mass of the lander by over 80%, especially when using a command seat for the kerbal instead of a lander can. The difficulty of this mission is quite clearly actually managing to put the lander down on Eve's highest peak. I first considered using a Rover/Lander, similar to Scott Manley's "Eve or Bust" vehicle that could be landed in the vicinity of the mountian from orbit, and then driven up the mountian to the peak. I decided to rule this out, because I wanted to do something different, and perhaps more interesting. I decided to go with a glider with the lander built in, that could be dropped in from orbit, flown to the peak of the mountian, and then the lander could be dropped away to make the final landing with parachutes. This idea worked out quite well, as the initial trajectory into Eve's atmosphere could be off target by as far as 50 Km, because the Glider/Lander has sufficient range to reach the mountian by gliding alone. The only advantage to using the Rover/Lander concept is that you could land practically anywhere, but who really wants to spend an eternity driving over purple dunes... I'm obviously using some mods, mostly visual enhancements, but the only part related mod is Kerbal Engineer, so I still consider this to be Stock. Anyway, here is the full mission.
  3. http://forum.kerbalspaceprogram.com/threads/64413-The-Auto-Orbiter-FULLY-AUTOMATIC-ORBITER-JUST-HIT-THE-SPACEBAR%21%21%21%21
  4. Amazing!!!! I recently got into long-range SSTO's, and all I've managed is one that can land on the Mun and Minmus in a single go, but this blows mine away!!! Rep for you good sir.
  5. There is one. I forgot to mention in this post that hotkey 1 toggles the ladder on the lander and the boat. Sorry!
  6. Sure!!! That would be awesome!! Send me the video once it's finished
  7. Sure!!! That would be awesome!! Send me the video once it's finished
  8. Hey KSP People! It's been a while. This is a new craft I've been working on. I decided to go with the theme of 'full mission wrapped up into one', and make a 2 man ship capable of going from Kerbin to the familiar looking oceans of Laythe, and back again. The ship includes a jet-powered boat instead of a rover for long range excursions, and a hybrid jet/rocket lander that allows for easy return to orbit, and rendezvous with the return tanker. ------------------------------- FLIGHT INSTRUCTIONS ------------------------------- 1)Make sure your phase angle between Kerbin and Jool is matched up (I use Kerbal Engineer to make things a little easier). 2)The transfer engines should have plenty of delta-V to go from LKO to Laythe with fuel to spare. I do an initial aerocapture at Jool, but use the engines to get captured around Laythe. Feel free to aerocapture at Laythe too if you want to be super fuel-effieicnt. 3)I dont circularize around Laythe right away. Leave the craft on a elipse and un-dock the return tanker. (I usually circularize it later) 4)Wait until AP and then use the transfer engines to put you on a landing trajectory. 5)IMPORTANT!!! Don't land both the Lander and the Boat while connected. Deploy the chutes on both about 4 Km above sea level, and then un-dock them from one another. The boat doesn't have drogues so swictch to it first and make sure it splashes down safetly, then switch back to the Lander. Also, don't separate them too early on during the descent, otherwise they will go more than 2.5 Km away from one another and the one you aren't switched to will be deleted. 6)The boat can reach speeds of up around 100 m/s, but it's safer around 50 m/s. It has plenty of fuel so taking it many Km away from the lander to an Island is no problem. 7)Getting home is easy. Launch back into orbit and rendezvous with the tanker. The tanker with the crew cabins attached has around 5 Km/s of delta-V, so fuel margins aren't tight. Make sure to deorbit the lander's LV-909 stage with the remaining fuel. Craft File: http://www./view/y9r9043d7l39s20/Laythe_X.craft
  9. http://forum.kerbalspaceprogram.com/threads/64413-The-Auto-Orbiter-FULLY-AUTOMATIC-ORBITER-JUST-HIT-THE-SPACEBAR%21%21%21%21
  10. Hey KSP People! I'm back with a somewhat weird creation: a fully automatic orbiter! The flight instructions are simple, just Throttle up to 100%, activate SAS, and then hit the spacebar! In a little over 4 and a half minutes you will be in LKO, with no user input needed. This design was just a proof of concept, so I didn't include a way for the pilot to get home. I might try to add that at some point. The design is a two stage rocket, which decouples the second stage at launch but holds it in during the ascent. Shortly after the first stage cuts out, the fuel supply to the retrograde nuclear rocket will run out, allowing the prograde rocket to make the instertion burn. Anyway, If I see enough interest I will post the .craft EDIT: \/ CRAFT FILE \/ http://www./view/epzz9j58azmz0e9/Auto%20Orbiter.craft
  11. Nice! It's cool to see that other people are making trains. This was mine
  12. Hey KSP People! I'm back with another replica, but this time it's something a little different This functioning Locomotive with a coal car has a jet engine to provide some 'smoke' for the smoke stack, and two seats for Jeb and his co-conductor to take a ride in this old-style train around the Kerbin Space Center. I'll post the .craft if enough people want it Enjoy!
  13. I like the design, but 21 nuclear engines is far too many, and you will end up losing Delta-V due to the added weight of that many engines. Even for a ship that size, I would recomend no more than 6.
  14. Awesome craft! But I can't help but feel bad for that poor lone kerbal who is stuck in a high kerbin orbit XD
  15. Yes, my craft is all stock. The payload bay is just based around regular docking ports
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