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Aanker

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Everything posted by Aanker

  1. Hey there! I'm right now busy building a spaceplane SST-Laythe (Single Stage to Laythe, in case the term is too novel), and while I have managed to get there and take many beautiful pix, I only had roughly 300 m/s of dV left and my approach velocity was close to 6 km/s. Suffice to say, the struggle was too hard on the spaceplane hull, and an explosion ensued. So. For my second attempt, I'd like to at least be able to land on Laythe. My spaceplane has, after insertion into a 100x100 Kerbin orbit, roughly 1800-2000 m/s of dV (I think, if the maneuver node dV is anything to go by). I want to approach Laythe at a survivable velocity. Do I absolutely have to build a new spaceplane with more fuel, or can I a) make a more accurate/efficient Kerbin-Jool transfer which puts me directly on a lower speed encounter with Laythe, use an easy gravity assist to cut my fuel consumption and save some dV for a retro burn or c) a combination thereof? I find it especially difficult to get the encounters accurate enough, perhaps because as part of weight saving measures I've not included RCS/monopropellant. But I don't really have an idea on how to use accurate gravity assists either. Thanks!
  2. Just make sure to use the seat belts and everything should be fine. (Vomit bags not included)
  3. Thanks! It's probably down to the fact that there are three layers of suspension: 1: the wheel parts themselves have some suspension, which isn't very springy, but enough to negotiate small bumps in the terrain smoothly 2: the stack decouplers extending from the main frame of the vehicle out to the wheel nodes. The lower set dampens lateral movement of the wheels (preventing them from drifting off-direction and causing a crash) while the upper set is the main 'vertical motion dampener' and is most efficient at high speed impacts 3: chassis suspension, which is very springy, and gives the vehicle a very 'elastic' feel. It's mostly seen in high speed impacts as well, and dampens the shock of landing on the lower parts of the vehicle
  4. What I mean is that you can't buy Myst III or Myst IV anywhere, so I've been unable to play those games in the series. Myst III and IV were developed by another studio at Ubisoft if I recall correctly, and so the ownership is uncertain between Cyan (who owns the Myst franchise, I think?) and Ubisoft, who developed the games. Cyan has released Myst I, II, Uru and V, but the other two are on Ubisoft's end to make available on Steam and GoG. Interesting! I'll be sure to check it out.
  5. It looks good, you're certainly improving. However, I would like to see a little less anime in the OP, please!
  6. Yes. Alright, as I suspected then.
  7. Myst: Riven It's too bad I can't find Myst III/Myst IV on Steam or GoG, they're in something like ownership limbo... I've read complaints about the plot, the acting, the empty environments... But to be honest, as old as this game is, it's one of the few that has really managed to completely absorb me and made me care for the characters. It's equally bad that I can't seem to find a modern, good-looking equivalent.
  8. Do I see a tiny atmosphere there or is it an artifact/near-IR feature?
  9. Exactly! Don't you think it's better to play with computer game tanks and visualize them in KSP than to move around real tanks, blowing things up?
  10. This design is showing promise. It's really apparent how making a craft longer is superior to a short and broad design, as one would expect.
  11. Foxster, KSP is a game all about creativity, about realizing your most wild and untamed dreams and expressing your inner mad scientist. At the same time, it comes with the consequences of those purposes and goals, namely explosions, rapid unintended individual component flight, dramatic crashes and more. Some of us have grown especially fond of this latter aspect, especially in the real world: you could say that we are explosion admirers. In the same way that an art admirer must also learn his artists and appreciate them on a personal dimension, so too must we explosion admirers learn to appreciate things that blow other things up. This means becoming intimately aware of weapons such as tanks, artillery, fighter jets and other items. To return to the likening of our particular movement to that of art, there are also particular and interesting submovements (we could draw parallells to those who collect rennaissance art), which tend to focus on one particular group of things that make other things blow up. Some seem to prefer modern era things that blow other things up, whereas others are drawn to the World War II 'dieselpunk', if you will. Now, given that KSP is a very practical tool for creating all things - literally - between the heavens and the earth, some choose KSP as their medium of expressing their appreciation of things that blow other things up. And so they build weapons of war, such as tanks, artillery, and fighter jets. What I'm trying to get at is, let's just appreciate it for what it is, regardless of our personal approval of machines of war in KSP.
  12. Well I guess this guy jinxed it.
  13. Curse DL is up! Thanks! Feel free to add/modify to it (and upload). I basically build craft until they reach my level of satisfaction but I'm sure there are things which could be redone/remade.
  14. Prowler C4C ATV The Prowler C4C ATV uses an advanced suspension system to give it superior terrain negotiation abilities. Powered by two RTGs and solar panels, it can transport three kerbals and any load attached to its two docking ports across any surface. Information - Six-wheeled all terrain vehicle - Capable of negotiating a variety of terrain obstacles - Safe. The crew is protected by an impact tolerant shell (see video, where the crew compartment survives disassembly) Operational Guide: 1 - activate six wheel drive mode - best used for high speed long distance driving over fairly even terrain 2 - activate rear wheel steering - best used for low speed maneuvering Do not activate staging, as this will lead to the rapid disassembly of the vehicle To enter the vehicle, drop down the rear ladder after activating the parking brakes. This will allow access to the front driver's seat. Link: http://kerbal.curseforge.com/shareables/232370-prowler-c4c-atv-all-terrain-vehicle
  15. Some edits were made to the suspension and sudden unexpected momentum shift protection equipment, also known as beams, were added.
  16. I don't get the point of reddit, to be honest. Surely you can discuss things in local forums... And if you just want to post memes and responses to them, there's 9gag, or 4chan....
  17. Those white spots/areas... Clouds?
  18. Suspension testing proves interesting (this version had vertical deployment rockets, however those added more to the weight and complexity of the craft than what was deemed necessary and so were removed)
  19. NRAM Project Laythe Prototype 2 Engineers at NRAM have long aspired to build an SSTO capable of reaching the Joolian system without refueling. The NRAM PL P2 is as close as they got, before funding was cut from the project due to other, emerging priorities. Quick Facts - if flown correctly, the NRAM PL P2 will allow for a transfer all the way out to Jool and Laythe - the craft is not capable of adequately slowing down in the Joolian system however, as it only has 300 m/s delta-v left while buzzing through - the NRAM PL P2 is difficult to land by virtue of its minimalistic wing design - by adding a small docking port, it is conceivable that a user could extend the range or even allow a longer stay in the Joolian system User Manual 1. Toggle (atmospheric) engines 2. Toggle nuclear engines, switch RAPIER mode, close air intakes 3. Shut down RAPIER engines, jet engines Ascend quickly to altitude while in the atmosphere and do not toggle the nuclear engines/switch RAPIER mode until - due to air depletion - the velocity of the craft stops increasing under the jet/atmospheric RAPIER thrust. The NRAM PL P2 only contains enough oxidizer for the RAPIERs in closed cycle to 'kick' the spaceplane up to a safe apoapsis, after that, the nuclear engines bear the brunt of the task of putting the craft into a stable 100x100 orbit. It is recommended to keep firing them after the oxidizer-fed RAPIERs burn out, and not try to 'coast' to apoapsis. Link http://kerbal.curseforge.com/shareables/232330-nram-project-laythe-prototype-2 Album
  20. http://kerbal.curseforge.com/shareables/230783-nram-griffon-p3-stock-ssto The craft itself is 327 tons, with two full orange fuel tanks loaded (the maximum cargo load) this is 407 tons to orbit. No staging, no external fuel tanks, just a whole bunch of engines (and thereby parts). Landings are a bit tricky though, since you have to be incredibly soft and gentle on approach, especially when you take into account the reduced framerate.
  21. Ill check KerbalX! Just wait until I make the great Arado Jet Godplane PS. Link works now!
  22. Thanks! Curseforge is very slow to accept the craft submission for some reason, however...
  23. Kesserschmitt Ke 262 During ze Vorld Var, zere vas a tendenzie für flight maschines to go faster und faster ja, and wiz zat development came ze JET ENGIEN from ze Kesserschmitt engineer korps. Now, wiz one JET ENGIEN one does not go zo fast, zo ze Ke 262 uses two für best effect. Und it looks absolutisch über kool. Inspired by the Messerschmitt Me 262. Operational Guide Takeoff Although it is necessary to rotate with precaution on takeoff, the craft is remarkably stable on the runway and almost takes off on its own. Flight The Ke 262 is not very maneuverable, but is easy and intuitive to fly. Landing Approach the runway at between 80-120 m/s and attempt to land as horizontally as possible with minimum flair. Owing to the excellent handling characteristics of the Ke 262, this is not very difficult. Be as gentle as possible, but keep in mind that the airframe does tolerate some moderately rough landings. Link http://kerbal.curseforge.com/shareables/232165-kesserschmitt-ke-262-stock-replica Albüm
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