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Azuratte

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    Bottle Rocketeer
  1. ERRRRMAGEERRRRD... It's not perfect by any means, but my mega horizontal 250 tonne lander is in orbit and awaiting my pusher-class spaceships!!! YOU WIN MR. R.FISH, you win.
  2. STahp... Now I honestly didn't bother to read... most of everything. BUT, serious here. A fuel PER DAY FUND, would make sense in some way (AS A TOGGLE). But now listen, a planet can only supply a fuel at a certain rate. I would personally be willing to play this way as long as the player couldn't effect this on Kerbin. Sure you could farm on Gile, but who kares. For the hardcore maybe there would be a certain amount of fuel available ((((((((FOR THE HARDCORE, DURRRR))))))).... This seems to be a simple ticker, and I for one would play it. Az
  3. I've tried time and time again, 1 or two may connect, but the rest just shoot off. Please, if you know the ways of fairing attachment... Please teach the unworthy.
  4. NOW, 1.0.*, I love I love I love I love I love I love... *one hour later* ... I love I love I love I love I love 1.0.* ... I think that sums it up. I'm 800 hundred hours in to KSP, and I love it more than ever... no really, I honestly have 800 hours in a game I spent 20 bucks on... As far as money goes, this team is. I don't know the words. Awesome would be what the title page of the novel of awesome KSP has been to me, it's my game of games, all the games I've played do seriously not equal the amount of fun and physical time spent played. To the point, could we just assume that anything that was inside the fairings is securely mounted to the fairings, many times now I make a ship of awesome and am forced to shrink it down because I cant get it to sit still within the fairings. 800 hours, new stuff aside, I can't shinanigans this to work. If I could get struts to RELIABLY stick to the fairings that would be great as well. Thank you, Az
  5. I'm quite fine with agreeing that if you took the original script and read it, that it would read "turbomiles". But as for someone remembering childhood watching the episode on an old school TV set you'd have to agree you'd hear it "Kerbalmiles".
  6. yes I thought I was wrong when he said turbomiles. But I hear "ker".
  7. Now, I was watching the Bugs Bunny movie, and Duck Dodgers in the 24th 1/2 century came up and Daffy mentioned kerbal miles.... ... .. Is this the origin? The origin of Kerbal the name? 33600 kerbal miles due up! Az
  8. HOLD ON!... k, cool... Since there's Kerbal stats and they may modify the craft some how. What about a sandwich container for a boost in Kerbal modifiers. You run out, oh well, just 5% less boost?
  9. Just thought I'd update, as this has become my regular lift vehicle lately. Most things don't fit in the plane, so I've made do with some space-tape and strapped everything to the back. I can get 20 tonnes off the ground in to space with it. That's the max lift I've found, impressive since the plane alone is somewhere around 25 tonne with fuel. You'll notice the new engine between the tail wings, I got lazy and this was the fastest easiest way to balance the thrust at high altitudes. I keep it off on the return flight as the plane is once again balanced. A finding that I came across is, the single "balancing" engine on the back is great at higher altitudes. I can adjust the thrust limit and keep the plane well trimmed when things get a little twerky. It is also "one click" rotated on a downward angle. This is just a drone I send out on my attempts to suck less at getting to other planets. 460hours in this game and I still run out of gas... everywhere. Mechjeb lies!
  10. Okay, so... the one is 25 tonnes, the other 30 tonnes... one can carry more than the other... that's about it. They use 5 engines. The two outboard engines actually have a fuel tank shoved inside all of that and is the standard Turbo Jet. There are two RAPIER engines in the back, just in case I feel like landing on a low gravity rock. These could easily be replaced by two Turbo Jets. Then there is the single nuke, it's for getting around in space. They lift 5 and 10 tonnes accordingly. Both those values are nearing the max. If you wanted to lift more, you'd have to strap it to the roof and add more belly fuel. I managed to get 15 tonnes up but certainly burnt a lot of my traveling fuel. You'll notice the small one in the hanger has two belly cans on it. These are jettisoned when you are in high Kerbin orbit. So, it's still an SSTO. In the end it has around 3700-4200 DV after you achieve orbit, using the nuke only; checked with mechjeb. If you build one, take notice the large 45 degree wing that's doubled up on top the main wing assembly. It doesn't have to be there but you can land at 40m/s dropping under 5m/s with them on it, either version. Also take note the two outboard TurboJets are tilted "one click" downward, the climb rate is much better and there's no noticeable change in flight characteristics. To take off, it's simple, turn on the 4 engines, climb at 35-40 degrees to 10k, change to 20 degrees until 15, change to 15 degrees till 20k, change to 10 degrees until you run out of air. Shut down aft RAPIER engines at this point you should be doing at least 1700 m/s. Try to keep climb rate at 80-100 m/s, no more than that. Cruise as far as you can until engine sputter and cut outboard engines to 3/4 throttle. Get some tea and ride it out at 3/4 throttle to 2100-2180 m/s. If luck is with you you should be able to get 80-100 miles out one side of your orbit. At any rate, turn off engines, enable nuke and putter about until you get your orbit you're happy with. If you want it reloadable, I would suggest making the drop tanks connected with a port instead, and simple have a drone connect new ones in space or on the ground. When I built this thing, I got in to space so easy I was confused. Mostly since every other ship has been a bull ride all the way to the top with tanks dry. Thanks for reading. If you want me to post the ship I will. Az P.S. Giant note for all people trying to build SSTO's and not having it happen... 10 Shock Cones per Turbo Jet or if you must, RAPIER. Now, I'm not shooting down everyone else, but, easy-mode is 10 Shock Cones, or ten of the old stand-bys. You can totally do with less. Oh and beware that those pretty long air intakes, they're drag/air-intake ratio is not good for using with SSTO's... Try it yourself, load all of the intakes on one plane and take it up.
  11. Yes, I may have actually arrived in orbit and achieved near escape velocity with the main lift stage at 10% fuel. I still had 2 stages to go. 80% of it was wasted in the end because of alignment burns I realized I didn't need also I ran out of RCS and blew around 500DV bouncing around going way to fast for approaches.
  12. I'll see your powered landing and raise you a flown powered landing on KSP runway.
  13. Well, I've only caught a B and a C. This is B, that I've landed as a test to see if the system would allow chutes to deploy on the asteroid. Cool thing is, as soon as you attach anything with the claws it's just one big ship, so all the power/solar panels/computers/RCS worked as one ship. This probably should get changed in the future, but I'm happy to exploit it for now. C-class isn't much bigger, I'm afraid the C class seemed to be twice this size, maybe a bit more. I'd show pictures but I hit it at mach 10 and blew up. There is tool tips in game to give you a better idea, maybe someone will have the game on and be able to copy them. I'm hoping to get an E-class on radar soon, I heard they come in at 2500 ton or so. That'll have to be a multi mission parachute drop. This was the ship that flew up to the B class. Final stage had 1 orange can and 6 Nukes and was just barely enough for the particular orbit and crappy piloting. Yep, that's pretty much a x-mas tree of rocket engines on the bottom, no idea why I left the 1st stages so high up.
  14. I will agree it's got a bit too "pre-made" to the engines, I do like the design they went with but then again, it doesn't fit very well with the podgyness I love that has been with us thus far. As for stabilizing the joints making it to dang easy, I really love that they found the magic spot in Unity to fix this but I think they did go to far. I can balance way to much on way to little now, I kinda miss the ultra rockets collapsing under their own weight during acceleration. Cutting the parts needed for a rocket; I think the only thing they cut down in this update was the plain silly amount of struts required, the game is much more playable and enjoyable because of it. Although building epic rockets with no struts at all doesn't feel Kerbalish. The new engines do seem a bit overpowered compared to the older engines, BUT, the older engines were underpowered vastly compared to real life counterparts power/weight ratio (Remember reading this somewhere, no scientific facts available). But even the new engines couldn't lift my nonsense so I have to do this still.
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