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About Zombieweasel

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  1. Yea i guess i wasnt very descriptive ;D Capsule modules have basic control systems that allow it to roll and spin by itself. When your trying to control a vessel that does not have a Capsule module it lacks those basic control systems. This makes them Exceedingly hard to control properly. SAS modules do not currently give you the same effect as the basic capsule does. I think it would be very nice if there was some way to either make an SAS module that could give you that basic control or have mechjeb modules give the vessels they are attached too the same controls. Either that or a way to attach multiple capsules to a rocket.
  2. Unfortunately without a 'Capsule' module your vessel lacks the inherent control it gives. Even with loads of RCS and SAS modules you dont get the control it requires.
  3. The auto-lander is kind of ... Suicidal. Every time ive used it for a mun landing it always seems to come in WAY too fast. My solution was to add a ridiculous amount of thrust for mun landings. So my craft will stop almost on a dime and it uses little fuel to mun land because of it. It just takes a huge launcher to get it up there. You can use the manual landing functions. Kill Horizontal speed, Set Vert speed -12. Wait for it. It will just use lots more fuel this way. Idd personally test a rocket out to find out just how fast and responsive the lander is. Once i know that I can change the design our just manually input settings for landing
  4. I knew Radial Drop tanks would lift a massive amount. My Crossfire Probe has roughly the same design concept except instead of using an 8x symmetry i use just 4x. It is Super stable so long as payloads are symetrical. And by keeping a set number of engines burning and discarding spares+tanks you maintain high efficiency. I frankly cant think of using any other design once i worked out its logistic. But my god those fuel lines must have taken awhile to sort out.
  5. I like the idea of having different parts for different functions, rather than an 'All in one' part that does everything. What we really need now is something that can calculate and aid the execution of rendezvous, with different 'Profiles.' This would be something like Least time approach, Least Time 0-0 intercept, and Maximum Economy. Least time approach would be basicly aiming at a point where they will be and thrusting 100% of the time until you reach that point. Its the fastest way to get somewhere, however it has the problem of poor fuel economy as well as the problem that your not going to spend much time at all at that point most likely. 0-0 Intercept has you thrust about 50% of the time to get there, and 50% to slow down so you come to a rest relative to that point. Maximum economy is probably the preferred option most of the time as it will try and use the least amount of fuel to get you to that point, even if it takes awhile, or a few orbits.
  6. Try using fuel lines so that you can jetison the outermost stacks first. Ive actualy built quite a few ships like this and yes it is quite stupid. I used this style of design when I was attempting to break 1km/s at sub 10km altitude. I actualy managed 1.3km/s. Unfortunately that design explodes at that speed anyway.
  7. Its really tricky trying to fly without using it. Ive gotten used to it and even keep telling myself. 'If your drifting down, HOLD DOWN. If your Drifting up, HOLD UP.' Other than that its really easy to understand whats going on. Didnt know what the purple markers were, but now it makes sense.
  8. My Single Stage to Orbit Launcher. (Kind of) Has a core of 3 Liquid Rockets w/ 3 Tanks each. The outer jacket consists of 18 boosters. The only tricky period where there is a non 100% chance to survive is at the burn out of the first 9 boosters and thier seperation. Can rather easily hit orbits up to 100km but beyond that you wont get enough lateral velocity and instead head on a slow escape trajectory. Maximum speed this rocket has hit was 2600ish m/sec The Mini Dutchman. The Mini is born from the Dutchman series of rockets, which have claimed many a Kerbal in thier quest for excessive thrust. The Mini however was only possible because of modded parts (The 1-5 Connector and 1-9 connectors.) and the new update that adds much better positioning of surface mounts. 3 Primary Stages. 21 Boosters in the first stage, 9 in the second, 3 in the third. This is just a structural prototype for the Dutchman series using the new mountings to increase stability. It also should allow me to begin more serious efforts to construct the SUPER Dutchman. (Hows 32 Boosters + 9 Triple Tanked Liquid rockets In the first stage sound? Its so big I have to fire the rockets as soon as it spawns otherwise it breaks the engine mounts for the 2nd stage and i have to feather the throttle before the 2nd stageing otherwise the thrust alone collapses fuel tanks in the 2nd stage, to hillarious effect.) The Dragon 4 Rocket. Utilizing the Single Stage to Orbit Launcher as a boost stage it has PLENTY of fuel left for orbital manuvers or escape velocity shots. Thanks to symetry the prevously dead-ended Dragon 4 program now has a much more stable launcher.