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chuangatronic

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    Rocketeer

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  1. Even if the game mechanics and polish don't even put KSP in the top 100 games of all time, I have to say it's the number one most inspirational and captivating game of all time. When I was in college, I started playing KSP in the engineering labs... The ENTIRE electrical engineering department started playing KSP shortly after, students AND professors. The game appeals to people who love to tinker, design, and dream. The most amazing thing is that we really flexed our brains playing KSP. Just like an engineer in the field, we would make collaborative decisions on designs, provide feedback, and make improvements. No other game has offered that to me.
  2. Logitech extreme 3d pro and kb/m. My joystick piloting skills are still severely lacking so I tend to switch back and forth depending on my comfort levels during a mission. I'm looking into a 3d mouse and building my own HMI with awesome switches and buttons and dials and such.
  3. SSTO Truck to celebrate my first day of work at a new workplace!
  4. I made an SSTO truck that can't land back on Kerbin... lol
  5. The problem is that my thrusters are on the back and even at speeds of below mach 1, I am essentially stuck facing forward with these fuselage parts. I tried designing the ship to fly something like a cupcake vtol but the aerodynamics of these new mk2s are throwing the balance all off. I was wondering if that was actually the case or if I need 20 reaction wheels to counteract that drag in general.
  6. I've been trying to use the mk2 parts to make an SSTO VTOL and the drag/aerodynamics makes it very difficult to come in tail first. Has anyone else had this problem?
  7. I say I'm a 4 with 3-ish tendencies. I use cheap disposable stages while I develop more SSTOs or self recovering launchers. Definitely use KER to monitor d/v and part mass efficiency. I've been a big fan of solid stages recently and I'm currently remapping the 2nd stage of my Gray Dart for solid engines to save more funds. It's expensive launching my gray dart at 32000 funds so I've been trying to cut down the liquid fuel stages and struts.
  8. My most humbling experience was losing Jeb with my large Duna base in interplanetary orbit for several years... That rescue and refuel really showed me how hard KSP is.
  9. Hey folks! I'm just here sharing my little stable of simple, yet effective, crafts I use. If you have any constructive criticism, I'd be glad to hear about them so I can improve my craft! KS-3 Gray Dart Objective: Using the "Little Mun Lander", explore orbiting bodies of Kerbin with a lone Kerbonaut. Note that it runs without batteries, and sports solar panels. Try to use in sunlight unless you're brave! Features: The Gray Dart is a simple rocket that features some useful techniques... 48-7s girder stack: By stacking a tank and rocket on the nodes of the girder, you have an easily movable thruster that also makes for more compact designs spine strut spiral By building stages around a spine, this allows for more rigid bodied construction and creates an access pathway for hidden struts for stages. Does not hide struts between stages. Instructions: The solid booster stage is fast, don't worry. Nose over to your gravity turn immediately by a degree or two. Literally just point to the side of center by a sliver. Once the solid stage is done, fire the second stage at 45 degrees in your gravity turn until your apoapsis reaches 75,000m. Then keep at very low throttle pointed to the horizon until 50 seconds before apoapsis to keep velocity. Burn full throttle at the horizon until fuel runs out. The LV-T30 should run out at roughly 1600m/s +/- 100m/s. This depends on how well you reined in the solid fuel stage and how well you managed your LV-T30 slow burn. Finish circularization with your orbital module. This module can get you to low Mun or Minmus orbit and back. The lander module is fairly simple. It has 1308 d/v so deorbit, landing and rendezvous with the orbital module is easy-peasy lemon squeezy. The docking port is on the bottom so it takes some getting used to, set up a close rendezvous and then switch to control from the port and use RCS if you're struggling with docking. I personally run a no monopropellant version and use very careful thrust and then flip at the last second. Be stingy with the RCS, all that's available is in the module! Landing Module Action Groups: toggle 48-7s engines Science JR Goo 1 Goo 2 >>KS-3 Gray Dart DOWNLOAD<< KRV-1 Shuttlecock Objective: Recover lost Kerbals from LKO. Features: This fine Kerbal recovery vehicle is the first space plane SSTO to come out of Jeb's Propulsion Lab. Its center of lift is very slightly ahead of its center of mass which allows the plane to pitch up for easier gliding. Since this is a one tank plane, it comes with hassle free balance. It comes with 137.5 LOX for recovery missions up to 110km orbit (conservative estimate) around Kerbin. The total payload is 6 Kerbals with the cargo bay holding 4 command seats, allowing for daring rescues without any of Jeb's favorite snack amenities. The Shuttlecock also uses the girder technique for mounting the thrusters, this time with a turbojet and nuke hybrid! Instructions: Cut throttle! CUT THROTTLE! PLEASE CUT THROTTLE BEFORE STAGING! Now, stage to turn everything on. Press 1 to disengage the nuke, we're flying baby! Punch it, who cares about spool up time! We're taking almost the whole runway either way. Pull up only AFTER you have left the runway a bit, the plane's lift will slowly take you up. Pitch up to 45 degrees until you can level out at your cruising altitude between 20,000m and 32,000m. Slowly ascent at cruise altitude until you reach a velocity near 2000m/s +/- 200m/s. I generally get impatient and ascend at 1800. Pitch up again and push that turbojet until completely flamed out. Lower the throttle as needed to maintain thrust. Upon flame out, kick in the nuke, kill the turbojet and intakes, and aim at 70 degrees until your bring your apoapsis above 70,000m. Cruise at low low throttle burning towards the horizon until you can circularize. Adjust orbit as needed to recover lost Kerbals! Make sure to keep enough juice to come home or you'll need to send up another! There is a docking port on the bottom near the center of mass for any emergency refueling and docking. Action Groups: toggle nuke toggle jet toggle intakes open/close bay >>KRV-1 Shuttlecock DOWNLOAD<< Space T680 Objective: It's a truck... IN SPACE! No objective here! Features: THIS IS AN SSTO TRUCK. BEST. FEATURE. EVER. It has 12 reaction wheels and enough fuel to get into a decent orbit. It's not very controllable but it's fun watching a semi-truck fly. Instructions: Cut throttle! CUT THROTTLE! PLEASE CUT THROTTLE BEFORE STAGING! Now, stage to turn everything on. Press 1 to disengage the 48-7s engines, we're flying baby! Punch it, spool it up before you disconnect the launch clamps. Just fly it up to 15k however you want. It's got enough reaction wheels and liquid fuel for you do kinda botch the ascent profile. Cruise at a shallow angle of attack until you reach a ridiculous speed. Once you feel adequately hot from atmospheric effects, go ahead and kick in the rockets to get your apoapsis up (unless you're patient enough to get your AP up just on jets alone). Once you're in space, circularize the little remaining dV. Adjust orbit as desired for space truckery. Action Groups: toggle 48-7s rockets toggle jets toggle intakes >>SPACE T680 DOWNLOAD<<
  10. Hey all, here's the little lander I use for almost all my Mun/Minmus missions. It has simple instructions included but it can land on the Mun from 20k circular orbit and do a direct ascent return to Kerbin. If you're really good with suicide burns, you can even make one biome hop before returning to Kerbin. There is only one thing to confirm to make sure the ship lands safely... LOCK THE SUSPENSION ON THE LEGS. UPDATE: I added solar panels and a battery for you folks. >DOWNLOAD<
  11. I tend to strap SRBs onto my SSTO rockets to turn them interstellar return rockets. I used to stick to liquid boosters but now that SRBs can be tweaked I just keep to that unless I'm launching over 100 ton payloads. Those require mainsail boosters...
  12. As I've built more and more rockets, I've learned how to build bigger and bigger with less and less struts. The real trick is to really build a superstructure and treat all the fuel tanks as fragile tanks. Once I started using thrust plates and support columns for my stages I've kept some pretty fat rockets down below 300 parts. They're nowhere near whackjob or Moar Booster level huge but they're big enough to boost any heavy payload (100 tons or more) to LKO.
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