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ttnarg

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    Spacecraft Engineer

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  1. I forgot the ore contaner and the the take off was too painfully slow to do again.
  2. Some nice looking crafts there but I could not dock the rovers to the hab. had to give up before I got started :-(
  3. Looks good to me. Seem to me there are 2 types of entries those that go biome hunting on Kerbin and those that go skip Kerbin and get most of their sci from space and the moons. Those that skip kerbin mostly use twin thumpers as their first stage.
  4. yes I've grab about 5 biomes from around KSC. I think it's safe to say I got most of my Sci from space.
  5. Is there any flexibility in the rule that says you have to be in stable orbit before launching the second craft? I was thinking of simultaneous launch from pad and run way. I've not done it before but seems like fun.
  6. yep the limit is hard when I did it I stuck with the 18ton limit. Only went with something really big after I got all the tech. If I where doing it again I would go with something more mid scale like this: I call it the Crow. Can easily do a manned mission to Mimmus and back. Take about 5 mins to dock together. This pic is not 100% caveman as I've upgraded my R&D building* but it can be made with caveman tech. PS When building stuff like this the 20m caveman height limit can become a problem which is why I using thumpers instead of an inline engine. the Thmper is realy one of the best caveman engine. *I'm doing something I'm calling caveman level 2. I've upgraded my R&D building but nothing else. And I'm not doing fuel transfer on Kerbin. Will post when I'm done.
  7. Mission 3 you did 15ish goo and science Jr tests? Oh you uses Bob's Scientist skills to reset them? Which you can do on Eva because your on Kerbin. That would be a long mission. Dropping Science Jr at the start of your mission 2 was smart. I would of just done a mission with just the Science Jr but that because I was not going for a low mission count. I love your mission 6 unmanned soft landing on Duna with a single launch that's hard. Not including goo or Sci Jr was a good call. Was the Minmus fly by a sling shot or just a fly by to get science? I can't do sling shots with caveman tracking.
  8. In other news, I was trying to get cross feed working on my Raven Craft I set up cross feed out of one booster to it's docking port, across the docking ports on the core, and from the docking port on the other booster into it's fuel tank. See Pic. But it's not working. I spent a lot of time trying different thing some times I can get cross feeding into or out of the core but never from one booster to another and even cross feeding into and out of the core (which I don't want) seem random all my fuel ducts are behind decouples so there should be no interaction with the cores fuel tank. I wasted a lot of time trying to get this working, It world be nice to get more payload to orbit with my Raven but it dose not look like it's worth it.
  9. I've started what I'm calling Caveman level 2 and have upgraded my R&D building. (but I'm not using the fuel transfer on Kerbin) I wanted to do some manned missions to Mimmus and Mun. Here my craft Which I call the Crow. I could of done this caveman, but I have upgraded some parts with the new tech. The Cart (now names Fox 4) now uses 4 Vernor Engines so I can use RCS controls to go forwards and back, (before I was just using RCS to go back with 6ish Linear RCS Port) and all docking ports now small size (instead of tiny). The idea is a easy and quick build craft for light payloads. Just 2 modules (3 counting the cart). Jeb has taken this to Mimmus. Now its Val turn to do the harder Mun mission. Would be a good craft for anyone doing caveman missions. Edit: looks like I don't have the flying skills to do a Mun landing and return with this craft.
  10. Mmmm hard to be sure whats wrong make sure your port are not off to the side on the decouplers as that could mean they are facing the wrong angle. move the cart up to till the ports are only just touching and turn on the brakes. then raise your wheels if your using that type of wheels (if your using wheels that you can do that). I would also recommend trying 2 docking ports, see pic below (save the decoupler with the 2 docking ports on as a sub part to help you line things up.) This will making the docking force twice as string which should help and if you don't do this then even after you do dock you might not have a flyable craft as the boosters will flap around too much. http://imgur.com/a/Jjf4s#ftgBExx
  11. yes I had some problem with horizontal docking. but the problem went away, I'm not sure if it's because I lined up the ports better when making my craft or the fact that I now use 2 ports (which would make docking port force stronger) or the fact that I'm docking it to something that is hanging and so has some movement. I look forward to seeing you ship.
  12. Lander - (6 Part Launched) - Lander Payload - "poodle" upper stage Core - 4x "skipper" boosters Science module - (1 Part Launched) - Standard caveman 18ton launch Space tug 1 (8 part Launched) - Space Tug Payload - "poodle" upper stage Core - 6x "skipper" boosters Space tug 2 (8 part Launched) - Space Tug Payload - "poodle" upper stage Core - 6x "skipper" boosters 23 launched parts total - 1x combined payload and launch vehicle - 3x dedicated payload - 3x "poodle" upper stage Cores - 16x "skipper" boosters + 7 Carts used for building, recovered after used. *Lifted 40 tons into orbit.* With hindsight I think I could of done this with 1/2 the launched parts. I didn't need 3 cores on my Lander I could have done it with one which would have meant it could be launch without its 4 boosters and only needed 1 space Tug. I've started work on my mk4, Carts now only use liquid fuel engines to go forwards and now use RCS for reverse which means I don't have to mess around turning engines on and off. I got 3 parts back from the core upper stage part by removing SAS, one of the launch clamps and combining the 2 fuel tanks into one big one (even if I don’t have the mass to fill it) and I'm using these 3 parts to try to do cross feeding. Also I've now named my launch vehicle: Raven, I was calling it epic (because of the size not how cool I think it was) I want to make 3 types: Raven 3 - 1 core + 2 boosters, (maybe with kicker stage in the payload) Raven 5 - 1 core + 4 boosters Raven 7 - 1 core + 6 boosters Once I got them working I'll share them with build and launch instructions. Thanks to MoeslyArmlis for suggesting RCS on the carts and fuel ducts on docking ports to get asparagus staging. (I'll let you know if it works) And Thanks to GoSlash27 for posting this challenge. PS: 42 docking events: on Kerbin: 16: docking boosters onto carts 3: docking core stage onto carts 3: docking core stage onto payload 16: docking boosters onto core stage In low Kerbin orbit: 3: docking 4 parts together. In Duna orbit: 1: docking lander back to mothership.
  13. Good work. There is always room in the cave for more people. Keep it up.
  14. You might be interested in some of the rockets in this thread. http://forum.kerbalspaceprogram.com/threads/66293-Today-I-build-a-Rocket?p=1019396&viewfull=1#post1019396 It's old and very much not for cavemen but has some good ideas. (I am not new to this rocket building thing.)
  15. Looks good. Your keeping with a more in keeping with the caveman style doing a lot with less where as I when with the kerbal more boosters style. I look forward to seeing where you go with this mission. "The question is why does the undock change vessel focus." I know, you set control from here on the center part but when you stage you end up controlling one of the boosters and have to quickly hit the '[' or ']' keys to switch back. I don't use 'external fuel ducts' because I'm part limited on the lower middle part. It would be nice and is something I thought about on the mk2 but dismissed it as I was not sure it would work. If I was using a less powerful engine or the booster had more fuel and I needed to run all my engines at full power then then true asparagus staging would of been worth looking into more. I find it interesting that you used both jet engines and the Spark engine on the cart. I just used the Spark. The lack of action groups or powered wheels really makes it a pain to control. Does the the slow power up on the jet give you the option to go both forward and backwards with out having to right click the engines and turn them on and off? I had to lower the power of my brakes on my cart as it can fall over if I brake too quick I'm guessing this is not as big of a problem for you as your carts are carrying less? or maybe it is as your wheels are closer together. IRL commitments means I don't have a lot of time to work on this but Val will got to Duna soon.
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