Jump to content

theend3r

Members
  • Posts

    803
  • Joined

  • Last visited

Posts posted by theend3r

  1. On 20. 1. 2017 at 0:00 PM, Birdco_Space said:

    Moho.

    The challenge of building a 12k + m/s Delta V rocket to get there, Land and get back is a top tier challenge.  It is by far the hardest place to get to, but the windows to get there are very frequent.  its >mun mass is a good intermediate challenge in designing for large airless bodies (Tylo).  The Large delta V design is a good first step in design experience for Jool 5, and lifters for Eve return missions.

     

     

    I'd say moho is pretty easy. You know what you need, you can build/refuel in orbit and generally prepare without any testing. Eve return is a completely different league.

  2. On 15. 1. 2017 at 0:31 AM, DoctorDavinci said:

    So it is a hurry up and wait situation as we have none of the original models...

    Do you want me to rip them? It'd take about one hour including DLing and setting up the program to do so. :)

    It's one of the most important mods for atmospheric flight (and therefore for BDA), so even doing it from scratch would be worth the time, not to mention when you have the worst part (models animations and mechanics) already done.

  3. 57 minutes ago, Hodari said:

    Actually, no....that is NOT what the challenge said.   It was

    "Get a space plane into a orbit (it doesn't have to be perfect) using only air breathing engines. "

    Now, if you DO allow those other methods you mentioned AND if you can get your Ap high enough first, I'll agree that it might be possible.  Not sure you actually can get the Ap high enough though for just decouplers to be enough and either way...

     

    Ah, ok then. I understood it this way: "Get a space plane into a orbit (it doesn't have to be perfect) using only air breathing engines. "

  4. 1 hour ago, Jarin said:

    Step 1: make absurd claim
    Step 2: refuse to back up claim or address any criticisms
    Step 3: ???
    Step 4: No profit, go directly to jail, to not pass Go, do not collect kudos.

     

    Seriously though, impossible in stock. Barely possible with any semi-reasonable mods. Maybe doable with a mod scramjet and some kind of physics cheat at AP. Meaningless as a challenge without defining mods, though.

    Okay, I went back and reread that triple-post with the video and I'm starting to suspect he meant that he got his AP out of the atmosphere and came back to where he started on a ballistic trajectory, thus "orbiting". Less physically impossible, just implausible. 

    Like I wrote before, it is definitely possible since he only forbade rocket engine and nothing else. You can:

    1. Decouple things to get rid of weight (including engines after you no longer need them in points 2. and 3.)
    2. Use decouplers for propulsion
    3. Use centrifugal force with decouplers to make a space catapult
    4. Get hit by an asteroid or debris, intentionally or not
  5. 13 hours ago, gomker said:

    Check out AirPark , designed to park boats and large vessels in atmosphere. 

     

    4 hours ago, SpannerMonkey(smce) said:

    I second gomkers recommendation Airpark continued ,  I've had several very large ships  airparked for weeks with no ill effects, Airpark effectively renders the ship  static object when active, and at the touch of a button it's live and ready to go.

    Interesting, I always wanted to have a museum (damn Squad, this could be easily done virtually from craft files).

    What effect on performance has a parked 400 part ship?

  6. I've lost hope of that happening about two years ago. Eeloo came out when? 4 years ago? Just don't think about it, it's better that way.

    It's not that important anyway, improving the current ones (instead of random things that mods do better or more plane parts) should be the main focus now.

  7. 1 hour ago, bigcalm said:

    I'd like to see the gravity assist attempted - it might be just about possible, but doubt that's what you've done.

    I don't think gravity assist is possible but a "catcher" approch may work. Build your spaceplane to withstand impact from the back and place a heavy "catcher" in the orbit (preferably and E class asteroid) with a net of sorts that would catch the spaceplane catapulted into its orbit. Of course this would require incredible luck and mechanization (using kOS seems like a good idea here).

    I'd love to see that and I believe its possible but I won't hold my breath.

    Edit: I'm also pretty sure it can be done using rotation + separation of stages to produce a catapult. No one said it has to be SSTO.

  8. Just now, Tex_NL said:

    This is simply NOT possible in any way. It is MORE than ten times Kerbins escape velocity and close to half that of the sun. In a stock atmosphere this absolutely impossible no matter what engines you're using.
    Desperately repeating you did it over and over does not chance the fact that what you're saying IS NOT POSSIBLE !!!

    Please take it from us 'old guys'. We clearly have a lot more experience in KSP.

    P.S.
    Why do I get the feeling I am feeding a troll?

    Frankly, getting that speed is possible in stock, I should know, I achieved multiples of light speed when crashing on Kebin. :D

    But orbiting is not possible.

  9. 12 minutes ago, RavenpawKSP said:

    Sorry, the video keeps popping up when I quote, and can't be deleted.

    And I lost my computer when my mother died a few months ago. All my current saves and craft files went with it. 

    If you are wondering, I am posting on a tablet which I received for Christmas.

     

    RCS can be used to rotate the craft in space but not to push the craft. A kerbal can be used to push only for small orbit changes, but not on prograde because that would ruin the point of the challenge.

    Then it is simply physically impossible. Your videos mean nothing, I can post a video of landing at Jool or even the Sun but that doesn't mean anything. You either mod or use the debug menu.

  10. 15 hours ago, Snark said:

    Besides... the only way for science to be really "even" is if it requires exploring the whole solar system to unlock the whole tree.  And that's basically impossible to have:  if you scaled the science down far enough that you actually had to do that, then you'd have so little science available in the Kerbin system that you'd be lucky to leave Kerbin's SoI at all.

    Nonsense. It'd be easy to just make the tech node costs more exponential.

  11. I've been waiting for a new planet for nearly 4 years so that'd be nice. Of course things like clouds, scattering, life support, something... anything intertesting on the surfaces, better damage system than just *poof*, a story (through easter eggs like NovaSilisko planned)...etc. all sound like nice ideas but I don't expect that to happen. Improving the current and adding new planets should be doable in about one hour if Squad wanted so that seems pretty realistic but, again, I don't really expect anything at this point.

  12. 53 minutes ago, sardia said:

    If you had a pair of docking ports, you could decouple your engines, and be 1-2 tons lighter.I've had more success with KIS/KAS and removing the unnecessary parts once I'm docked in space to the space station. I store the excess parts there.

    Refitting engines in space doesn't fall under my RP policies but it sound awesome nonetheless. As far as mods are concerned, I've made an infinite dV spaceplane with crazy TWR with the Interstellar mod. That's a bit over the top but it's difficult to find the fine lines of modding in threads like these so I think my post still applies.

  13. Depends. If your spaceplane is just a bus to orbit then RAPIERs are nearly always better. If it's designed to actually do something in space then it's the opposite. My Minmus/Mun/Laythe spaceplanes don't use RAPIERs as they're too heavy and useless in space.

  14. Spaceplanes can land and return from Mun/Minmus basically for free (fuel is cheap) and once you manage to build an ISRU spaceplane, spaceplanes allow for truly free travel everywhere, most notably Laythe.

    But to answer your title: I leave them in my hangar until FAR is released.

  15. 4 hours ago, Spacetraindriver said:

    The feels in the game sometimes. Thank goodness Squad just makes them puff away. That being said...is there...a...realistic deaths mod..?

    That'd be great. Sending a rescue mission for a... dead body so you can lay it to rest. ;.;

    There was a mod for realistic part damage and deformation but it's probably not updated anymore.

  16. I've landed on mun with TWR of about 0.6 so that's not the problem. I use MJ, too, but definitely not for landings or docking, since I find those not only fun but also sometimes quite unpredictable.

    (BTW this sound like a great challenge and you'd get some empirical data, too).

×
×
  • Create New...