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  1. So I would love to know what people think of this and how many people have done this or something similar -> http://i1353.photobucket.com/albums/q673/EvifNam/tolatheandback_zps7f7d3283.jpg pix would be great if you have them! I made a Stock Ship that can go to laythe and back to kerbal using only fuel. Every part is reusable and can be safely returned to Earth. The price in kerbal money is 27200 for the round trip! THe space plane expends 800 per trip. Once its back to Kerbal orbit and if you return each part individually it will be a cost of up to 58400. If you attach parachutes like I did it will be around 28000. I aero braked a lot I probably could of saved fuel if I had gone directly to laythe instead of stopping around jool. It takes 34 trips to construct the orbital spaceship that ferrys the space plane to laythe and back. The whole thing has a mini ship lander/ion engine craft that can help explore asteroid bodies like bop along with help construct everything. The Space plane can detach its cargo from its back to refuel or construct. It can fuel whatever it docks too. the space plane also can move on its own using the rover wheel at the front once it lands. The interplanetary vessel uses two nuke engines. THe whole thing is 90 + tons the trip took about 6 years and I was able to explore pretty much any part of laythe I wanted too. Im currently designing a lego version for myself of the space plane. Hope to hear from everyone soon :D
  2. I've been trying to get a 200 ton payload into orbit around kerbin, but the ship simply falls apart during launch, and not due to (intuitive) design flaws either. Every launch a random part simply falls off, even though the rocket is flying completely stable with no oscillations. The odd part is that I've succeeded in getting it into orbit before with almost the exact same design I've been using. Payload: Launcher Design: Screenshot from Successful Launch: My question is, how do you build a launcher this large without it simply falling apart due to the game's physics? Are there certain parts to use, game quirks to watch out for, or ways to pilot the rocket in flight so that it does not fall apart as if it was made of cheese?
  3. Banner by drummerguy103 Awesome rockets for awesome people! Introduction Continuing our upgrade to KSP version 0.23, Wayfare AE&KA is happy to announce the re-release of the Munraker Apollo-style Mun rocket! Formerly known as the Munshine V, its name caused all sorts of confusion with our Munshine family of lifters so we went and re-named it after the very topmost sail of a square-rigged ship (and a fairly awful Bond movie). Key updates in this version include pre-set lifter engine gimbals, no external RCS tanks and a pyrotechnic Munar Module de-orbit system. It also has a lot of hyphens in the introduction! Its core strengths remain unchanged: less than 200 parts on the pad, a post-launch mission profile managed by action groups, fairly generous amounts of fuel in each part of the craft and potentially leaving zero debris in orbit once you're done. Notice: the Munraker no longer has the probe cores on the third stage and Munar Module that the old Munshine V featured. By using a free-return trajectory and pyrotechnic Munar Module jettison, the mission profile still leaves no debris in orbit. Download Munraker - 189-part Apollo-style Mun rocket with LES and rover. Action Groups Notice: the Munraker uses common staging until reaching a Kerbin parking orbit. It is highly recommended that you lock staging at this point to prevent you from triggering the "master mission stage" that will set off all kinds of mission-ending explosions. Abort. Shuts down all liquid-fueled engines, decouples CM from rest of craft and fires the LES boosters. 1. CSM Separation. Decouples the CSM from the MM and activates the CSM docking light. 2. Third Stage Separation. Decouples the third stage from the MM. 3. Cruise Mode. Decouples the CSM engine shroud, activates the CSM engine and extends CSM solar panels. 4. MM Descent Mode. Undocks MM from CSM, engages MM landing lights, engages MM descent engine, extends MM landing legs (you may need to press "G" to nudge them along as the action group trigger is bugged). 5. MM Surface Mode. Extends MM ladder, disables MM landing lights and descent engine, engages MM floodlights. 6. Rover Deployment. Engages brakes on rover wheels and decouples rover from MM. 7. MM Ascent Mode. Retracts MM ladder, disengages MM floodlights, activates MM ascent engine and decouples MM ascent stage from descent stage. 8. MM Jettison. Undocks MM from CSM, disengages CSM docking light and fires MM de-orbit pyrotechnics. 9. SM Jettison. Decouples SM from CM, retracts SM solar panels. 0. SM Parachute Deployment. Deploys SM parachutes, as its endearingly straightforward name suggests. Pictorial Mission Manual Launch & Trans-Munar Injection Set throttle to 100& and engage SAS, then STAGE to launch. Climb to roughly 5,000 meters and begin your gravity turn by tilting 10 degrees due East. Continue to turn gently, hitting 45 degrees as you reach 500m/s of velocity. STAGE to drop the first stage and engage the second. Aim to be horizontal as you reach 1100m/s. STAGE to jettison the Launch Escape System. Keep burning until your Apoapsis hits 120km, then cut throttle. STAGE to drop the second stage (it may still have fuel in it, that's OK). Circularize using the third stage. Lock staging at this point to prevent awful mishaps or you will not go to the Mun today. Burn for the Mun using the third stage. Achieve a free return trajectory if you wish to leave no debris in orbit. Transposition, Docking and Extraction Orient the craft either Normal or Anti-Normal (0 or 270 degrees on the navball's horizon). Detach CSM from the stack using Action Group 1. Translate CSM slightly forward, then yaw 180 degrees and dock back onto the MM. Separate third stage using Action Group 2. Translate backwards away from third stage. Engage cruise mode by using Action Group 3. Gently move out of the debris' path by translating slightly sideways. Munar Capture & MM Separation Perfrom any correction burns you feel necessary. Aim for a 35km Mun Periapsis above the equator (fuel reserves will allow more delta-v intensive landing patterns but these are untested). Circularize, then EVA two crewmen to the MM. Detach MM from CSM and engage MM descent mode using Action Group 5. Curse the buggy action group and extend landing gear manually (sigh). Gently translate MM away from CSM. Look at MM from CSM IVA and comment that "somebody's upside-down". Munar Landing & Surface Frolicking While on the far side of your desired Munar landing site, orient MM retrograde and burn to reduce Periapsis to 15km. Proceed to Periapsis and burn to de-orbit, keeping to the rule of thumb that every 1km of altitude equates to 10m/s of surface velocity. So at 10km, aim to be at 100m/s; at 9km, aim to be at 90m/s; and so forth. Watch the surface for the reflection of the MM landing lights, it will show up at roughly 1000 meters surface altitude. Manage your speed gently and eyeball the final descent. Once landed, engage MM surface mode by using Action Group 5. Depart MM, plant flag, say something profound. Make sure second man out deploys rover before leaving MM by using Action Group 6. When mounting rover, brakes will need to be manually activated and de-activated before movement is possible. Frolick about on the surface until ready to return to MM. Munar Ascent & MM Jettison Return crew to MM, engage SAS, throttle to 100% and engage ascent mode using Action Group 7. For best results, take off as CSM is directly overhead in a circular 35km orbit, turn MM to 45 degrees at once, halfway from there to horizontal as you reach 150m/s velocity, and fully horizontal at 300m/s velocity. Burn until Apoapsis reaches 25km. You should be able to get a pretty close encounter with the CSM if you burn at Apoapsis to 35km. Fine-tune encounter and rendezvous to within 700 meters or so. Perform docking maneuver with either MM or CSM. Transfer MM crew back to CSM, orient CSM retrograde and pyrotechnically de-orbit MM using Action Group 8. Return to Kerbin Return to Kerbin using a single burn, bringing Periapsis down below 30km. Once CSM is under 100km altitude, orient retrograde and jettison SM using Action Group 9. Come screaming through atmosphere inside a fiery shroud of burning plasma. Deploy parachutes using Action Group 0 once CM has slowed down below 300m/s. Enjoy teeth-rattling parachute shock and "soft" landing. Pose for awesome photo-op afterwards.
  4. http://www./?lrk6t38s8v95412 <--- Download Hey, here's a STOCK Boeing 747 (I think it's a 747-200 ). Fly it carefully, it's not as stable as it look! And a Video:
  5. As the handy screencap shows, I've hit 200 hours of KSP! And you know what that means - just like my hour 100 celebration, I'm assembling a gift pack. It's really just flags this time. http://www./folder/o0z3tx516bx30/KSPACK2 It contains my custom flag from before, as well as a few new ones. I hope you like orange cream popsicles.
  6. Im planning to build a hybrid rocket. Its going to go to 200,000 feet. Drop a payload. And than land the payload like the space shuttle via rc. Everything is going to be reused. I'll make sure jeb will be on there. And I hope all those kerbals don't die if the parachute doesn't open... .Anyone want to ask my any questions on what you want me to do? Tommorow when worked on. I'll show you a picture of the payload. The engine will almost look like this, But alot smaller And this is what would happen if my parachute doesn't open..
  7. I've been on a bit of a launcher craze the past couple days, starting with making a kerbalized Falcon Heavy rocket. Now I'm developing a 200 kerbal-ton launcher and want to know if its worth it and if others would be interested in it!
  8. Banner by drummerguy103 Awesome rockets for awesome people! This craft is outdated! Find the 0.23 version here! Introduction It's been over six weeks since Wayfare AE&KA presented our flagship rocket, the Munshine V, which was met with rave reviews. Today the Munshine V returns in 0.21! Our engineers have been able to make significant improvements to this spacecraft. This includes a more powerful launcher, a more balanced lander and CSM, spectacular savings on parts and mass and an all-new mission sequence based on action groups. We're happy with our product and we hope you will be as well! Download the craft here: (Right-click and "save as") Munshine V – 195 parts Apollo-style Mun craft, fully featured and ready to roll. Munshine V Lite – 156 part stripped version, does not include buggy or launch escape system and has a less sexy launch clamp arrangement. Both craft in one handy ZIP-file. This brochure includes: - Our DERP Philosophy, explaining how Wayfare AE&KA's key design principles were applied to the Munshine V. - Action Groups list. - Pictorial Mission Report because yay pictures! - Mission Manual in excruciating detail (second post). Our DERP Philosophy Dual editions: choose between the fully-featured Munshine V or the stripped-down Munshine V Lite for slower machines. Economical: 195 parts for the Munshine V, a mere 156 (we kid you not) for the Lite! Really pretty: Form follows function, but damn this thing is sexy. Proven: We've flown her a dozen times and she's brought our crews back every time. That includes some pretty hairy abort system tests. Action Groups ABORT. Shuts down all engines, decouples command module and fires escape tower sepratrons. Frantic staging recommended to deploy chutes. 1. Launch Mode. Locks gimbal on outside launcher engines. May need to be pressed twice. 2. CSM Detachment. Decouples CSM from MM/third stage and engages CSM docking light. 3. Third Stage Detachment. Decouples third stage from docked MM/CSM. 4. Cruise Mode. Jettisons CSM engine shroud, engages CSM main engine and deploys solar panels. 5. MM Landing Mode. Undocks MM from CSM, lowers landing gear, engages landing engine and landing lights. 6. MM Surface Mode. Disengages lander engine and landing lights, engages flood lights and extends ladder. 7. Buggy Deployment. Decouples buggy from docking port, inverts steering on rear wheels, engages brakes on all wheels. Not featured on Munshine V Lite. 8. MM Ascent Mode. Decouples ascent module, activates ascent engine and MM docking light, disengages floodlights and retracts ladder. 9. CSM Return Mode. Undocks MM and disengages CSM docking light. Pictorial Mission Report (Even moar pics here) From the pad to a 100km orbit in roughly five minutes. The entire ascent is flown under SAS and 100% throttle, using Action Group 1 to lock gimbal on the outer engines for stability. Gravity turn is initiated at 5,000 meters, gradually turning to 30 degrees off vertical when the first stage runs out around 20km up. The second stage then takes over, slowly tilting all the way to horizontal by the time the craft reaches 1,000m/s of velocity. The second stage and escape tower are then jettisoned and circularization is completed on the third stage. Boom - done! Trans-Munar Injection burn takes just under a minute with the powerful Skipper engine. Transposition, Docking and Extraction is achieved by using action group 2 to detach the CSM, yawing it 180 degrees and docking it onto the MM, then using groups 3 and 4 to ditch the third stage and CSM engine cover. Group 4 also activates the CSM engine for the next stage of the mission. We recommend you lock staging to prevent you from accidentally the whole Apollo-thing. Correction burn, capture burn and crew transfer. We like to aim for a 30-40km circular, zero-degree inclination Mun orbit. Munshine V definitely has the fuel reserves for some more delta-v intensive landing patterns, but these are as yet untested. Action Group 5 undocks the MM and sets it up for landing by activating the landing lights and engine. The legs are supposed to deploy too but it's a little wonky so just use Gears group (default G) if they fail. We like to start opposite our landing site, bring the Periapsis down to about 15km and then start our de-orbit burn a few minutes ahead of Periapsis to achieve a reasonably precise landing. Once on the Mun, Action Group 6 sets the MM to surface mode and Action Group 7 deploys the buggy (not included on Lite Edition). When you're done on the Mun and the boys are back aboard, throttle up and hit Action Group 8 to engage ascent mode. RCS, SAS and Fine Control (default: Caps Lock) are recommended to control the very light ascent stage. Powered by a single Rockomax 48-7S, the ascent stage takes a little while to make orbit but it does offer the fine control needed for a direct intercept with the orbiting CSM. Finally, Action Group 9 ditches the MM (do this AFTER bringing your crew back to the command pod or there will be embarrassing questions to face back home) and sets up the CSM for the trip back to Kerbin. The CSM might have just enough delta-v to circularize around Kerbin without aerobraking, but the craft is designed for a direct return trajectory into the atmosphere. Once close to Kerbin, the action groups run out so we're back to staging: once to detach the SM and, after marveling at the cool re-entry effects for a bit, once more to deploy the chutes. Welcome back space heroes!
  9. Considering the group interest here, I thought you guys would find this information interesting. (Forgive the formatting until I learn this forum software a bit better.) Source: http://phys.org/news174031552.html
  10. Hi again! I know it’s pretty meaningless at this point, with all the mirrors and reuploads out there, but our own download counter has just gone over the 200,000 mark. Once more, many thanks to everyone who downloaded, and many more thanks to those who have pre-ordered/donated already! Cheers!
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