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Found 20 results

  1. SpaceY Lifters (SYL) Parts for large lifting rockets, 5m rocket parts, large SRBs, and matching decouplers for Kerbal Space Program. By zer0Kerbal, originally by @NecroBones adopted with express permission and brought to you by KerbSimpleCo Forward by @NecroBones Design Goals Maintain a "pretty", but still mostly stock-alike appearance. While KW goes a long way toward realism, we want to have a smaller pack that blends nicely with stock, and other stock-alike packs. While extending the stock game, try to maintain a gameplay balance with stock. And do so while adding: Another layer of large rocketry, beyond the 3.75m ARM/NASA update that was added in KSP 0.23.5. Specifically, 5m parts. Large SRB options with high thrust and shorter burn times than the NASA/ARM SRB. Large rocketry utilities-- Big radial decouplers with thrusters built in, larger sepratron, etc. Contains several unusual or unique features, including some "firsts": Engines with multiple sized fairings, or with conical fairings. Engine clusters with mode-switching for activating/deactivating nozzle groups. Rocket-assisted radial decouplers. Stack size adapters with multiple target diameters (adaptive shrouds). Docking ports with guide-lights. Fuel tanks with automatic shrouds. Thrust plates and adapters with fairings. "Petal" cargo bay. See more Localization Help Wanted Installation Directions Most recent releases only available via CurseForge/OverWolf Website/App Dependencies SpaceY Corporation (SYC) Kerbal Space Program Recommends SpaceY Expanded (SYE) Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Docking Port Descriptions (DPD) Drop Tanks (DROP) Drop Tanks III (DTIII) Exception Detector (EXCD) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) Mkerb Science Instruments Near Future Rovers (NFR) OhScrap! (OHS) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) Pteron (MSRV) ScrapYard (SYD) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Stack Inline Lights (SIL) The collection of Fuel Tanks Plus Ltd (FTPL) large stock-like tanks with Color Coded Canister style: Fuel Tanks Plus (FTP) Fuel Tanks Plus IS (FTPIS) Fuel Tanks Plus Xtra Kerbal (FTPXK) NecroBones suite of mods that play nicely together Color Coded Canisters (CCC) beautification replacement models/textures for stock tanks, with color-coded end caps, and auto-closing shrouds ColorFuel Lines (CFL) color-selectable fuel lines Joolian Discovery (JOOL) Lithobrake Exploration Technologies (LET) lander parts, large chutes/legs/ladders/etc Modular Rocket Systems (MRS) stock-alike parts pack, NASA-like alternatives, and filling the gaps Module Rocket Systems LITE version (MSRL) SeaDragon (SEA) The Burger Mod (BURG) The Elephant Engine (ELEP) Supports ModularManagement (MM) or Module Manager Add-on Version Checker (AVC) Community Tech Tree (CTT) Connected Living Space (CLS) Default Action Groups (DAG) enables automatic toggling of SAS light on radial reaction wheels Engine Ignitor HotRockets! NEAR-FAR TweakScale (twk) Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks NecroBones for creating this glorious parts addon! see Attributions for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe Connect with me Track progress: issues here and projects here along with The Short List
  2. Greetings everyone, Originally designed as an orbital freight ship, the heavy SSTO "broadsword" saw many months of augmentations to make it the perfect multi-role space craft. The initial design parameters emphasized endurance and maximum payload capacity, with the goal of reaching any celestial body's orbit on a single tank of gas. The spacecraft was never intended to touch down on any other planetary surfaces, and would rely on smaller towed "fighter SSTOs" for refueling missions. Unfortunately, achieving the initial goal pushed the total part count to 170, making it not worthwhile as a potential "aircraft carrier". The spaceplane was put in cold storage until Kerbin's military strategists wanted to explore its role as an orbital bomber, capable of delivering hundreds of 1.5 MT nuclear warheads at a moment's notice, undetected. This initiative called for a series of "survivability tests", which would push the airframe design to its limits. After some great successes between scientists and military strategists, a final design was approved that could withstand the conditions of all celestial bodies. The H-SSTO Broadsword Mk 6. Clocking in at roughly 1700 tons, with a width/wingspan of 74m, length of 83m, and relative height of 20m. This spacecraft carries about 6,670,000 units of liquid hydrogen fuel for its 11 nuclear, 8 VTOL, 2 SURGE, and 2 ARI reverse thrusting engines. In total the space plane is powered by 23 engines of various designs and purposes, as well as a large fission reactor. The nuclear engines do not consume fuel in any atmosphere. Maximum survivable airspeed is about 1800 m/s in low/less dense atmosphere, and 3500 m/s+ at higher altitudes. (I don't keep the throttle at more than 10% for non orbital atmospheric flight). It can transport a crew of 7 in the immediate cockpit and more in the additional crew compartments. Thanks to excellent usage of airframe integrated radiators and thermal control systems, the spaceplane can withstand the pulse of a thermonuclear weapon, as well as atmospheric entry up to 2,500 m/s. The broadsword is also capable of high G maneuvering, because of its strong structural integrity, variety of large control surfaces and thrust vectoring systems. The instrument suite was also enhanced to feature advanced communication systems (including a detachable orbital relay), celestial analysis equipment, and every resource converter known to kerbal kind. Despite the ~3.5 thrust to weight ratio, the spaceplanes mass places great stress on its landing gear, making it difficult to land or take off without employing the STOL or VTOL capabilities. This is largely due to a lack of advancements in landing gear technology, and so the broadsword can only survive touchdown at less than 5 m/s vertical velocity. A skilled pilot can easily operate within these parameters. Surprisingly, the design allows for incredible buoyancy, making landings on liquid bodies not only possible, but more attractive. Lastly, the spaceplane features a robotic arm, two (two crewed) escape pods, AESA air to ground radar, 360 degree track while scan air to air radar, surveillance cameras, two drills, and many other fun gadgets. It also features a nose cargo ramp for deploying vehicles on extraterrestrial bodies. When fitted for military operations, the spacecraft can deploy every weapon possible, from artillery to lasers to nuclear weapons. (Note I have around 50 mods, and I don't know how many were used to complete this spacecraft). Here are some pictures: More bombing pics:
  3. Hi, Marcus house had made a kos code for falcon heavy which only works with ksp 1.3 and lower. So i have modified his script and made it compatible with Ksp 1.8.1 and higher . So i will now continue to to update his script . Script is finally complete ,here it is : https://github.com/daiwik-ksp/Falcon-Heavy-Dual-booster-landing- More pic on : https://imgur.com/a/0vaAUyH
  4. Stock 1:1 Scale CN Tower Replica to Minmus This Mission was one of my submission for the "Providence" community project which was part of the Upsilon initiative. The tower's height is about 553 meters, like the real CN Tower. The lower part of the tower consists of fuel tanks and some other stuff. I filled the fuel tanks, then I just had to attach some detachable engines and RCS pods. It seems like this "confused" the game, causing wrong delta V readouts (I had way more dV than what was displayed). Luckily, the delta V readous from Kerbal Engineer Redux were still displaying correct values. Liftoff! I reached orbit with only one stage, so it was technically an SSTO so far, but now I was almost out of fuel and I decoupled the Mammoth engines. Time to launch the refueler! Part count including launch vehicle: about 900 parts Docking a 600 parts vessel to a 900 parts vessel - There was a lag. TAC Fuel Balancer saved the day, because without it, I would have had to refuel tank by tank, clicking on every single one at least once and also worry about balancing the vessel and it would have taken forever. Park orbit around Minmus, ready to land. Touchdown! But for some reason, the tower was kind of... shaky. And for some reason, it was sliding accross the surface. I had to use almost all of the remaining fuel for the RCS to keep it in an upright position while waitig for it to stop sliding. It took a while until I figured out that it might be better to disable SAS. And it also took a while until it came to a stop then. Then it finally stoped sliding. Decoupling the RCS pods.
  5. D20-TC Goose Dropship Designation 20-Troop Carrier Description Details Type: SPH Class: ship Part Count: 473 Pure Stock The D20-TC Goose Dropship 20-Troop Carrier is our new carrier that will now support light medium and heavy transportation around Kerbin and hopefully around other atmospheric planets. The D20-TC Goose comes standard with 16 merged J-404 Panther Engines using new noclip technology spawned from a local transwarp gate that some big guy wearing green armor happens to drop taking off the head of a what looked like a demonic creature. Nevertheless this has enabled great TWR to support heavy VTOL applications unlike what we had in past models. Also unlike past models we have increased usable space with transport by creating a completely custom cargo bay with built in fuel MK2 Tanks to complete the roof of the Goose. This has increased space and usability. Also in Cargo bay includes a arm for multi use applications and dc Jr x2 ports one on cargo wall one on arm. Outside ports include x2 ports on under belly and chest for fuel and transport. Have tested so far by lifting and carrying the Kerbal Mech Suit to Desert Base for Training facility as well as taking back Bob’s Warthog. Very Stable flight can land pretty much everywhere. Able to carry (tested up to 34 Tons) Flight Controls Press AC1 to Hover VTOL Mode. At full throttle it will raise gradually. Press AC2 will increase speed with wet mode. Press AC3 to toggle forward flight Press AC4 to close cycle AC1: Toggle Panther AC2: Switch Panther Mode AC3: Toggle R.A.P.I.E.R. Engines AC4: Switch R.A.P.I.E.R. Engines AC5: Toggle Customer Bay and Cockpit/Ladder AC6: Toggle Docking Bay Stop Guard AC7: Toggle Cargo Arm Dock Jr. Oh yeah PS we are actually getting Bob a new Vehicle for his Birthday so we included his Warthog in the back for free so have fun with it! Don’t tell BoB! A stock aircraft called D20-TC Goose Dropship. Built with 473 of the finest parts, its root part is adapterEngines. Built in the SPH in KSP version 1.9.1. Download Kerbal X: https://kerbalx.com/InterstellarKev/D20-TC-Goose-Dropship Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2014189900
  6. So today I built a delta iv heavy-like craft and sent a kerbal to eve's moon gilly. Where can you take it? (Download it, then show me!) Delta IV (Heavy): https://kerbalx.com/JohnsterSpaceProgram/Delta-IV-Heavy Here are some images of what I did with it: Nothing in the fairings yet, lets put a gilly lander! This should be succificient, its a ion engine/liquid fuel engine craft, with room for 1 kerbal On the launchpad, ready to launch After booster separation, when the central fuel tank is refilled Many days later... Approaching Eve Now I prepared to do the Eve Orbit Insertion Burn, which is shown below And lastly, here are some images of gilly after arriving at it What can you do with it, post images or tell me below!
  7. I want to be able to put an orange tank (36t) into a 100-200km orbit, but so far all my designs fall short in some regard. My smaller planes have good balance fueled/dry, but as I go bigger and add more engines, it becomes harder to keep them stable during re-entry. Additionally, for the bigger planes I'm having trouble getting enough TWR to do my insertion burn when laden (I typically run out of LOX for the rapiers before I have a circular orbit but after my apoapsis is in space). My most successful designs so far (last one is my best small lifter/personnel shuttle): https://imgur.com/a/vY4sDgk I've probably done a dozen or more iterations but none have worked to a satisfactory level, and I don't know what I'm missing. If there's an obvious flaw with my designs, I'd appreciate being appraised of it. Some extra miscellaneous questions: Are the "Tail Connector A/B" pieces appreciably more aerodynamic than the "Advanced Nose Cone A/B" and the Shock Cone? They're very pointy, but also kinda heavy so if anyone knows that'd be great. What do you guys reckon is the optimal mass/rapier? What is the optimal wing shape, and how much lifting area/t is recommended? Please rip my designs to shreds. I desperately need the more efficient price/t of a good heavy lifter SSTO so I can build my Duna mission in orbit.
  8. KESTREL AEROSPACE KC-100 DESIGN NOTES The KC-100, designated 'Rhino' for its bulk, is a heavy-weight, medium-range airlifter with a maximum takeoff weight of 90 tonnes. It's capable of relatively short takeoffs with lighter payloads, and can also be landed in a short distance if its thrust reversers and flaps are employed. The Rhino was created primarily with rough-field landings in mind, and can thus deliver payloads to remote locations that would otherwise be inaccessible. SPECIFICATIONS: Length: 33.3m Wingspan: 35m Height: 8.2m Empty Weight: 32.92 tonnes Full Weight(1162LF): 38.74 tonnes excl. payload Stall Speed: 40m/s Maximum Static Thrust: 480KN (4x Wheesley powerplants) Maximum Return Range, with maximum payload: 650km Maximum Range of No Return, with maximum payload: 1300km OPERATION MANUAL: AG 1 - Switch engines on/off AG 2 - Toggle Thrust Reversers AG 3 - Toggle flaps AG 5 - Lower/Raise Cargo Ramp KERBALX LINK: https://kerbalx.com/Kestrel/Kestrel-Aerospace-KC-100-Rhino Please enjoy!
  9. I've been fooling around again with SXT, and built the 'AirWhale 350' (The 350 part is for how many m/s it takes to takeoff). It can store several trucks, rovers, crates, and even light planes (fitting two LF-1 Bears in folding wing mode). Top speed of roughly 400m/s, takes about 30 seconds to stop after applying brakes, and needs the full length of the runway to take off. https://photos.app.goo.gl/u01ThqGKQiWwyikg2 - The AirWhale under construction https://photos.app.goo.gl/zJwN94ZLr0z6524j2 - Moved to the runway https://photos.app.goo.gl/iLPeETvMYRdOHAfD2 - Engines start https://photos.app.goo.gl/qTblpyxTK8eDYvDt1 - Takeoff! https://photos.app.goo.gl/8roaeU6Hzu67oTZC2 - Mirvy Kerman is worried about flying a slow, heavy aircraft. https://photos.app.goo.gl/KPDjeK3jidWXEqTg2 - Flying to the island https://photos.app.goo.gl/Eb33f3fCxIFSfJZd2 - After a lot of time, landed at the Ice Caps. https://photos.app.goo.gl/8K0zCqxhQDIhkUcn1 - The research vehicle is ready to be deployed https://photos.app.goo.gl/MiKeQBRGycp1XOjk1 - Safely driven down the ramp, ready to survey the area. And that's it. I'm planning to airdrop some crew facilities, but just need to figure out how to do it.
  10. The Gyrfalcon is a heavy lifter designed to move Kerbals and cargo into LKO. Some experience is recommended when flying these rockets. https://drive.google.com/file/d/1iYfbFZ7IE8UJC_vOUXRl70oDiGrKiM9c/view
  11. Back to KSP after a hiatus. I set myself a challenge to build the heaviest (stock) spaceplane I can manage. I'm currently up to lifting well over 70 tons to LKO in a beast with three large Mk3 cargo bays. It'll loft two of the orange fuel tanks easily with the third cargo bay carrying some extra fuel, or just about an entire space station using all three bays. It re-enters cleanly and flies well, but landings are kinda hairy because it's not altogether familiar with the concept of gliding; deadstick and dry it's more like falling really -- I drop down at a scary steep angle, flare up at just above the ground and then sort of plop there and a lot of the time some pieces fall off. My next objective is to refine the design to address that problem. My self-imposed goal is a 100 ton payload. I've gotten close -- I had one design that could loft that much, but it was a one-way trip only as the dry CoM went too far back and it re-entered in reverse. Anyone else building these things? Any tips, designs, or pointers to share?
  12. Not the practical mission but the artistic one. It does work but this video just shows it off and has the boosters landing close together. In reality they don't. I used smurf and upgraded vector engines to SSME details.
  13. This is the largest rocket I've made to date and well, I thought I'd share how it went. This started with me getting some missions for Duna and Ike, I had to: Position a satellite around Ike. Get Science from around Duna Get 3000 Ore from Ike to Duna Plant a flag on Duna Rescue Henster Kerman from Ike orbit and bring him back to Kerbin Now, I already have a station around Ike, and a Miner/convert+Fuel delivery craft on Ike, so all I really had to do was get to Ike in a craft that has enough fuel capacity to make it back to Kerbin. So, I built this monstrosity. At launch, it weighs about 5200 Tons, which falls to about 965 tons once it's in an 80+ Km Orbit. At the top is the Ike satellite, sitting on top of the Lander/return craft, which in turn sits on top of the Duna lander/ore delivery. vehicle All of which sits on the transfer boosters, which sits above the massive launch boosters. *edit* The craft changes name under way because I realized that I had called it "Mars Mission" oops, but the entire trip is done in one take, hence why I made a workaround when an engine broke
  14. Hello! Today I made something that I thought was impossible, I made a very high part count (yes it's laggy from time to time) ore extractor meant for low-gravity planets such as the Mün or Minmus. I'd like to share a few screenshots of it for you. Extracting ore Demonstrating the ore extractor on the launchpad It works even at night!
  15. This is a stock clone of the Cylon Heavy Raider from the reimagined Battlestar Galactica Series. It’s heavy at 182 Tons, but will manage Orbit and Return to KSC without difficulty. It is difficult to fly in atmosphere as the offset cockpit means it will pull to the right on high G turns. You have 3 large Docking ports. 2 External, one internal. 4 Medium Docking ports, 3 internal, one external. 1 small external docking port. (This should allow you to dock crew containers, equipment, extra fuel tanks etc to allow multi role operations) 4x Aerospikes should allow STOL landings, or VTOL from most moons and solar bodies. To achieve orbit, reach 12,500m altitude, put the nose 20 degrees down and accelerate past 450m/sec, and slowly pull up. You should aim to be accelerating and level no lower than 6,500m. Climb out to orbit. Engines are manual toggle, so throttle completely back when airbreathing mode stops, and apply throttle in stages, so the craft does not flip end over end. Extend out to orbit, and have fun. Action groups are. Toggle Rapiers between open and closed cycle. Toggle Aerospike Engines for landing mode. Toggle Rapiers on and off. Hosted on KerbalX here. https://kerbalx.com/atassiedevil/Cylon-Heavy-Raider
  16. This is Heinkels thread for 1.2 lifters! I will be posting all of my he- series lifting vehicles for the 1.2 update in this thread, so if anyone needs a good, heavy, and powerful lifting vehicle, they can stop right by! Heavy Lifters: Name | Stages | Lifting capacity He966 | One | 100 tons He967 | One | 200 tons He968 | Two | 500 tons He969 | Three | 1000 tons He1200 | Two | 1200 tons He1500 | Two | 1500 tons The 1000 ton lifter has a 1000 ton fuel payload, and it cannot be changed, it is a very specialized design. The 1200 ton lifter was more or less a "prototype" of the 1500 ton lifter, and was not intended for actual deployment. The 1500 ton lifter offers the best tons to orbit / parts ratio, but not the best efficiency, that goes to the 969. Lifters Links: https://kerbalx.com/He_162/He966 https://kerbalx.com/He_162/He967 https://kerbalx.com/He_162/He968 https://kerbalx.com/He_162/He969-MJ https://kerbalx.com/He_162/He1200-ton-lifter https://kerbalx.com/He_162/He1500-ton-lifter Photos: He966: http://imgur.com/a/cyu6D He967: http://imgur.com/a/DXcOZ He968: http://imgur.com/a/Uec97 He969: http://imgur.com/a/X1ll8 He1200: http://imgur.com/a/Wy6Af He1500: http://imgur.com/a/Vg6WU So far this is my complete collection of usable lifters, I do not like my "lower end" lifters, i.e. anything that takes less than the He969 to orbit, but I do plan on doing remake on all of these, as well as a 2000 ton lifter eventually.
  17. Is there any awesome mod I'm missing that adds large high-speed wheels? Something slightly smaller than the huge stock wheels, ideally. I have a kinda-newfound love for making big manned rovers with lots of features and self-sustainability, but I can see them reaching a point where they start to resemble train carriages rather than offroad vehicles due to the finite size of the ruggedised wheel. I could just use TweakScale, but that won't change the wheel's limited suspension travel. I wanna bounce around like the Mako from Mass Effect (most everyone hated it but I'm a fan). I'm also after a boxy cabin like the Orca Transport below. Doesn't have to be from a rover mod. The only cockpits I've thus far found that offer good ground visibility are rounded and I just don't like that look when I build big angular monstrosities that can survive kilometre drops (under Mun gravity, anyway; I wouldn't trust anything with wheels on Kerbin or Eve).
  18. Are there any general tips or methods on how to launch REALLY HEAVY STUFF into orbit. I'm talking about 1 Million kg.(It's going to go to EVE and then to Gilly and land there. Then back home, but it has tons of science equipment from mods and it has a science lab and 2 command pods so thats why its so heavy.)
  19. Mortimer Kerman plans to strike it rich by mining metals on Kerbin! Gus Kerman has supplied all the drills and sifters, and Walt Kerman swears he has a customer lined up, now it is up to you to design the transport. The goal of this challenge to build and demonstrate an ultra-heavy cargo plane to haul metals using Roverdude's excellent Kontainers. To achieve this you must: Take off from the runway at the KSC Fly over the island airfield to demonstrate airworthiness Land intact back at KSC to deliver your metals (you may use the grass for this bit!) Only two mods are mandatory for this challenge: USI Core by @RoverDude for the metals containers (be sure to try out his other stuff too) FAR by @ferram4 because after a hard day's work big aircraft deserve the gentle comfort of voxel-model based aerodynamics! Kerbal Joint Reinforcement is also highly recommended. All other stock-alike mods are fine, and use as many visual or information mods as you like. Unfortunately however I have to say no to tweakscale or any unrealistically overpowered mods (refer to rule 1 below) as it might make this challenge too easy. Scoring: You get a basic point for every unit of metals delivered intact back to the KSC For bonus points, complete extra flybys or landings at Kerbin’s Easter egg locations during your demonstration flight. Add the appropriate multipliers and then multiply basic points by this sum. (note: landing somewhere obviously also includes flyby, so add both) Flyby Landing Island Airfield nil 5 Desert Temple 2 3 Old Space Centre 2 2 UFO Crash Site 5 1 All 5 Kerbin Monoliths 10 50 Total score is the sum of basic points and bonus points. If you have broken your plane returning to the KSC then you get a total score of zero! That’s right, Mortimer isn’t interested in craft that are not reusable. Minor, repairable damage is fine. Drop tanks and boosters (if used) are not required to be attached to the aircraft when you finally deliver your metals. Mid-journey refuelling from another vessel is not allowed. Mid-journey refuelling with ISRU built into your aircraft is fine (but all the metals must be loaded at the start of the journey, no top ups!) Example scoring scenario: 2,500 metals delivered after completing island flyover airworthiness test, flying to and landing at the Desert Temple, and returning intact to the grass at the KSC: total score = 2,500 + 2,500 x (2 + 3) = 15,000 Rules: No cheating… if it feels like cheating it probably is! So no F12 cheats, config edits, hyper edits, or obscene part clipping. Kraken drives are fine, if ye can slay thy beast... Quicksaving is fine, but only while you are landed. This means no endless retries at landing until eventually one works, Mortimer doesn’t want craft that only work occasionally! Calculate your score and submit a brief flight report with an imgur album showing at least: take off from runway airworthiness island fly over any bonus flybys or landings (landed aircraft within view of easter egg) landed craft intact at the KSC final flight results (F3) screen with metals qty observable That’s it! Everything else goes design wise, so enjoy.
  20. I have an average skill on general ksp matters, and an improved, after so much failures, skill in flying, stalling and landing. Also, a decent knowledge of CoM, CoL, etc. Besides all that, I can't build a heavy space plane that gets into orbit with two extra fuel tanks, use them, dump them, refuel a space station and come back to Kerbin, Space-Shuttle-style. This is the only way in career to refuel a space station with minimal cost, I think (apart from the SSTOs, but don't get me started on building heavy SSTO) And when I say heavy, I don't mean the mass in tons, but I'm referring to the 3.75m diameter, the largest fuselages there are for space planes. I've been trying for a quite long time now, and making them survive both basic orbital manuevers and a landing is simply impossible. Yes, the CoL is behind the CoM, yes, I saw where the CoM and CoL are after the fuel gets reduced to the amount it has on reentry. I did the painful calibrations just right, tested the plane, most of the times it's fine. Yet still, after orbit, the thing seems to break upon the slightest bump on the ground or spin around (I have tested the very same plane, with depleted fuel, at Kerbin and works fine). I have tried different control surfaces, larger, smaller. I have landed a spaceplane on Eve, I have managed numerous missions with ordinal "flat" space planes, but heavy space planes just don't work for some reason. I just think the game doesn't like heavy space planes. Has any of you tried persistently and failed to build a heavy orbiter? Is anyone avoiding the heavy, 3.75m diameter design because of its impossibility to cooperate, or am I doing something incredibly wrong? If you have any working designs or images of a 3.75 orbiter or, better, SSTO, please help me, this matter is anything I am trying to do with ksp these days.
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