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Found 3 results

  1. I spent a very frustrating 1-2 hours last night struggling with the building editor and realize perhaps I need some help! I'm running the most recent KSP version, in Career mode. I've experienced the problems I had last night on and off these past months but last night was the real kicker. I'm trying to assemble a Rover payload to send to Duna. I'm more or less folllowing one of the Modular Base Building tutorials like on YouTube. I gave up try to use the "bottom carrier" style of.rover since I experienced very strange (and violent! ) problems involving try to position the rover underneath a Base tube payload. Maybe this worked OK on previous KSP version but on the latest version I would experience explosive part collision effects where the tube would blow up into the air, the moment when the rover was underneath the power dock port. So - I switched to another method involving a pair of small 4-wheel rovers which can dock to the sides of components (using Dock Jrs) and carry parts around with legs up. These rovers are used in pairs. They also click together using their back dock ports to form a larger 8 wheel rover. Which I've found can move just about anything! Anyways, I am finding it impossible to connect these two rovers together in the VAB or SPA build editors. The editor does not always seem to recognise the docking JR points as valid attachment points. I was able to attach Rover1 to a small Base node part (basically an OCT2 with Docking Jr's at both top and bottom ends). But attempts to load/merge Rover 2 and have it attach to the other side of the Base Node all fail. The strange thing is in the tutorial videos this all seems fairly easy and trivial. Has something changed since 2014 so that Dock ports are problematic attachment points in the build editor. Or is their some other technique or editor command I'm not using correctly here. I'll try to supply screen shots when I'm back on my Home PC (typing this now on my cellphone) Cheers, J Stevenson "Get your Ass to Dooon-ah". - Arnold Kerbin.
  2. We see VAB landings by VTOLs or with parachutes regularly. But a real challenge would be a conventional landing. So here's a challenge for that Score will be based on the horizontal flight capabilities of the craft used in the attempt, rewarding craft size and speed. A speed requirement is set to prevent excess wing spam, and also a no-detachment rule is set so that the configuration used to clock max speed is the same as the configuration used for landing. Scoring: Score = (Mass of craft in tons after landing) * (Maximum clocked speed of the craft in atmosphere in km/s) The whole craft must land intact on top the the VAB Please provide a screenshot of the F3 menu after clocking speed, and also a screenshot of the craft landed on VAB plus some description of how you've managed the feat Rules: Stock Parts only for simplicity All engines point straight to the back Landing attempt done at no more than 45 degree pitch up from the horizon Only jet engines No parachutes No reaction wheels except those built into cockpits or probe cores, max of 1 cockpit and 1 probe core Limit of 100 parts, so better PCs won't be at an advantage No parts should be detached after takeoff No editing the craft file with text editor or mods to squeeze out extra performance. No altering of Kerbin's properties with Alt-F12 menu to reduce gravity or increase drag etc. Some tips The challenge gets much easier if you put something small on top of the VAB and target it during your approach, so your know exactly where the VAB roof is by looking at the Navball, and can keep your velocity vector lined up with it. Eyeballing this landing is almost impossible. It's probably a good idea to set each landing gear's braking force to max or you won't stop in time, and also make sure to use a landing gear that has brakes, as some of them don't. I think the trick to accomplishing this is to get up to about 2km high and 5-6 km away from the KSC, then throttle down to about 1/4 and pitch up until you get to a comfortably low speed and your velocity vector on the Navball is pointed right at the target you placed on the VAB, then control your descent rate with throttle, and engage brakes right as you touch down. My attempt: Sorry no screenshot, I pitched up too much during the approach, engines hit the helipad, causing the plane to bounce, which then settled on the roof beneath the helipad after also losing a nosecone. Someone had done it on YouTube, but with a wing-spamming plane dropping almost straight down onto the VAB with no VTOL engines or parachutes, but wingspam is unrealistic so I put in top speed as a part of the score, Leaderboard: @AeroGav 49.16 points (34.62tons*1.42km/s https://forum.kerbalspaceprogram.com/index.php?/topic/164298-vab-horizontal-landing-challenge/&tab=comments#comment-3170162) @zolotiyeruki 31.03 points (19.794 tons *1.568km/s https://forum.kerbalspaceprogram.com/index.php?/topic/164298-vab-horizontal-landing-challenge/&do=findComment&comment=3172691) @qzgy 20.625 points (16.5 tons*1.25km/s http://forum.kerbalspaceprogram.com/index.php?/topic/164298-vab-horizontal-landing-challenge/&do=findComment&comment=3145933) @Eidahlil 13.01 points (13.69 t x 0.95 km/s, http://forum.kerbalspaceprogram.com/index.php?/topic/164298-vab-horizontal-landing-challenge/&do=findComment&comment=3145668) @Eidahlil 8.46 points ( 8.46 t x 1.00 km/s) Unsuccessful attempts goduranus 10.53 points (8.56 ton craft at top speed of 1.23 km/s, lost an engine and a nosecone)
  3. Anyone done this before me ? As in, landed a fuelled SSTO on the helipad on the VAB roof - then flown to orbit afterward ? The challenge I was participating in outlawed VTOL engines, so it had to be done with aerodynamic lift only. The landing was ... challenging. It was worth it for the takeoff though, felt like a re-enactment of the Doolittle Raid, WW2
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