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Found 4 results

  1. Hi Everybody, Whenever I unlock most of the tech tree during a career-run, I like to “finish” the game with a special tour of some sort. Most of the time, it will be a Jool-5 challenge, but after 10+ careers I like to step things up a bit. So I decided to take upon the challenge of doing a Grand tour and plant a flag on all landable celestial bodies with one trip. In this thread, I will report on the design, flight plan and off course the actual journey/ adventure throughout the system. Before I talk about the general vessel design, let’s start with “da rulez” I set for myself: Plant a flag on all landable bodies in one trip; The “Grand tour Vessel” may be constructed in orbit; Dedicated landers may be discarded after use; After leaving the SOI of a planet with the Main Grand tour vessel, remaining vessels are considered discarded. I will have to bring along all parts I want to use for the whole journey ; Landing on a planet with an atmosphere requires a proper Kerbal crew cabin; Mining ore and converting ore to fuel is allowed; Try to keep clipping at a minimum; No Cheats; Saving and reloading is allowed. With that out of the way, let’s talk about the general design! I’m thinking taking 2 kerbals (engineers) for this trip and splitting up the ship into 4 dedicated parts. The massive Eve lander; A compact Tylo lander; An airbreathing Laythe lander; And last but not least, an all-purpose carry-all-tug. This tug will provide the thrust and fuel to transfer all (dedicated) landers to their destination. It will also be used as a landing and mining vessel for the smaller celestial bodies. That’s it for now. I will post more info within a day or two. I can’t wait to start. Wish me luck
  2. I used to play KSP a lot, around Christmas 2015 (before "the wheels" update anyway) and I had a good thing going with getting rovers up to the Mun and Minmus (and back) on this thing... (Also this version with the rover attached underneath the lander although the docking port is easily added back onto the above design) This was probably the final evolutions of sixth or seventh refinements of this ship, and was pretty reliable at the time, and easy to fly believe it or not (or maybe I had just had lots of practice). I'm getting back into KSP now and I have a few questions! 1) Would it still work well in this version of KSP (have the aerodynamics changed...) 3) Is it generally a flawed design and worth starting from scratch? E.g. It is fine for the Mun and Minmus (it was only designed for that purpose), so I can't refuel with it. Thanks!
  3. Hi everyone! I usually don't post in the forum much, but I've run into a problem that's driving me a bit crazy. Now I'm not new to KSP I've been a player since I bought .13 way back when. However I can't for the life of me figure out this Duna interplanetary transfer vehicle I'm trying to design keeps rotating in orbit when I throttle up the engine. As you can see below it's docked to a "mock-up" lander similar to the one I plan on using. Through testing I've found that if I undock, the vehicle flies just fine, but while it's docked it rotates. The SAS isn't keeping it stable, and I've checked to make sure I hadn't accidentally set a trim in my game. I even tried it with multiple engines (was testing to see what would be the best to use for the flight to Duna) and they have the same result. I have noticed that if I shut the SAS of it takes more time for the ship to start rotating oddly enough. I'm really at a loss as to what's wrong with the design, and any help would be greatly appreciated.
  4. Got a bit of a headscratcher here... I'm trying to use the stock radiators to reject some built-up heat in my 1.25m probe. They pull the heat out just fine, but they also spike up to over 1200K and just... stay there. I'm confused, as there's no parts on the probe anywhere near that temperature. Why do they spike so much, and is there a way to control that thermal spike?
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