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Camaron

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Everything posted by Camaron

  1. Reliable, 110-part Fuel ship. 100% stock, not even info mods used. No clipping either. Clipping just feels like cheating to me. Can easily reach 150KM round low orbit, weighing in at 1,138 tons and carrying 88,560 fuel. Uses 18 SAS modules and four generators to keep itself stable, and has docking ports for all 3 dock sizes. I typically get the best results when turning beginning around 14,000 meters. There always seems to be enough fuel in the last stage of lift boosters to park the ship in any orbit you desire under 200Km. Due to the way the later stages use the central engine, you will have to transfer some excess fuel out of the boosters back into the core ship before decoupling the last stage. It's a minor inconvenience which will be corrected in Titan XII. If you're wondering why I never used a nosecone, just know I haven't unlocked the large nosecone. Meet the Titan Eleven. http://imgur.com/a/67IzP Craft File: http://www./download/t85f0qlvfgpu3bs/Titan_XI_Fuel_Carrier.rar
  2. I'm having some difficulty with an asteroid just wanting to shred whats attached to it when time warps start. It's happening with an asteroid that was originally just fine but is now 300+ days old. I went to load it back in. Stable. but I tried to time-forward and everything attached to it just tore to pieces. I tried reloading numerous times and trying a few different things, but every time, the attached components just rip apart the moment time warp starts. Stranger yet, the parts thrown off, despite having no means to accomplish any kind of acceleration, gain a slight, Kraken-ish acceleration. Is anyone else having trouble with asteroids trashing anything docked to it? I'm aware that ships can get a nasty and sometimes fatal jolt when exiting time warp, but this is the first trouble I've had with entering it. I foolishly already terminated the asteroid, but still figured it might be worth posting. I had a thought right as I was about to post. I believe the manned capsule had a ladder than slightly breached the asteroid's surface. I know that sort of interaction is usually associated to the Kraken drive. Maybe someone can test that idea?
  3. Given that my 13-tanker shown earlier weighed in around 1,138 tons, (1,350 before tossing what was left of the launch boosters), and has around 88,500 fuel vs your 81,000 remaining. I'm going to guess that the asteroid is still considerably heavier since they pretty much start at 2,000 tons. That ship is till surely one heavyweight boss though.
  4. After realizing that my largest Asteroid Tug hit orbit at 1,015 tons, I went ahead and retrofitted a version that served as a fuel ship. Got 88,560 Fuel into Orbit with an 1138 ton result. It was over 1,350 before throwing off what was left of the launch boosters. But I figured dead engines and tanks shouldn't count just because they're still stuck to the ship. Before clamoring about what I should have used, please realize I only have access to about half of the tech tree. The heavy rockets and large dock are the only last-step techs I've got. Early in the launch: Final Resulting Fuel ship after a quick refresh to clear the nubs:
  5. My friend just asked me yesterday if multiple asteroids could dock together. I wasn't sure - thanks for the convenient demonstration!
  6. Wow, this thread lit up all of a sudden. @ Alex - Yes, A single nuclear is the most efficient config, but is indeed, painfully slow. Its a modular ship though, So I could tack on new engines whenever I want. However, I've restarted a new career for 23.5 and it's new parts pretty much made this ship totally obsolete, considering a big asteroid tug I launched earlier achieved 135km orbit at 1,015 tons. "Big" got an overhaul in this update.
  7. You could always just cover the thing in parachute pods.
  8. Pet Rock Challenge is the place for you! http://forum.kerbalspaceprogram.com/threads/74920-The-Pet-Rock-challange!
  9. Are asteroids indestructible or do they have to be dropped gently?
  10. Actually, I find Career mode to be exactly the sort of progressive learning tool that lets you figure out what everything is for and where it works best. Going through career mode would probably greatly expand on your ability.
  11. Funky. Would be a fun challenge to try to land a "Dance Club" on every Moon and Planet.
  12. So, what's the weapon-of-choice for grabbing videos like these? Nice craft BTW. It's unusual to see side mount engines seeing any action.
  13. I keep seeing mentions of the asteroid stuff in context that suggests that its right around the corner. How soon can we expect the new asteroids to come around?
  14. My Grand Tour ship is really just a first-gen, experimental type of thing, but it works great, and has very similar design principle to the OP. One of my biggest concerns is parts count, so you will see there is very little wasted parts. The "Giga Grappler" is a simple, throwaway heavy maneuvering device, and doesn't stay with the ship after construction. It's maximum config is Equivalent to 19 Orange tanks, and is designed to shed 16 of them during a long range trip. It only takes two launches to build the ship, plus a few more for fuel carriers since the tanks are installed empty. I have lots of ideas for a gen 2.
  15. He means that it isn't a rover. The same way a boat isn't a car because it has no wheels. It's still pretty cool though.
  16. Space Kraken. Take this down. Bring it back when you actually have something to show.
  17. Here's One of my favorite pics of Terranova III. Actually a pretty old pic, but it looks great.
  18. You really shouldn't have started a thread with a one-sentence post...
  19. Well, one problem for your post is that you don't seem to have formally listed the mods you're using. If I don't know where your parts came from or what ohysics I'll be facing, I would feel no inclination to DL the craft. I also wonder why you put two labs on this.
  20. I just meant that 1080p pics go way off the edge of most people's screens. I wanted them to be reasonable. I've been there with that whole sudden death of KSP situation. In my case I had just finished launching some big beautiful ship after a laggy 15 min launch....Windows Update Forced Restart. Poof.
  21. Here's a few photos of Quasar II as requested. Shrunk my pics down 50% because 1080p images run off the sides of a forum post. In my case, I traded the four smaller Rockets for larger ones and put the jets onto the end with their own fuel tanks, which also isolates Jet fuel to prevent imbalancing. The large rocket model I used also has thrust vectoring, which gives me some great flight control with 18 SAS modules to help. Just as with Original Quasar, This ship depends on emptying itself in the process of launching, so refueling is needed in order to actually fill it up. In fact, 25 of the 40 tanks are empty right from the start. It would be far too heavy to lift this way otherwise. Quasar II has a large dock in the rear, and a medium dock up front, and carries 115,560 fuel VS Original Quasar's 80,000-ish, and didn't include a medium dock. Also, the original Quasar didn't include any monoprop storage. I made sure Quasar II had six tanks. Monoprop is fuel too! Doesn't do much else - it's really just a huge Fuel Warehouse in 200K orbit.
  22. So.... I stole some of your launcher design and built Quasar II - My new largest Fueling station of all time. It carries up to 115,560 Liquid fuel with 40 Red Jumbo-64 tanks and a conservative 151 parts. Thanks
  23. I've been here before. Once your landers start getting too huge, try designing more compact, and lighter. One tip I have for example - Remove ALL batteries and add just a few generators, depending on how many SAS modules you have. One generator can continuously power two SAS modules for a good deal of continuous time with just the 10-100 charge offered natively by your Kerbal Capsule. as you make your ship lighter, you can drop legs, which will make you lighter still. Another - Struts when added carelessly can actually ramp up the weight of a smaller lander shockingly fast. Each strut is .05 tons, meaning that just 20 of them brings you to a FULL TON. Same goes for fuel lines. Similar things apply to many structural parts - Always be aware of the weight of your structure. There is a tiny cube part that weighs .001. It is extremely useful for its "Weightlessness" and can save your life even if you have to string several together to accomplish your needs. Being as light as possible and not carrying deadweight is extyremely important. Every thousand pounds you carry for no reason will fight you every step of the way.
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