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Diashi

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Everything posted by Diashi

  1. Yeah. The intakes were just for looks. I changed the Xwing3 over to a Thermal Turbojet for MORE POWER! nearly 4000 Kilonewtons of thrust at throttle down instead of 1700 KiloNewtons I set the thrust limiter on the 1.5m plasmas to 49.5% on all four. They worked just right. Only 170kN apiece, but still respectable for maneuvering and changing to Mono punches it up to 500kN apiece. Setting them to 50.5 would result in shutdown. I Just completed an orbit and target intercept and destruction. I'm thinking of putting a generator on either side of the smaller AM reactors to generate some more MJs but as it is, it's a good heavy interceptor now. Ironically with the odd wing configuration it's one of the most stable spaceplanes i've ever flown. Usually mechjeb'd be waggling the ailerons like crazy to maintain the stable flight. This one, i can fly to orbit manually.
  2. Sorry for the image dump I'm having a problem with a few of my crafts. I have a model X-Wing (and it also happened on my heavy lift spaceplane with also has 4 plasma engines) where the primary drive engine works fine, but when i switch over to the plasma thrusters only two of the four will fire. Always says "not enough power (megajoules)" instantly and shuts down two engines. Each of the 1.5 Plasmas has an attached generator and antimatter generator. Is there something i'm doing wrong with my build? As soon as i fire the plasma engines the megajoules drops to empty. There are four 1.5m Antimatter reactors with generators and a 2.5m AM reactor with attached generator
  3. I had a busy day. B9 aerospace pack and KSP Interplanetary mods added. sorry for lots of pics This is the KSS-05 Nautilus loaded with a Virus Lander. The Virus Lander landed on Bop. After returning to kerbin and landing the virus lander on top of the research center: I reloaded the Nautilus with mono, antimatter, a new virus Lander, a Banshee SSTO spaceplane and a Banshee SSTO: and they're ready to complete the exploration of the Jool system:
  4. This is the Gas n Go. Inspired by the restaurant at the end of Spaceballs, this will eventually have living quarters, Science, and fuel tanks in the center 2.5m docking rings. Ships will dock with either the edge docking rings or the flat parts depending on design. Once full I'm planning on linking in my warp tug and moving it out to the L2 point beyond Kerbin.
  5. thanks for the feedback... using he Barkley resolution didn't have any effect. Neither did throwing Wil Wheaton into the warp Drive. the problem is, as you can see in the second pic, is that the warp drive is OFF and he ship is still going at light speed. I activate the drive, and it jumps my speed, then deactivates and i'm still going the speed. there's no Dropping out of warp. Even setting up keys for the function does nothing. 7 is activate drive, 8 is deactivate, 7 increases speed, 8 does nothing.
  6. So, I finally got the FTL drives but they're not behaving. This is the Phoenix II: When i engage the Alcubierre Drive the activate button flashes and the raw speed of the ship jumps by whatever fraction of c i had it set to. If i activate the drive again it jumps by that amount again. Turning over and firing the drive in retrograde slows down the jump but it's never exactly as much as the jump forward hits. Is there something i'm doing wrong? I've read the descriptions and it isn't working properly. The Drive never gives me the option to Deactivate it. as you can see here: Interstellar's updated to 0.11 properly.
  7. well after the eventual failure of the KX01 Phoenix. ( Now Phoenix Station at Geosynch directly above the KSC) I realized that sendin up multiple single parts was just a recipie for it falling apart under accelleration. So. The Odyssey was born. The craft went up completely empty of fuel except for the Lander mated to the tail of the ship. The Lander is designed to detatch from the tail, maneuver up to the R2 Science Pods, land, and return to the mothership. The R2 will be re-docked with the node and the lander will return to the tail. The Cruiser then can break for the next planetary object. Main engines are 12 Nuke engines and there are 11 full fuel pods. There is a separate vehicle for the recovery of the R2s. A small engine and parachute are designed to be docked and for the entire package to be recovered. The next generation of R2s will have built in parachutes and battery packs enough to return to the surface.
  8. oh, there was a spectacular amount of wobble. It DID get out of LKO (200Km) and to geosynch safely after disengaging all the fuel and parasite craft. After redock and refuel I went for Duna trajectory and all the parasites and the fuel modules did what you'd expect their inertia to do. I over-engineered it to let Kerbals move from the lower dock all the way to the command module. Whenever a module came within 2 Km my PC lagged as it loaded everything. the Docking rings were made before i had Max-Mono units and max-batteries so i've reengineered those sections to use far less parts. I'll post more as i redesign.
  9. First things first, this is my first post here on the forums. Hi all! I just wanted to share my first attempt at a Solar System traveler. Here's the final pre-launch form of Project Phoenix: Main Power is provided by 16 Nuclear engines. The main fuel tanks are docked at the rear of he craft and are designed to be discarded in interplanetary flight as fuel is used. There are two science landers (docked at 1 and 3) are to be used in multiple planets in one trip. The Mule Space Tug (Docked at 2) is a purpose built tug intended to brute force the fuel tanks into place or transfer the tanks from my LKO Space Station. The Recovery vehicle (Docked at 4) is for crew recovery and replenishment. The final craft was almost 100 Meters long and weighed in at just under 500 tonnes.
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