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GoSlash27

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Everything posted by GoSlash27

  1. Abastro, Sorry, I wouldn't know. I only play stock myself. Best, -Slashy
  2. Abastro, That *was* the vehicle he used to escape Eve and achieve orbit. There is currently (as of 1.1.2) no way to SSTO from Eve sea level. There are only a few engines that will produce useful thrust down there and none of them are efficient enough to SSTO. Back in the day I had a severely cheaty contraption that could do it by exploiting infiniglide and kraken drive, but those bugs have long been fixed. Best, -Slashy
  3. I generally go 10 units of monoprop per tonne of ship and use about half of that. Best, -Slashy
  4. In general, big launchers are more economical than small launchers, both in playing time and $/ tonne. The only reason I can think of to go with multiple smaller launch vehicles is if you don't have the tech, upgrades, or cash for a single big launch. Best, -Slashy An alternative to Carl's suggestion: The large "CheepLifter" does 140 tonnes very economically. Best, -Slashy
  5. If you transfer to low munar orbit and refuel there, the transfer to Duna is only a 467 m/sec DV. That's a total DV of 2,200 m/sec both ways even without aerobraking; not even worth using nukes. Best, -Slashy *edit* D'oh! Fooled again! Hopefully this info is helpful to someone else...
  6. Honestly... I've never made an airplane that hasn't worked as a seaplane when I tried it. Nothing special about them that I'm aware of or any effort to make them work on water. It seems to me that KSP is extremely forgiving for seaplanes. Best, -Slashy
  7. For a limited time only, The Cheep series relies on SRBs for the bulk of the work in the atmospheric regime. The core LF stage provides control during the boost phase and economical thrust during the transstage. We employ "pseudo- asparagus staging" to get the most out of these cheap lifters and pass the savings on to you! The Cheep 15 is ideal for all your light lifting needs. 15 tonnes to orbital insertion point for under $1,200 per tonne. http://wikisend.com/download/181788/Cheep15Final.craft The Cheep 47 places your 47 tonne payload just short of insertion for the low, low price of $772 per tonne! http://wikisend.com/download/302248/Cheep47Final.craft And then there's the big boy... 140 tonnes of heavy lift madness for the insanely low price of just $693 per tonne! http://wikisend.com/download/248792/Cheep140Final.craft Just pile on your payload and go. You provide guidance, electrical storage, aerodynamic shrouds, and all control systems beyond the basic thrust vectoring. If it fits, it ships. These magnificent lifters will only be available for 90 days during this special promotion! Operators are standing by!
  8. Kuzzter, This is correct. Best, -Slashy
  9. You didn't eliminate the unnecessary node, you just tacked something else onto it. Had you designed the craft from the ground up to use 2 RAPIERs, you'd see a much larger improvement. But having said that, the RAPIER is not the absolute only choice for SSTO spaceplanes. There is a situation where you would want to employ a hybrid design instead: You haven't unlocked the RAPIER yet. Other than that, the RAPIER is the way to go. Best, -Slashy
  10. WhiskeyTangoFoxtrot, You are seeing the same results because you're plugging RAPIERs into a hybrid design. The advantage of RAPIERs isn't the weight savings, it's the parallel node savings. Using RAPIERs allows for a more efficient layout, which means both less drag and more payload per engine, but you have to actually design the ship to take advantage of this. Best, -Slashy Enceos, They're also good for really freakin' huge space planes. Best, -Slashy
  11. Through most of my game, I don't use any strategies at all. Once I've unlocked the tech tree, science no longer has any value for me, so that gets converted to funds. Best, -Slashy
  12. I'm surprised nobody has mentioned this yet: World's first accomplishments. Being successful pays off big in this game. Simply putting a craft in orbit and recovering it intact will pay a whole lot of cash, but only once. The first time you leave or enter a new sphere of influence is a major windfall for you. Beyond that, completing contracts gets the bills paid. Tourists, rescues, and satellites are my favorites in 1.2.2. Just be sure that the contract isn't asking for something beyond your ability to deliver. Read the fine print and understand what is being requested *before* you accept. Good luck, -Slashy
  13. Andersenman, Unfortunately, what "should be" and what is are two different things. From the software's perspective, it's not a simple task to declare what is shielded and what is not. The software has to raycast to determine that for fairings and cargo bays. Raycasting is pretty hard on frame rates. We just have to suck it up and deal with it until Unity gives the devs better tools to do this sort of thing with. Not the answer you want to hear, but it's the answer we're all stuck with. Best, -Slashy
  14. Looking at it from a purely DV perspective, it's worth it to accelerate as rapidly as possible. *But* from a dollars- per- tonne perspective it is far better to pick a lighter cheaper engine. Best, -Slashy
  15. fommil, Here's a really crazy one. My favorite design from the c'n'c challenge: http://s52.photobucket.com/user/GoSlash27/slideshow/KSP/CnCRocketFactory/Cheep135 If you modify it to your purpose and tweak it out, it should get you roughly $10 per unit. Best, -Slashy
  16. fommil, If you stagger the thrust of the SRBs and stage them off in pairs, you can save a considerable amount of payload at the other end. You can also set up a pseudo- asparagus arrangement where the SRBs haul fuel tanks to carry the fuel burned by the core. You might also want to look at adding a 3rd low thrust vacuum stage. Best, -Slashy
  17. fommil, Lots of good ideas like that in the cheap 'n' cheerful challenge I linked upstream. I'm glad it's worked out for you. Release the hounds, -Slashy
  18. fommil, All of the above. I attach the decouplers high on the SRBs and anchor them at the bottom with struts so they do a Korolev cross. Ditch the SRBs as soon as they're spent. My gravity turn was initiated at 110 m/sec. Get the prograde vector to 85° pitch and then just follow prograde. It should end up floating at 45km until Ap is established. HTHs, -Slashy
  19. fommil, Affirmative. I'm guessing that's why you were having issues.The Twin-Boar is a wonderfully cheap and useful booster. Isp is pretty good across the board. Best, -Slashy
  20. fommil, No, it is what it looks like, no mods. Are you sure you're not clipping the engines? Best, -Slashy
  21. Carl, I didn't optimize or tweak that one in any way, just put it together as a quick demo. It is what it looks like, so you could just slap one together and try it out. IIRC The SRBs burn out at 13km and 450 m/sec. At that point it has *just enough* thrust to keep it going. Best, -Slashy
  22. Carl, Oh, sorry. I got the 2 confused. I meant fommil's design. Best, -Slashy
  23. Carl, The Isp and thrust improve once you get out of the thicker air. By the time the boosters burn out, it's almost in a vacuum. Also, you don't need a lot of acceleration in the transstage. As your rocket tips horizontal during the gravity turn it's no longer fighting gravity. Best, -Slashy
  24. Fommil, It's just a Twin- Boar with 6 Kickback boosters. Nothing fancy. 60 tonnes is 5400 fuel and 6600 oxidizer; a little over twice the fuel delivered in Carl's design. I guess that's $15.75 per fuel unit? I'm not interested in participating in a competition, so I'll bow out. Best, -Slashy
  25. How about something like this: It'll put 60t of fuel into a 250x250 orbit for $85,000 launch cost. Just dispose of it when you're done. Best, -Slashy
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