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Everything posted by goduranus
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You could enter the asteroid capture challenge http://forum.kerbalspaceprogram.com/threads/90119-Kerbal-Space-Center-Asteroid-Recovery-Program
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just put rover wheels on the plane itself? B9 also has powered landing gear wheels
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What makes this plane spin out?
goduranus replied to Red Iron Crown's topic in KSP1 Gameplay Questions and Tutorials
what if you add a slight dihedral to the main wings? also, be helpful if you could show a video or some screenshots of the spinout as it happens, or post the craft so that we can check out what happens. -
What makes this plane spin out?
goduranus replied to Red Iron Crown's topic in KSP1 Gameplay Questions and Tutorials
Too much angle of attack? You can't tilt up too far above your airspeed vector -
need a space plane for large crew transfer
goduranus replied to endl's topic in KSP1 The Spacecraft Exchange
Here's my submission for you. It's an all stock cargo SSTO that comes with a crew rover for 8 kerbals, or a passenger module for 21 kerbals. Fuel levels are preset for 75km orbit for each payload, if you want it to go to 150km, you should add slightly more fuel to the small tanks. You can also easily swap out the crew modules for other things you want to launch, that are under 30 tons. http://www.curse.com/shareables/kerbal/221968-stock-flying-wing-cargo-ssto Best way to fly: nose up at 5 degrees until clear of runway; nose up at 30 degrees until 22km altitude; reduce nose up to 15 degrees to gain speed while maintaining a ~10-15m/s vertical speed; when you hit 25km, nose up to 45-60 degrees and wait for the rockets to activate automatically; when above 35km, accelerate at prograde until apoapsis is desired. -
Can ground rollers enter as well?
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Kerbal Space Center Defense
goduranus replied to JebThePilot's topic in KSP1 Challenges & Mission ideas
Don't have a video, but I hit every target with bonus and landed in 3min 37 seconds. Pretty easy to hit the buildings spot on with glide bombs, while your bomber plane descends slowly on parachutes. Should be 290 points. 3min 37sec: -6 VAB 50+5 Tracking Station: 40+6 SPH: 60+10 R&D:40+15 Mission Control:75 Also, Darren9's score with biplane is wrong, should be SPH 60+10, Tracking Station 40+6, R&D 40, Mission Control 75, VAB 50, time -2. Which is 279. -
Kerbal Space Center Asteroid Recovery Program
goduranus replied to Zipmafia's topic in KSP1 Challenges & Mission ideas
And it's done. It took me several tries, because Maneuvering Node was glitching, I couldn't time the landing with it. I didn't expect the final attempt to bring me this* close to KSC. Result: Launch Cost: 384733 SSTO Recovery: 219173 Asteroid Interceptor Recovery: 123354 Bonuses: 155000 (75000 pristine asteroid, 50000 no debris, 10000 seat for Jeb, 20000 hole in one) Net Cost: -112794 Asteroid Mass: 2.91 tons Score: -38761 Kredits/ton:cool: -
SSTO Spaceplane Payload Challenge
goduranus replied to Sensi's topic in KSP1 Challenges & Mission ideas
Does the crew need to be a permanent part of the plane? or can they be occasionally carried in payload? Does the Mun flyby need to happen on the flight where the payload is scored? -
Kerbal Space Center Asteroid Recovery Program
goduranus replied to Zipmafia's topic in KSP1 Challenges & Mission ideas
I found a 3.8 ton asteroid close to the equatorial plane and went for it. Attached some struts to hold it up for the landing. Now it's only a matter of landing it on the putting green. But it looks like I underestimated the cost of Ion Drive fuel, so score will be less impressive. Edit:2.91 ton after a closer look -
Circumnavigate Kerbin...BY FOOT.
goduranus replied to MedwedianPresident's topic in KSP1 Challenges & Mission ideas
no man, you're being annoying for digging up this thread. It was already sinking to the bottom, and now it's at the top again. I say unless someone is going to take a serious shot at doing this challenge, weshould not make a post just to bash it. That'll only bring the thread up again. -
Circumnavigate Kerbin...BY FOOT.
goduranus replied to MedwedianPresident's topic in KSP1 Challenges & Mission ideas
stop bashing this and just let it go away -
Kerbal Space Center Asteroid Recovery Program
goduranus replied to Zipmafia's topic in KSP1 Challenges & Mission ideas
You know, I think the winning strategy for this challenge is to find a class A asteroid that was already on collision course with Kerbin, and use a high-recovery craft with ion drive to nudge it onto the KSC. This is my estimated score for such a mission: Craft cost:0, 100% recovery Fuel cost:5000 Bonuses: 75000 pristine asteroid, 50000 no debris, 10000 jeb's seat, 20000 hole in one Net cost: - 150000 Asteroid, Class A 4 tons Score = -37500 kredits/ton Edit: I'm gonna try this out, wip attempt Or just find an asteroid that naturally lands on Kerbin, and use a cargo plane to haul it back. I will attempt these when I get a chance. -
Kerbal Space Center Asteroid Recovery Program
goduranus replied to Zipmafia's topic in KSP1 Challenges & Mission ideas
New leaderboard for physics exploiting ships is good! And I watched from the asteroid as as the ship hit the it. The claw doesn't need to be piloted to work. -
Kerbal Space Center Asteroid Recovery Program
goduranus replied to Zipmafia's topic in KSP1 Challenges & Mission ideas
Aha, the rules do not say no to kraken drives. Here's my attempt, all stock. Took me quite a while to do the asteroid capture burn, fighting the kraken drive wobble along the whole way: Ship cost: 90777 Recovery cost: 79km=395000 Recovery Value: 48287 Clean Recovery:50000 Jeb gets a seat:10000 Net cost=377490 Ship mass: 19 tons Asteroid mass: 1055 tons Result: 358 credits per tons -
[Stock] Gyroplane altitude challenge
goduranus replied to goduranus's topic in KSP1 Challenges & Mission ideas
But should they score in the stock or modded category? -
[Stock] Gyroplane altitude challenge
goduranus replied to goduranus's topic in KSP1 Challenges & Mission ideas
Previously we decided that Infernal Robotics counts as a "balanced" mod and will be scored alongside FAR. Not sure on Part Angle Display though, haven't used it myself, what does everyone think? -
[Stock] Gyroplane altitude challenge
goduranus replied to goduranus's topic in KSP1 Challenges & Mission ideas
haha, glad to see you're enjoying the challenge, well done. -
[Stock]Kraken drive climb rate challenge
goduranus replied to goduranus's topic in KSP1 Challenges & Mission ideas
muahahahaha! -
[Stock]Kraken drive climb rate challenge
goduranus posted a topic in KSP1 Challenges & Mission ideas
I remember the old days before 0.23.5 when kraken drive was all the rage. The patch broke them for the most part, but a few designs still work. Recently the cheaty SSTO challenge rekindled my interest in this particular fuel-less propulsion, which I hope could be further developed in the community. Wiki entry on Kraken Drive Given a kraken spacecraft, the biggest trouble with using it is its painfully slow rate of climb in slow mode. That is, when the craft speed is slower than 800m/s and you're trying to get off the surface. To find out whether kraken drive can be made practical, here is a challenge to build a kraken spacecraft that could climb the fastest in slow mode, with hopes that we may discover the best method of building kraken propulsions in 0.24.2. Ladder drives and infinigliders are not a part of this challenge, since they are well developed, and neither is able to maneuver significant payloads for orbital transfers. Rules: 1. No engines, RCS, separators, or launch clamps; 2. No aerodynamic surfaces; 3. Launches should start at the launch pad or the runway; 4. Crafts have to carry a manned capsule, to simulate the weight of useful instruments; 5. All parts must be stock, autopilot modules allowed. Physics should be post 0.23.5, FAR and NEAR submissions will be accepted; 6. No time warp; 7. No use of alt-F12. Score: Score will be based on the mission elapsed time at which the craft climb to 200 meters above Kerbin sea level, with a smaller score being better; Submissions that are unable to climb to 200 meters will be scored based on maximum altitude achieved. Leaderboard: 1. 2. 3. 4. 5. goduranus (4 minutes, 30 seconds) My proof of concept attempt: A version of my ship as a reference for first time kraken drive builders: http://kerbal.curseforge.com/shareables/223310-stock-reactionless-drive-craft-event-horizon -
[Stock] Gyroplane altitude challenge
goduranus replied to goduranus's topic in KSP1 Challenges & Mission ideas
But then people might get confused about which entry to submit, I propose the non-altitude achievements go in the honorary mention section -
[Stock] Gyroplane altitude challenge
goduranus replied to goduranus's topic in KSP1 Challenges & Mission ideas
Previous entries were scored without payload. Current rules says that the craft must be capable of lifting the payload, but did not state that the payload needs to be carried on the scoring attempt. -
[Stock] Gyroplane altitude challenge
goduranus replied to goduranus's topic in KSP1 Challenges & Mission ideas
Infernal rotors makes it a lot easier to steer. While this gives you an advantage, the mod is not overpowered, and it does fit with the spirit of rotation based craft. What does everyone else think? should non-overpowered mods go the in stock category, or should it go in the mod category with FAR crafts?