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LordCorwin

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Posts posted by LordCorwin

  1. Not sure if my new solution will be valid, but is fun!

    Ok, people in KSC don't know how, but Jebediah returned to Kerbin

    So this time they are planning to leave him alone without any craft.

    Kerbin Space Center will detect a problem and request to Jebediah to make an EVA. Then they will control his suitpack and will activate its thrusters, providing it contains about 500m/s of delta-v.

    He will make the Kerbin escape just with his suitpack.

    The will leave him without fuel and no craft, to ensure he never return to Kerbin!

    I say I'm not sure if this is valid, because the last impulse is done with suitpack and no craft.

    Nevertheless, I'm just using standard equipment.

    So statistics for my new Rid_07 rocket: Cost = 3920, Mass = 11400, Parts = 8.

    Rid07_001.png

    Rid07_003.png

    Rid07_006.png

    Rid07_005.png

    Rid07_010.png

    Rid07_011.png

    Rid07_013.png

    Rid07_014.png

    But they don't know that Jebediah has unlimited resources and will arrange his return to Kerbin! :-)

  2. I don't merge rockets. I create a big rocket and attach several copies of the same parts radially. See images as example with 4 attached satellites.

    Image1, I attach 4 Modular Girder Segment and rotate them 90º using the key W. This allows me to later attach other stuff vertically

    Image2, I attach 4 docking ports. I have to use the key W twice, as I have to rotate it 180º. Also, I had to rotate a bit the view in order to attach the docking ports.

    Image3, I attach 4 more docking ports, this time without rotation

    Image4, I begin attaching the other required parts, such as batteries and the actual probe.

    Image5: the last picture is an example of my final rocket with 4 sats. If I need one of them, I just disconnect the node and that's all. I've used this configuration several times to land in different bodies: Mun + Minmus + Ike + Duna.

    IMAGE1

    4satellite-attachment00b.png

    IMAGE2

    4satellite-attachment01b.png

    IMAGE3

    4satellite-attachment02b.png

    IMAGE4

    4satellite-attachment03b.png

    IMAGE5 (Final result)

    4satellite-attachment.png

    Hope it helps!

  3. Nope, it was done with just a rocket with about 25KDv. The chemical fuel leaves the ion stuff in an orbit about 1000Mm perigee and 5000Mm apogee. Then 8 Ion engines reduces the orbit to 1000Mm perigee and apogee. The last step involved 3 ion engine.

    Solar003b.png

    My new Solar_Probe11 is now in its 800Km orbit, we'll see how far can it take. I have more solar panels so I had to reduce the number of ion engines to 2 in the last stage. Moreover, I will concentrate the remaining xenon fuels in the middle tanks and remove those at the beginning and at the end when depleted. We'll see if that allows me to cool the core probe for more time.

    PS: as you approach the Sun, when viewing the probe the game crashes a lot. Anyone has the same problem?

  4. My new own record: Solar_Probe10, Apogee 454.724.371m. And I've depleted all my fuel.

    Currently with my current design I think I can reduce 3km or 4km more, but that's all. Far from the 408Mm achieved by JohnFX

    It's always the same: the part that gets hotter is the unmanned probe. I've selected the one that shows minimal cross section (the Probodobodyne OKTO2), placed in the middle protected by big solar pannels that (I think) radiates as much as possible, and with xenon tanks up & down that should help cooling too. Nevertheless, It's always the hottest part.

    Solar003.png

    Solar004.png

  5. That structure is simply... terrific, and the performance awesome.

    Appart from the result being approved by MarvinKitFox, may I ask how did you put that in orbit?. I never thought it was possible. I'm quite interested for other projects.

    For the Solar Limbo Challenge, I've beaten myself and already reached Apogee 570Mm. I have another probe on route that I think it will reach apogee 530Mm, with a Design quite similar to my Solar-Probe4 but using greater solar panels to check if it radiates better and reallocate stuff. Nothing compared to yours :-D

  6. While experimenting, I found that heat shields radiate everything. I went to 10Mm by Hyperedit; temperatures behind the heatshield reached an equilibrium around 500K. Getting even lower was tricky: it takes only two or three seconds to rotate the vessel, yet that's enough to explode many parts. The ones that survive that long, however, start to shed heat as soon as they're behind the shield.

    Solar panels work a treat: rotate the craft so that the panels are exposed, briefly, and you'll harvest thousands of units in a split-second.

    There's only one problem: the heatshield has to face the sun at all times. Timewarp is out of the question.

    Yeah, I was thinking to do something with heat shields and ion engines on one side, but I'm not sure how the balance will act.

  7. Hi, this is my Solar-probe4:

    Apoapsis: 649,756,248m

    The first pic shows that I've just made a Temperature transmission via antenna.

    Sun_probe4_17.png

    Sun_probe4_18.png

    I'm trying to beat myself closing to the 625Mm, but not sure if I'll make it, at least for what it takes for the sensors. The temperature gauge still can hold a bit longer, but the seismic sensor is close to the limit!

    Lord

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