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Aiyel
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Everything posted by Aiyel
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Love it! The lander engine feels just about right, I performed a landing very much like a proper apollo one, riding the engine in all the way to touchdown. The adjusted gimballing on the engines still provides nice response without shaking the rocket apart, and I have no complants whatsoever on the redone RCS. You\'re a mad genius. 8)
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Here\'s some suggestions: 1: I\'m not especially a fan of the rebalanced lander engne, but I have a possible solution: Currently, it\'s got a thrust of 50, which is massively overkill for landing on or taking off from the Mun with a simple lander. I\'d suggest a thrust of 25, and a consumption of .5-.55 Another option is to make the lander engine heavier, and give us an ascent/Kerbin Return rocket that\'s lighter, has just enough thrust to lift the module, a parachute, a decoupler, itself, and a tiny fuel tank from the mun and on course back to kerbin. Since it would be so weak, it would probably need to be gimballed for steering. 2: On the issue of RCS, my suggestion would be to increase the power of the heavy RCS module, but also make it punishingly heavy, and make it about half as fuel efficient. More efficient placement should be the desired goal. I\'m hoping Harv eventually gives the option to tie specific RCS modules to specific stages, so a lander\'s much lighter but less powerful RCS modues aren\'t wasting fuel trying to push around a very large rocket. 3:
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Here\'s photo evidence from my second run. Botched the return landing, cushioned too much which caused the chute to disengage. COuldn\'t recover in time.
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For the record, I just pulled a picture-perfect munar landing and return with my posted rocket design.
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The only thing I ask you add at this point, when the mun update comes, is a couple of options for gimballed engines.
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Love this pack. Also; I have my experimental munar lander (and the rest of the rocket) all ready to go for when we get the mun. For anyone wondering, here\'s my stack: [lander] Parachute Pod ASAS RCS Tank - 4x heavy RCS Compressed fuel tank Compressed fuel tank || 4x radial decouplers, with lander legs attached Landing Engine This lander will (in theory, anyway) have sufficient fuel to go from a circular munar orbit slingshot orbit to the surface, land, and return safely to Kerbin using just its two fuel tanks and the heavy RCS. The heavy RCS also, if it has sufficient fuel remaining, can be used to brake the lander so that the whole assembly survives a water landing. I know the weight savings is ridiculously small, and may actually be a net weight gain, but jettisonable lander legs (staged off just after beggining munar ascent) are aesthetically appealing, and the decouplers give it a slightly wider (and therefore more stable) base when landed. Since it was impractical and unweildly to have a two-stage lander as seen with Apollo, I chose the next best option. Remember rule 1 of rocketry, peeps; if you don\'t need it, drop it. 'No, Jeb, you DO actually need Bill and Bob for the return trip.' [stage 2] Linear Decoupler (also attached are 4x connecting struts between the decoupler and the lander) RCS Tank RCS Tank FL-TX FL-T800 || 4x heavy RCS LV-T600 Linear Decoupler Engine Fairing Assembly [stage 1 + Boosters] FL-T1600 FL-T1600 FL-T1600 || 4x AV-R8 || 8x long linear decouplers || 8x RT-B20 Large Bertha Throttle the bertha up to about one third, light off first stage. Try and make about 80 degree pitch by booster separation, then gently maneuver her into orbit at roughly 100x100km. This should leave you with about a half-tank left in stage 2, which I\'m assuming should be enough for TMI and MOI.
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Here\'s the opinion from a non-Brony who watches the show: It\'s nice to have something positive and light-hearted to watch occasionally. Considering the rest of my television viewing is mostly crime shows, it\'s useful to have the capacity to take a break where there\'s just clean fun without death and serious violence, or without adult themes. Plus, the characters do kind of grow on you.
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the .rars show as corrupted, won't open
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On the continent east of the KSC there is a large snow-capped mountain to the northwest of a U-shaped mountain range. This mountain will be the target for the Kerbal Military's latest test of their newest ICBM. The missile will be launched with a dummy warhead (in this case, the command module.) You, ladies and gents, are companies competing for the next-generation missile project. Your design constraints are as follows: 1.) Mods. You are free to use any mod parts in the following packs: NovaSilisko's pack Sunday Punch's pack 2.) Design. a.) Boost phase An ICBM requires a bare-minimum of prep-time from the order being given until it is able to launch. As such, you are allowed only one liquid-fuel tank, a vanilla FL-T500. No other fuel-bearing parts may be used. Any number of boosters and engines may be used, in any arrangement you see fit. b.) Reentry phase In order to make it more difficult for defenses to track the RV, the missile may not use any form of powered flight once it drops back into the atmosphere at 34.5 km. It may also not employ a parachute.
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whee! successful. Using parts from Sunday Punch, Silisko, and the Saturn pack. Stages (from top to bottom) Core stages Parachute Capsule vanilla decoupler Vanilla fuel tank micro engine gentle decoupler 2x SAS RCS payload extended 1.75m fuel tank small bertha Secondary stages (quad symmetry, attached to the payload directly) 1.75m SAS 1.75m lateral decoupler 1.75-3m adapter cone 3m fuel tank strut linking each of the four tanks to its neighbors 3m engine 3m shroud decoupler 2x 3m fuel tank strut linking upper tanks to their neighbors 1x strake Saturn-V S1 engine cluster. Tertiary stages (8, 2 to each tank. Careful of placement, or you'll hit the launch gantry with them) 1.75m lateral decoupler 2x 1.75m extended fuel tanks heavy bertha You want your saturn V engines and your berthas to ignite simultaneously. Hit space abr the INSTANT you're on the pad, keep the throttle at about 90-95%, adjusting for heat as necessary. Begin your gradual pitch maneuver about the time the tertiaries are empty, you might also want a bit of a roll as you jettison them to prevent impact with the Saturn engine clusters. This would be spectacularly bad. By the time you've burned the secondaries out, you should be very, very close (~2-300m/s) to orbital velocty at an altitude of around 80-100km. Fromt here, you light up the primary stage, aim for your TVV, and keep it burning until you hit escape velocity. End result should leave you with about a third of that extended tank left once you hit EV. I could probably get away with a smaller fuel tank, but with a payload that monstrously massive, it's nice to have some breathing room when it comes to fuel capacity. Detatch from payload, gently maneuver away, then turn opposite your TVV and nail the pedal to the floor. If done correctly, you should land on or just off of the continent directly east of the KSC, so no insta-'splodey night landing. It's brute-force, it's painfully inefficient, it handles like a drunken cow, it lags my computer (being the first rocket I've ever made to do so) and it needs to launch *immediately* or it'll fall apart on the pad. In other words, Jeb wholeheartedly approves.
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*is floored by the Nostalgia Grenade* Next you have to make a working ribbon-chute. 8)
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LV-N series Liquid Fuel Nuclear Engines *update*
Aiyel replied to Warringer's topic in KSP1 Mod Releases
Negative, we don't want something as clunky as Orion. We want a nuclear salt-water rocket. Similar concept of 'propelled by nuclear detonation' but aq high-end NSWR is propelled by a continuous, focused nuclear detonation.