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nhnifong

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Everything posted by nhnifong

  1. I wonder if you could come up with a trajectory that aerobrakes through eve's atmosphere to achieve a slower flyby of Moho (thereby needing less fuel for orbital insertion)
  2. I want to see what this great new Sun surface is like. Supposedly they were going to put solar flares on it. Seeing that real solar flares are like 10 times bigger than earth, it would be fun to fly through one. Eventually I want to crash into the sun too.
  3. The search feature on this forum is crud. BTW I suggest the Mechjeb manual http://wiki.mechjeb.com/index.php?title=Manual It's a little out-of-date but it covers the important stuff. OOPS sorry I previously linked to a old image that was still in my clipboard. I did not mean to intentionally insult you.
  4. You made me lol. Look man, the mun is moving. If you just aim at it, by the time you get there it will be further down it's path. You gotta aim ahead of it.
  5. Power landing on kerbin is tough because the drag tries to flip you over, and the gravity is quite high, If someone doesn't come up with a drag solution I'll just have to put my Eve landing legs on the top.
  6. Yeah, now that you put them side-by-side I agree with you. It does look like the .17 skybox
  7. I plan on going out to Jool first. One, because it's SOI will be easy to hit, and from there, I can explore four moons. I'll practice my transfers and attempt to do a grand tour of Jool's moons and then land on one of them. I think Laythe has an atmosphere and I'll just parachute down to the surface and take a nice screenshot with Jool in the background.
  8. I think buoyancy in KSP isn't simulated in a realistic way anyways. The water's surface is like a colliding wall that considers all parts as points.
  9. I guess I've never thought about this before, but would an object have more bouancy in water on a planet with more gravity? the water would be denser, but the object would be under the force of more gravity. I'd guess however, that they do not balance out, and that under higher gravity, bouyancy has a stronger effect.
  10. I don't recall the mercury oceans every being said by Nova. Pretty sure that's a fan speculation.
  11. The sky looks different in .17 This image is from .16 Those are just mod parts.
  12. You can also put the title in quotes to do all sorts of meta trickery "] If you want to see someones code, reply with a quote
  13. Oh it's great Nova! I love the atmosphere. I guess this is Laythe?
  14. It drives me nuts when people say things are impossible. This can definitely be done, and if you really don't believe, then at least watch lurker's video linked above. He's quite impressive.
  15. The craft file I posted is stock, but in the pic I still had the mechjeb on it.
  16. Whoa, How did you do that? Can I download the persistence file?
  17. My best attempt at a vessel designed to depart Kerbin's SOI, travel around the sun, and intercept Kerbin again, parachute/power land on it's surface, and get back into orbit to rendezvous with a return craft waiting in 80 km orbit. The lander stage is absolutely as light as I can make it, and has an extremely tight fuel budget. You are supposed to use the end of the interplanetary stage to put yourself on a landing trajectory, jettison it, then throw the parachutes, throttle very low and turn on the landing engines, then x them off. when you are near ground, you will be travelling about 20 m/s, use the engines to land at 2 m/s. Try to use less than a 20th of the gas in the first set of tanks for this. What you have left will get you back into an 80 Km equatorial eastward orbit, assuming you jettison the empty tanks when they become empty (it's a so-called asparagus stalk design) The launcher needs a little work. it can't really get into a parking orbit without eating into stages designed for the interplanetary departure burn. But I thought I would post this since the lander is good. It's stock, but I suggest you put a mechjeb on it. Download https://dl.dropbox.com/u/14567061/boysun-2.craft
  18. I think you should not use smooth shading for the decouples. I don't know how they are represented in Unity, but in blender you need to change it to solid over in the T panel.
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