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FlyingPete

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Everything posted by FlyingPete

  1. It did take me a while to figure out that the spacebar is literally a bar you push when you want to go to space
  2. I've found SAS useful on a small rover on Minmus. Due to the low gravity, the four wheels didn't have much traction which made it difficult to accelerate/brake. Using the reaction wheel torque, I could lift the rover onto its rear wheels and disable the front two. There was then double the traction on the remaining wheels to make progress segway-style.
  3. I also love the thought of Bobak and the rest of the rogue mission controllers dusting off all the old equipment at KSC2 to run the mission behind Mort's back Will they carry on working from there or will Mort allow them back to mission control I wonder.
  4. Science mode is a good place to start. With sandbox mode, there's an overwhelming quantity of different parts available. Science mode starts you off with just the basics and is a good way to learn, without worrying about earning funds or reputation (you will kill a few kerbals at some point)
  5. Remember though that once you can obtain fuel in orbit, there's less benefit to the ion engines- just have more fuel tanks that you launch empty. There was originally a much more convoluted resource system planned, some of which can be recognised in the current system. I'd definitely like to see the option to harvest the oceans on Laythe or Eve- particularly if Eve's oceans can yield propellium directly. I like this idea. Fundamentally there's no difference between supplying oxidiser in a reducing atmosphere or supplying fuel in an oxidising atmosphere. You could have a spacecraft that dips into the atmosphere and flies around without landing, using jet engines. The same engines could be made to work in Jool's atmosphere too for further exploration there.
  6. "Whatever the cause of their desertion, I call upon all Kerbin to commit itself to launching a mission to chase down the M7 spacecraft and return its crew to Kerbin to face justice..."
  7. As long as you also had an engineer called Scott Kerman along for the ride
  8. Maybe they'll just keep assimilating any hapless ship they happen to encounter. "We are the borg. All your base are belong to us" etc etc...
  9. So they got Kenlie drunk, threw him overboard and commandeered his ship? Piracy! Piracy on the high orbit!
  10. I would send Mitgas to man a fuel outpost somewhere
  11. Launch vehicles undergo extensive 'simulations' (i.e. revert flight) before the 'real' launch. Mostly I'll have some form of abort mechanism too- usually cut engines, separate the capsule and deploy parachutes tied into the abort button. Rovers, landers etc usually get tested for real around KSC- just to check they work and the ladder isn't obstructing the hatch etc.
  12. My funds are on the codes Kenlie has for the M7 being fake. The command codes Jeb has for Kranefly however... could we be about to witness a hijacking?
  13. Apollo-style is the way to go I think. Otherwise, you're needlessly deorbiting and reorbiting the fuel for the return journey. Leave the fuel and engines in orbit of Eve and rendezvous the command pod with it. - Launch the Eve lander and tug ship as two separate craft. - Rendezvous the two craft in orbit of Kerbin - Refuel the tanks as necessary. - Use the tug's engines to send the combined craft to Eve - Detach the lander and deorbit it with a Kerbal aboard. - Collect rocks, plant a flag and other sciency things on the surface - Launch the lander back into orbit - Rendezvous with the tug in Eve orbit - Optional: Go visit Gilly - Bring the tug back to Kerbin.
  14. Most fuel-efficient is to go horizontal immediately. On a perfectly flat, spherical planet, you could have landing gear and a side-firing engine and accelerate to orbital velocity that way. You could do this with a very low TWR if you had the patience. Of course, in the 'real world' fuel efficiency doesn't matter if you go into the side of a mountain. I tend to fire at 45 degrees or so to clear any nearby terrain, then go to almost-horizontal and complete the burn from there.
  15. Have you considered more unconventional ideas such as forward fuel tanks? The idea being to position the troublesome payload further aft, with fuel lines connecting nose-mounted drop tanks to the main engine. As tanks become empty, they are jettisoned as normal (you'll need sepratrons to move them out of the way). Might make the thing a bit more controllable but will need more struts to brace the fuel tanks above the payload.
  16. I had to rescue him from orbit! I maintain that he was a Kerean defector Apparently Kerman Jong-Un changed his name order to suit conventions of his new homeland
  17. You're going to need to bring refuelling tankers to the station eventually. What I would do is launch the 'core' station with power, crew quarters etc and side-mounted docking ports. Then, when you launch the first couple of fuel tankers to the station and dock them to it, leave the fuel tanks behind.
  18. I'd like to have a jet engine that is designed to operate in a hydrocarbon-rich atmosphere (e.g the kerbal equivalent of hydrogen or methane) by supplying its own oxidiser to burn with the atmospheric reaction mass. If Jool and Eve had such an atmosphere, you could make some pretty cool jet aircraft for dipping into the atmosphere and flying around without landing.
  19. I find them useful as a place to collect various transfer ships for going between Kerbin, Minmus and the Mun. Rather than leaving the transfer ship scattered around in Kerbin orbit, you have a place where the Kerbals can hang around until the ship/spaceplane arrives to bring them home. Handy to have a bit of a fuel supply there too. Refuelling craft individually is probably slightly more efficient, but this way is just neater.
  20. Jayne Kerman: "I'll be in my bunk..." As for the rest, I guess they play board games a lot of the time (no idea how that works in zero-g) and use the ISRU converters to make incredibly strong booze.
  21. I really like the forward drop tank concept. The craft is set up like a rocket at launch, and a plane for orbital insertion/reentry. All you're throwing away is the empty tank and maybe a couple of SRBs. Just remember to eject the tanks away from the path of the plane
  22. You could grab him with a cargo bay or one of the inline service bays. If you can get him inside he should survive reentry
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