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Kermen

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    Bottle Rocketeer
  1. By launching from Gilly, I was able to achieve escape velocity with 1s burn. Does this count?
  2. I'm sorry if this is addressed somewhere, but why do so many other mods package [parts of?] this mod? I've never used a single part from it, but I always wind up with a FireSpitter folder in my GameData directory.
  3. Mesklin, the VAB shows your craft mass as 4.755t, not 4.188t. It's still the lowest, but it's a little cheaty to undersell it like that.
  4. If you add up each ship's position on each of the three scoreboards, I think your little craft there is the new overall leader. Well done!
  5. New entry. 22 parts, 79.1t, 15122 cost. Check out the remaining dV after my final burn. Better documented this time. That's it for me I think. If someone wants to usurp this design it would not be hard. You could use docking ports for staging and save a tiny bit of cash using Hammers instead of BACCs (albeit twice as many of them) but I just wanted to beat the -current- record, not set an unbeatable one. As for weight challenge... that ion scooter is a thing of beauty and I'm not gonna try to mess with that. I bet you could shave some weight off the fairing (or omit it) and redesign the wings and structural elements, but like I said, that's a work of art, I'm not going to change it. That said, this was a very fun challenge and gave me an excuse to build some really unconventional rockets. Thanks Nefrums!
  6. Oh cool, it counted. Let me tell you guys, balancing a 3.75m tank on a poodle on the mun is no easy feat. I probably wouldn't have crashlanded on kerbin if I hadn't wasted so much dV looking for the flattest spot I could find on the mun. 5.2 degree slope. In one attempt, I actually landed the craft sidways and recreated a certain scene from Prometheus trying to make it stop rolling. Had to revert though because I blew up on takeoff.
  7. Okay, I decided not to try all three categories at once. This one is 6 parts, 112.7t, 44,432 cost. It's also overkill for this mission; my maneuvers were sloppy, I wasted a lot of fuel cherrypicking landing sites, and I actually blew up a bunch of fuel on the kerbin landing. http://imgur.com/a/JfY9u It's six parts though. I forgot to ss the mun flag, but I promise it's there. I used KER because I think KSP is boring and tedious without it, and I used Trajectories to show approximate landing zone, because I wanted to land on land without reverting a bunch of times. Stage 1 got me to almost 2km/s at 100km, so almost in orbit. I had about 5000m/s to play with after that. After a landing burn, I hit Kerbin at about 20m/s blowing up the engine, then again at about 14m/s, blowing up the fuel tank, and finally the pod "safely" "landed" at about 9m/s. Edit: if this counts for scoring, the ship is called "A Ship Which Was Built for Competing In The Small Kerbin 2 Challange." Do with that as you will.
  8. My attempt was 10 parts, 39980kg, and 9754 cost. Planted flags on mun and minmus... and was stuck on minmus with 1m/s dV. Maybe I'll try again tomorrow. Fun challenge.
  9. This is cool, but is there a way to hide nodes which don't unlock any parts and aren't a prerequisite for any future nodes which do? For example, I don't have any mods installed which have parts anywhere in the antimatter, interstellar travel, 5m, 7.5m, 10m rocketry, habitation/colonization, or robotics branches, and there's still quite a few end nodes without anything in them (launch clamps 3, for example). So basically half the nodes do nothing. Is there a way to hide them? Edit: I just deleted the unused nodes in the config file, but I would suggest that in a future version of this mod, such nodes not be displayed by default.
  10. I just started using remotetech, it's pretty fun and straightforward, but there's something I was wondering about... does remotetech account for solar interference? The obvious place for a comsat is KSO, and since Kerbin has an inclination of 0, that means every satellite in KSO should transit the sun every single day. Even inclined orbits will transit the sun twice a year. Does remotetech have solar outages?
  11. I'm sorry if I've missed it, but is there a resource for troubleshooting install problems? I installed with CKAN onto a clean KSP including all required, recommended, and suggested packages. I created a new sandbox game, and everything appears to be working fine, but when I try to enter the VAB, the game silently closes. [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR (Async) ===================== (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Couldn't extract exception string from exception (another exception of class 'OutOfMemoryException' was thrown while processing the stack trace) Edit: I can open the tracking center, but trying to return to the space center overview again crashes the game. Looking at memory usage at the time, it was about 3600MB. I think it is just that the full suite uses too much memory. What can I safely uninstall to cut down on memory usage?
  12. I did it again with brakes. Like the right man in the wrong place, it made all the difference in the world. Those things are magical. Despite the name, I never would have thought to use them for aerobraking maneuvers or re-entry. I figured they were just for aircraft. Thanks for the tip. edit: reading some other posts about how Eve is a fiery deathtrap, I think maybe there is a glitch in the heating, maybe from having the game open too long, or loading a quicksave? I don't know what the cause might be, but I was literally exploding at 80km before, but relaunched the game, tried again with brakes, and coasted coolly to the surface.
  13. Unmanned. I'll be trying again with airbrakes and less horizontal velocity, and you can trust you'll hear from me if I keep failing.
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