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Posts posted by Nefrums
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nice one! the trust chart for the juno on the wiki looks to be very outdated.
But how did you manage to get that far when you had only 5 units of fuel left after passing ksc? I had 25 units left and I did not get as far as you did.
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I tried to make a long range plane, I hade som initial promising results with a plane flew above Mach5, while using less than 0.04 fuel/s but it took two thirds of the fuel to get up to speed, so it only got 2500km.
After several attempts I made a very light wight plane that flew slightly above Mach2 with a fuel consumption below 0.014 with drag of less than 7kN, That actually got 4500km before failing to land...
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Landing required?
like this:
I hope there is no rule against engines exploding on landing..
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42 minutes ago, Kergarin said:
Did you do all the dockings just using the landers main engine?
Yes, It is easy to dock a small agile craft like that using only one engine, you can decrease the thrust by right clicking the engine to do the precise maneuvering required.
I cannot really take credit for the eve lander as @Foxster made a very similar one. Mine is slightly heavier and but has less part count, It also have some more dV to be able to do the rendezvous and docking.
I did try to keep the size of the ship down, with the goal to be able to lift it with a single 3,5m stack. A mammoth engine was not quire enough but a cluster of 7 vector engines could lift it.
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And I'm done!
I did manage to complete the contract by putting the same landing can on all planets.
ISRU was NOT used!
The star of the show was this small lander:
With its 2.1km/s dV it can land on all but 4 planets by itself, and it had various expendable attachments for Eve, Laythe, Tylo and Duna.
Full mission:
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12 hours ago, wibou7 said:
I'm curious on the reasons why Dress and Duna are so far at the end instead of the typical Duna -> Dres -> Jool -> Eeloo?
Did you find a nice tranfer window, did you want to shed some mass at Jool first or is it simply to reduce velocity on the way back to Kerbin?
well the dV required for the transfer is depending in on the relative distance from karbol. doing the planets in increasing order or decreasing order is the same total dV .
Doing Jool first has the benefit of not needing to carry the heavy landers further than necessary.
I have now done all of the hard landings and hope I have enough dV to make the rest.
Progresses so far:
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So many to choose from... But for me it has to be my 8.6t Jool 5 mission:
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4 hours ago, Xyphos said:
I need it clipped like this because stock LV-N doesn't allow surface attachment for the fuel tanks.
You could just attach the fuel taks to the part above the LV-N and offset them down.
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Yes, what else could I have meant?
Any "flight plan" involving a dress is a good one!
In an unrelated update, I found out that the eve lander did actually work!
(It was inspired by one @Foxster made)
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I've never done a grand tour so I thought that I try to do one. Landing the same ship on all planets with only stock parts and without isru is actually pretty hard.
Here is a teaser:
Plan is to split the ship in two in LKO and do the inner planets first and then return to the rest of the ship and do the outer planets. The same MK1 landing can will touch down on all planets, to complete the contract.
Flight plan: Kerbin->Eve->Moho->Kerbin->Jool->Eeloo->Dres->Duna->Kerbin.
Mods used: KER, Time Control (faster time warp), Precise Node, Minimum Ambient Lighting (to avoid problem with dark screenshots)
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I love the eve landing with the catching the lander and docking the large ships while suborbital!
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i tried to get back down but 1.0 Eva fuel was not enough... I could retry the launch to get a lower PE
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Getting to orbit is not that hard:
Geting down however that is a-bit tricky..
It would probably work to do an eva landing if you jump out of the pod after the worst of the reentry heat has passed.
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12 hours ago, foobar said:
STS-4 (reworked a bit after some tips from @Nefrums):
Mods used: lots of parts mods (B9, NearFuture and such), TweakScale, KJR, KER, Trajectories, docking port alignment indicator.
Another tip is to use spaceY decuplers, they have built in separatrons.
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3 hours ago, foobar said:
Thanks for the tip. Does less tilt translate to less torque change throughout the launch? Seems like with any tilt at all, the main engines are unusable after separating the fuel tank.
The engines need to gimball less if the they are further from the CoM. so they can handle more shift in CoM. Moving the fueltank (and hence CoM) forward also helps.
If the main engines are tilted more then they can gimbal they can't be used after separation of the fuel tank. But they should not be, only the vacuum engines should be used after tanks separation.
If twr is the problem try scaling up those vector engines.
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14 hours ago, foobar said:
I reworked my shuttle again for STS-3. This Mk4 version has more cargo capacity and handles less like a brick.
Mods used: lots of parts mods (B9, NearFuture and such), TweakScale, KJR, KER, Trajectories.
Nice looking shuttle. One tip: it is better to have the shuttle main engines further back, as that allows for them to be less tilted.
What payload capacity does that shuttle have to LKO?
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5 hours ago, Speeding Mullet said:
It was really hard to tell for a second, but then I saw the Navball. You launched straight into the inclined orbit right? Here'a a badge, and nice scope
Yes i did the launch directly into the inclined orbit.
Here is my next entry:
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6 hours ago, 53miner53 said:
Are you sure you didn't accidentally grab Gilly instead?
98% sure.
I have been trying to improve stability while flying with the asteroid. To be able to more like "land" and less like "controlled crash".
And I do not want to modify the shuttle to mush. The next plan is to attach a RCS system to the asteroid.
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2 hours ago, Speeding Mullet said:
Grrr, checking in from work again after the block of flats opposite blew up their transformer, melting it off the side of their building and cutting power to the whole street. currently running of a generator, and to top that the floor of my bedroom is being taken out tomorrow as it's collapsing into the cavity below the house. Such is life, but won't be able to check in for a couple of days
Wow... that sounds really bad.
I have after several attempts managed to land a class D astroid:
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The mk4 form factor is nice when building space stations out of the USI Kolonization parts. The shuttle can comfortably fit the size 3 "Tundra" parts, or even two 2,5m stacks side by side.
I built this station in four launches:
Kerbin Eco Challenge: How far on 100 fuel?
in KSP1 Challenges & Mission ideas
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I highly recommend the time control mod for long flights. I made mine at x20 time warp, with 100% physics accuracy. But the speed you get is highly dependant on CPU and part count