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Nich

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Everything posted by Nich

  1. bump great idea My only problem is do we really need another physics calc slowing us down?
  2. Frankly I think the Mun and Minimus need to switch places. Most new players try to go to the Mun first which is a big mistake as minimus is less dv to orbit land and return from. In addition lower gravity and obvious flat spots on minimus makes your first landings so much easier. I got lucky and lander my first attempt but after that it took about 30-40 attempts to get back safely and this was all before i knew about f5 f9
  3. hell no IONs need love nukes are better in just about every way. The only time I consider ION is when 1 nuke is too big. Double there ISP and reduce their TWR by half
  4. I believe that is how docking mode works RCS is only transitional
  5. Sweet I figured out how to do it in career too if anyone is interested. 1. Start a career 2. Assign your 10 points 3. use alt-f12 to open debug menu 4. hold alt for 10 seconds to get supper cheats 5. unlock all buildings and tech and give your self some funds 6. Hire a bunch of kerbals 7. In the persistence file copy the flights and career from an experienced kerbal from another save to all your kerbals in this save (this will get them that level) 8. set FundsGainMultiplier = 0 and FundsLossMultiplier = 0 This will keep you from gaining kerdits from world first 9. Clear funds and give your self 10 mil 10. At the end of the challenge your costs are 10 mil - final kredits
  6. So I noticed that there is the option to increase production rate 10% for kredits. Is this legal to use as long as we track the cost?
  7. Now that is kerbal a ring attached to an asteroid lol
  8. Scoring? Badge? Your attempt? Sounds a little grindy
  9. Ah crap I keep thinking day 140 is the transfer window well excrements this just got easy lol ............................................________ ....................................,.-'"...................``~., .............................,.-"..................................."-., .........................,/...............................................":, .....................,?......................................................, .................../...........................................................,} ................./......................................................,:`^`..} .............../...................................................,:"........./ ..............?.....__.........................................:`.........../ ............./__.(....."~-,_..............................,:`........../ .........../(_...."~,_........"~,_....................,:`........_/ ..........{.._$;_......"=,_......."-,_.......,.-~-,},.~";/....} ...........((.....*~_......."=-._......";,,./`..../"............../ ...,,,___.`~,......"~.,....................`.....}............../ ............(....`=-,,.......`........................(......;_,,-" ............/.`~,......`-...................................../ .............`~.*-,.....................................|,./.....,__ ,,_..........}.>-._...................................|..............`=~-, .....`=~-,__......`,................................. ...................`=~-,,.,............................... ................................`:,,...........................`..............__ .....................................`=-,...................,%`>--==`` ........................................_..........._,-%.......` ...................................,
  10. So apparently I suck at KCT. The only thing I can make in the SPH before the first launch window is this. unfortunately 10 days in not enough to get to minmus and refuel. How did you guys make such massive rockets before the first window? MIne is 57t 40 parts and cost 93,000ish
  11. How do you use multiple VABs? I think I created 2 VABs but I can only get 1 vehicle to build at a time Never mind I had multiple SPHs
  12. Thank you so much that has been driving me CRAZY
  13. So I tried searching the topic but couldn't find anything. TAC life support appears to be working however when ever it starts I get the following error. here is my install. I cant find a version number but I downloaded it about a month ago
  14. Yes but you will get the *FMRS tag. Very interested to see how cheap they can get via this method
  15. I am going to have to disagree. If you hit 55% payload fraction where 28% is fuel and 27% is structural it will be more expensive then a 50% payload fraction where you use 20% fuel and 30% structural. Having more atm thrust will get you to altitude quicker for less fuel and accelerate you quicker using less fuel. Same applies with vacuum engines a higher TWR mean less time in atm and less drag and more oberth. To be honest I suspect that the difference is less then 2% I might start playing around with Nefarmous Payload fraction winner and see if A I can get it to orbit and B if I can squeeze any more funds/t out
  16. Well I tried over winging it and you just cant get enough lift above 30km for it to pay for its self couldn't even get it to orbit. I also tried over engines and it didn't pay for itself either at 130/t
  17. With KER turned off during assent you would not get the KER tag as you can do those calcs in excel anyways
  18. You know I am leaning away from payload fraction I came up with a challenge to reduce funds on recoverables. I figure SSTO spaceplanes are going to dominate but I am interested to see if over powered designs over lifted designs use less fuel? Yes I apologize for the shameless plug
  19. It can be done in the map screen. And to those who think KER doesn't give you an advantage I have personally increased my efficiency by 10-20% using KER. The special tags don't really count against you but if someone does it bone stock I want to make sure they receive special acknowledgment. I am also willing to accept other mods as long as there not too op. Just ask
  20. When I use SAS it holds a heading fine but when I attempt to hold propagrade or retrograde it dances all over the place.
  21. Oh WOW so I just built an MK3 SSTO and there is definitely something wrong with the MK3 cargo bay. At one point braking it had more lift then my wings :0 In addition the lift does not scale the same way as wings so at low AOAs it provides no lift but at large AOAs Tons of lift. I think the only way around this is to put cargo bays as far back as possible and tanks up front
  22. The Cheap and Cheerful recoverable variant With the success of the original challenge here I thought it was time for a recoverable variant. I will be keeping track of the top 5 rocket and airbreathing entries Rules 1. Acceptable Mods MJ, KER, tweakscale, FMRS however they will get a *MJ, *KER, *TS, *FMRS 2. Stock parts 3. No hyperedit, infinite fuel, kraken drives 4. Min 70x70 orbit 5. Payload is dead weight. Electricity, Mono, and reaction wheels must be disabled. No lifting surfaces allowed on payload 6. Decoupler must stay with the lifter 6. Rocket entries can not use airbreathing Scoring (Total Funds - payload funds - recovered funds)/payload mass Unlimited Nich 92.94/t *KER Rocket My starting entry is Total: 105400 Payload: 14898 Recovered: 87251 Payload: 34t 92.94/t I would normally be disqualified as I did not show payload cost or lifter without payload but it is my challenge so I trust me. This is a pretty sad entry with only 37.6% payload fraction I suspect the payload fraction challenges will do quite will but I don't know if they are necessarily optimal it will be interesting to see what we learn. If tonnage runs away because fuel is so cheap I reserve the right to change the rules.
  23. Nervs are awesome even with an orange tank with a 3.6:1 ratio is still pretty impressive with a nerv attached to it. an MK3 with a 7:1 is even better but not quite as good as the mk1. I consider it a design challenge. A single nerv with 5 mk1s has a max dv of 9.5 km/s over 21 minutes that is not as good as a 6 part ion with 22.3 km/s over 3 hours but the TWR makes up the difference
  24. Thanks for the correction but it looks like your counting tank mass in the ratio. I get ore is 15:2 (7.5:1) mk1 I get 8:1. MK3 is roughly 7:1 MK2 slightly better at roughly 7:1. An orange tank drained of ox is 3.6:1 Big S wing is 4:1 or if you subtract lifting capability at .1:1 is free tankage
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