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AXCN_K.S.P

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Everything posted by AXCN_K.S.P

  1. Ok, to be specific all I'm asking for is that in space can you hover in a certain spot, without changing the position on the map (it doesn't matter really about the velocity since the universe is expanding at a rate of 74.3 plus or minus 2.1 kilometers per second per megaparsec (Googled it)). It doesn't matter if cheats, plug-ins or mods were needed, I just wanted to orbit around Kerbin while being completely still as the solar system revolves around.
  2. I was thinking, if you launch a rocket into deep space, and then at a certain point you burn retrograde to kill off all your speed, would you be completely still (theoretically speaking)? Or would having engines pointing in all directions towards the CoM work better whilst in space? In other words, is it possible to stop the altimeter from increasing or decreasing and stay constantly at a specific altitude relative to the current object you are orbiting?
  3. Hi Vanamonde, thanks for entering my competition, to answer your questions: No, in sprint league it can land in anywhere as long as the crew/probe/command pod survives. Yep, you are still qualified for the Leaderboards as it didn't break during the runway and it wasn't from decoupling.
  4. Hi, i you haven't seen my previous thread in this sub-forum, I'm not very skilled at making planes stable/maneuver, and in fact i'm pretty much a beginner at making planes. Though, this isn't a basic thread about how to make a plane, I'm more asking about how to make planes that can fly around the KSC with a great deal of agility. I know that torque is required but i don't know how much torque is necessary. Also when i right-click my engines it says "Gimbal: Free" what does that mean? And finally, would it be necessary to place control surfaces all around my plane or only on a designated spot? Thanks for Helping!
  5. Ok, thanks to everyone who has entered the competition, I'll start filling out the Leader-boards once I've got around 5 people in each league. Also, since 1.0.3 and 1.0.4 have released, feel free to re-submit however you must state which versions you were using to prevent dis-advantages for those who use different versions than others. Thanks!
  6. (This was back when I had zero knowledge of how this game works) What have i done??? Don't even ask...
  7. I've now edited the rules so i hope this makes it more clear now. And thanks for the suggestions!
  8. Nice flying...er, i mean driving Triop! But may i ask how did you deploy parachutes (second image) at T+ 25 secs, but at T+ 29 secs (first image) you were still driving without activating your second stage of parachutes?
  9. I had to go through tons of attempts until I got to that speed, constantly changing the design, checking the CoM to see if it worked, however I do agree with the overheating. Every previous attempt I've flown tends to overheat before reaching 1500 m/s. In this instance I believe it could be a bug or more likely a glitch in my game that stops some parts from overheating, which may explain the heat resistance. So here's how to fly it: 1. SAS on and max throttle 2. Pitch up 10 degrees and decouple landing gear at around 275m/s 3. Pitch back down and carefully manouver it so it doesn't break 4. Wait for canards to heat up and change your SAS to prograde hold 5. Keep flying until the craft flips to retrograde then hold retrograde 6. Throttle to zero once speed is around 100m/s 7. Deploy parachutes at a safe speed 8. Land! (Well technically splash) Take a look at these two extreme examples (Note that this isn't a re-submission): First attempt (Failed). This pretty much blew up as soon as the rocket began to heat up. (Please note: this was when i had no fairing) And here's an example of a very successful run (Sadly later it failed by going over 500m and blew up soon after). Why are my results always varying so much? (Rhetorical Question)
  10. Put your creativity to the test by build a Non-Flying craft and see how fast you can go on the Runway! The Challenge: Get your vehicle to the end of the Runway as fast as you can. Start at point A and go to/pass point B! The Rules: (Applies to both leagues) - No Cheating! (Please don't ruin the fun for others) - No Mods/Plugins allowed (Except for display, visual, or informative mods i.e. Kerbal Engineer, MechJeb etc.) and Stock parts must be used. - All parts must not decouple (Exceptions are: Launch Clamps and Fairings) - The Vehicle must remain under 75m above sea level (The Altitude should remain constant at all times, however if your vehicle is over 75m, then a maximum of 5m increase in altitude is allowed). - No parts can break until it passes the Runway (Any debris will not count as part of the ship) - The Crew/Command Pod/Probe Core must survive and be able to recover (Pack a parachute!) - To provide evidence of completion, either record it with a video or add series of screenshots which show the time it took and the craft passing the runway. - Do not exploit any glitches or bugs to your advantage - Please state whether you are in the Precision or Sprint League (Sorry for not adding this in earlier!) These are the 8 lines: Precision League: How to time: Start: As soon as the engine fires End: When your vehicles comes to a complete stop and is on the 8 lines Precision League is all about timing, throttle and skill! The main objective is to blast your way to the finish but to brake at the last minute at the end of the runway and STOP at the end of the runway without going over it (The 8 vertical lines at the end is the point required for stopping). Precision League Rules: - Do not go off the runway at anytime and don't fly off at the end - Your vehicle must stop at 0.0m/s and touch the 8 vertical lines at the end of the runway - Your vehicle cannot go pass the 8 vertical lines, (the vehicle has to be at least above one of them) but your vehicle can be half on and off the lines. Sprint League: How to time: Start: As soon as the engine starts End: When you pass the Runway (The 8 lines) Sprint League is all about power, velocity and aerodynamics! The goal is to PASS the runway at a high speed to race against time, however you still need to be able to recover the vehicle once you have finished. Sprint League Rules: - The vehicle needs to pass the entire runway, then brake to slow down - The vehicle must not be destroyed, and it must be able to recover (Some parts are allowed to break but not until after it passes the indicated lines) - Go to F3 as soon as you pass the 8 lines to show your time LEADERBOARDS: Precision League: First: Second: Third: Most creative vehicle: Sprint League: First: Second: Third: Most creative vehicle: Competitors: - Triop - t3hJimmer - Xannari Ferrows - Vanamonde Good luck and have fun building! Also feel free to share your .craft file on this thread.
  11. After dozens of attempts I've finally got over 1700 m/s! Craft Name: Rapier Hypersoar Jet Top Speed: 1768 m/s Highest Altitude: 497m Images of Proof: This is to show i used only jet fuel and the Rapier is on Air-Breathing mode. This is the craft from a bird's eye view. Takeoff! Catching Wind: Decoupling Gear: Picking Up Speed: Blasting Through: Moments after my wings burnt off! I calculated that my CoM would shift, so it took advantage of that and deliberately made my ship flip to Retrogade to slow down. Deploying parachutes! Splash Down and ready for recovery! Results:
  12. Ok thanks everyone, being a bit new to KSP means i'm not very experienced with construction of large-scale aircraft, but the help given by all of you should help me for future reference, once i perfect this design making it into a working SSTO (Hopefully) i'll probably go and post it on the Spacecraft Exchange.
  13. Thanks for the tips, I've now re-designed the Blackbird and added those parts that you both have mentioned. The Resource capacity is: 2150 Electric Charge, 415 Mono Propellant, 1900 Liquid Fuel, 880 Oxidizer. Changes: Now uses the CR-7 RAPIER Engines, Has Vernor and RCS Blocks for RCS, Added Batteries (offset inside the plane so it isn't seen), Added more Oxidizer and Mono Propellant and re-fitted fuel lines. Here are the pictures:
  14. Thanks to everyone who replied, I've decided that I'll probably work on more simple SSTOs for the moment. Anyways to my second question, I was wondering how i could improve my SR-71 that i am currently working on, i'm trying to get the craft to LKO but it seems to struggling getting lift unless i use RCS to angle the Plane. Any ideas what could be done to the ship to increase lift without making the ship look completely different and yet still function like the real one? Thanks. Here are the images:
  15. Also, i forgot to add that im planning to make it capable of orbiting Kerbin (preferrably a SSTO spacecraft) so it would be great if you could share any ideas on building SSTO's and making them look Hi-Tech/Sci-fi.
  16. I was busy finding Easter eggs in the game like climbing the flagpole in the Astronaut Complex!
  17. Hi, I've been on KSP since 1.0 launched, and i need some tips on designing a fully functional stock spacecraft that looks Hi-tech and Sci-fi. Some parts i am planning to use are: Advanced Grabbing Unit, Dawn Electric Propulsion System, PPD-12, Toroidal Aerospike, CR-7 Rapier, Airstream Protective Shells, ISRU Converter, Fuel Cell Arrays and Survey Scanners. If you all could post some photos of designs you have made or just give some quick and easy tips would be much appreciated. Secondly, please check the images I've posted on my reply below, as I need help with the aerodynamics of it. Thanks!
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