Jump to content

Paranoid Shark

Members
  • Posts

    60
  • Joined

  • Last visited

Everything posted by Paranoid Shark

  1. I was wondering if you would notice that... It has given me an excuse to do my Hubble servicing mission that I have designed a payload for. I was going to run the Hubble servicing mission next, but I was short on crew as Atlantis was stuck in orbit with a broken port aileron, so I had to do the rescue mission 1st. I wanted to use KIS/KAS to remove the offending aileron(s) so I could remotely deorbit and land Atlantis, however I could not get it to work (and I lost my screwdriver) so I guess I'm going to have to send another mission up to try to get her back! When I was docking with the remote arm I ended up pushing both shuttles down to a 350x320 orbit (blame my lack of KAS/Infernal robotics knowledge...) but before I disconnected Atlantis was dragged back up to a 350x350 orbit. My landing was a little unorthodox... I did not have enough range to get Discovery to line up with the runway for a landing however much I tried. I still ended up on the runway, so I hope that counts! Mods used that affected the design/performance of my shuttle: Mechjeb Kerbal Engineer Better Burn Time RCS Balancer Dang It! Shuttle Lifting Body (Body, Nose, OMS System) Fuel Tanks Plus (External Tank) Space Y (SRB's) Tweakscale (WIngs) Stage Recovery (SRB Recovery) RemoteTech KIS & KAS Infernal Robotics (Remote Arm)
  2. Hey, Here is STS-3, I really liked the MMU's. I attached the panels to the MMU's so it was one less docking to do, and they seemed to fit in the bay perfectly that way. Landing on the runway was interesting, re-entries from inclined orbits are definitely harder! Mods used that affected the design/performance of my shuttle: Mechjeb Kerbal Engineer Better Burn Time RCS Balancer Dang It! Shuttle Lifting Body (Body, Nose, OMS System) Fuel Tanks Plus (External Tank) Space Y (SRB's) Tweakscale (WIngs) Stage Recovery (SRB Recovery) RemoteTech Atlantis is already back in orbit for STS-4, I don't really want to retire her though! I deliberately misaligned the sepratron nosecones so I got a wing strike upon separation, but unfortunately the wing just wouldn't fall off however hard I hit it.... Finally on the 5th launch Dang It! supplied a stuck port aileron. I may try adding a probe core so I can do a remote piloted shuttle rescue after I have EVA'd the crew over to the rescue shuttle. I'll have to install KIS/KAS to remove both ailerons before I deorbit it, otherwise it will still spin just because of the extra lift on that wing.
  3. Hey, Since designing my shuttle, I have tried to fit everything I can in a MK3 bay. So far it's launches have been, A ScanSat for Kerbin, Mun & Minmus. (3 satellites in one launch) This was a real challenge for me, I launched the Mun & Minmus ones from a polar Kerbin orbit, as I didn't have enough Dv to do the plane change. The payload at the moment needs ScanSat, Dmagic & Universal Storage, but I could clean them up so it could be done with just ScanSat if you are interested in another challenge! 2x Manned Munar Landers & Transfer Stages. I'm in the process of redesigning this one so it will be stock and capable of landing on the Mun and Minmus in one mission to fulfill my first Grand Tour contract. 2x RT ComSat's for Moho, Eve & Duna (Needed cash and they were easy contracts, I don't plan on going there any time soon) A 2nd Inigma fuel pod. A Minmus Biome Hopper that can also leave Kerbin's SOI (need to get Jeb his 3rd Star) This one isn't re-entry capable as it was designed to be reused. When it finally gets back to LKO it will dock with the fuel pod and they will transfer to something to come back home. As for if (when) the 350x350 one fails, the package of 4 new ComSats fits in 1/3 of a cargo bay! Kit
  4. Hey Guys, Here is my take on STS-2. One of my ComSats failed due to bad staging (pressed space once too many times!) Good think I brought 6! 4 of the ComSats were put into Geostationary orbit, the last was left in a 350 x 350 orbit for when Dang It! eventually strikes. Mods used that affected the design/performance of my shuttle: Mechjeb Kerbal Engineer Better Burn Time RCS Balancer Dang It! Shuttle Lifting Body (Body, Nose, OMS System) Fuel Tanks Plus (External Tank) Space Y (SRB's) Tweakscale (WIngs) Stage Recovery (SRB Recovery) RemoteTech (ComSats)
  5. Hi @Pak, I love the update! Its great that we can now fill the lifting body with whatever fuel we want. However I've noticed a few little problems with some of the new parts; The OMS Engines both have the description from the offset one. The Relative wing area seems to not scale correctly. (Full length lifting body with tank is 4, just the lifting body is 1, half length is 0.75, quarter length is 0.25). The lines between the tiles on the nose don't quite line up with the tiles on either retextured cockpit. Can I make a request that the ailerons get the same treatment as the wings with the black tiles on the bottom? Maybe the wheel pods as well? To save having to have extra parts possibly you could use the texture switching code that you have used on the cockpits, or what @NecroBones uses for ColourCodedCanisters/Fuel Tanks Plus. This actually replaces the stock texture by default, and then gives you options to change it from there. Is there any way you can also put in support for tweakscale as well? I have a couple of shuttle designs that use it to get the correct size wings. Thanks!
  6. Hi, I found that leaving the SRB's at 75%, but throttling back the orbiter to around 80% until SRB separation worked perfectly. Still need to do the split tail air brake, but at the moment it seems just fine without it. Should my body flap deploy up or down when my gear come out? I thought I could modify the STS-2 Comsats, but in the end I just started from the fresh. If its ok with you, I'll be launching 4 relay satellites to geostationary orbit to provide links between my Geostationary array and my long range comsats. That only took up 1/3 of the cargo bay, so I have also put 2 replacement geostationary comsats in there as well, as Dang It! has a tendency to break tings when you least expect it... I will probably leave those in the 350x350 orbit until they are needed. They all have been designed with spin stabilisation, and I'm considering taking a MMU or two up there as well to see how they handle before the Hubble mission.
  7. @Speeding Mullet Medium gear worked much better. Just trying STS-2 now. I can't seem to de-power my shuttle in the correct way though! When you have a light payload where do you remove fuel from first? For STS-1 my shuttle has a full ET and full SRB's that are limited to 75%. Have other people been having problems with the shuttle draining fuel from the comsats as well? It seems like it is because there is the fuel lines running from the comsat to the housing. Can I do a slight redesign of the comsats so they can be the start of my interplanetary relay? I was going to add 2 1000ec batteries, replace 4 of the static panels with 1x6's and add 2 RT antennas. Thanks Kit
  8. Having finally got internet in my new house, here is my STS-1 Mission. Mods used that affected the design/performance of my shuttle: Mechjeb Kerbal Engineer Better Burn Time RCS Balancer Shuttle Lifting Body (Body, Nose, OMS System) Fuel Tanks Plus (External Tank) Space Y (SRB's) Tweakscale (WIngs) Stage Recovery (SRB Recovery) RemoteTech (had to add 2x C16 antenna to fuel pod) Final Fuel pod orbit 199,500m x 199,456m I need to work on positioning and size of the FWD gear, its a little bit too much of an angle!
  9. Hey, I tried that, after warping through 40 days it still did not show up. I used contract configurator to turn all the other contracts apart from remote tech off, and that didn't help either. Any other ideas? Thanks,
  10. Hey, I have successfully completed the contract for a 4 satellite network and the Mun Relay, so I believe that the next contracts that should be offered are the Minmus relay and the inner system satellite. I currently have dishes pointed at the Mun & Minmus from all 4 of my ComSats, and no satellites in orbit that have the dishes with the range to get to any other planets. I guess I must have missed accepting them as now the only contracts that I can accept are the Duna, Eve or Moho relays. Is there a way of regenerating the Minmus and inner system satellite contracts? Thanks,
  11. Hi, I'm currently playing a highly modded hard career mode entry, and my funds are a bit tight. My shuttle has been tested in sandbox, and is ready for a real launch. Can I launch some alternate ComSats for mission 2 (that work with my remote tech network) rather than the ones provided? They are slightly heavier and bulkier. Thanks, Kit
  12. Thanks, As for requests, Can we have some stripes (like MRS) in Fuel Tanks plus? Also, would it be possible to have 2.5m textures for 1.25m tanks? I would love to be able to make my rockets the same colour and texture all the way up!
  13. Hi @NecroBones, I really like your mods, however because I have MRS and Fuel Tanks Plus installed I have quite a few duplicate (or very similar) parts. How would I go about making it so I don't have duplicates? Thanks, Kit
  14. Hi, I have the Duna 3 Flyby contract and I have no idea when to start my trip to Eve. I plan to fly by Eve and Ike before orbiting Duna. This is my 1st interplanetary trip, and I plan on using the Kassandra Spacecraft by @H2O. What angles should I have Kerbin, Eve and Duna? How long should I stay at Duna? Is there an easy way to work this out? Current date is year 3, day 70. Thanks, Update Firstly let me say, many thanks to you guys. The tips you gave me helped me work out that I needed more information! I found the KSP Trajectory Optimization Tool by @Arrowstar to be quite helpful as it has a multi-flyby plotter (had to switch to Earth time though). It has given me lots of information to digest, however I'm not sure how to turn the information that I have into an actual maneuver! The Delta V and Departure/Arrival dates information is particularly helpful, it looks like I can get from Kerbin to Eve for 1377m/s and then do a 515m/s correction burn at Eve, giving me around 1200m/s left in the transfer stage to capture at Duna. Kerbin Departure Date = Year 2, Day 283 06:54:04.673 (55925644.673 sec UT) Eve Arrival Date = Year 2, Day 334 20:28:13.330 (60380893.330 sec UT) Duna Arrival Date = Year 3, Day 23 17:42:52.033 (65036572.033 sec UT) Burn Information to Depart Kerbin --------------------------------------------- Total Delta-V = 1.377 km/s Prograde Delta-V = 538.875 m/s Orbit Normal Delta-V = -1266.975 m/s Radial Delta-V = 0.000 m/s --------------------- Burn True Anomaly = 358.770 deg --------------------------------------------- Burn Information to Depart Eve --------------------------------------------- Total Delta-V = 0.515 km/s Prograde Delta-V = 515.340 m/s Orbit Normal Delta-V = -0.000 m/s Radial Delta-V = 0.000 m/s --------------------- Burn True Anomaly = 0.000 deg --------------------------------------------- The problem I have now is working out when in my 750km parking orbit I need to do the Initial burn. This is the rest of the information it has given me. Hyperbolic Departure & Flyby Orbits Hyperbolic Departure Orbit from Kerbin --------------------------------------------- Semi-major Axis = -3452.976 km Eccentricity = 1.391 Inclination = 30.437 deg Right Ascension of AN = 178.770 deg Argument of Periapse = 180.000 deg --------------------------------------------- Inbound Hyperbolic Flyby Orbit to Eve --------------------------------------------- Semi-major Axis = -4725.402 km Eccentricity = 2.3764 Inclination = 28.615 deg Right Ascension of AN = 97.408 deg Argument of Periapse = 310.331 deg Periapse Radius = 6503.888 km --------------------------------------------- Outbound Hyperbolic Flyby Orbit from Eve --------------------------------------------- Semi-major Axis = -1984.515 km Eccentricity = 4.2773 Inclination = 28.615 deg Right Ascension of AN = 97.408 deg Argument of Periapse = 310.331 deg Periapse Radius = 6503.888 km --------------------------------------------- Inbound Hyperbolic Orbit to Duna --------------------------------------------- Hyperbolic Excess Vel. = 1.607 km/s Sun-Centric Transfer Orbits Phase 1 Transfer Orbit (Kerbin -> Eve) --------------------------------------------- Semi-major Axis = 11546276.670 km Eccentricity = 0.18242 Inclination = 2.426 deg Right Ascension of AN = 27.461 deg Argument of Periapse = 10.692 deg Period = 7199748.9136 sec Departure True Anomaly = 169.308 deg Arrival True Anomaly = 39.623 deg --------------------------------------------- Phase 2 Transfer Orbit (Eve -> Duna) --------------------------------------------- Semi-major Axis = 15394858.102 km Eccentricity = 0.36852 Inclination = 4.649 deg Right Ascension of AN = 54.115 deg Argument of Periapse = 10.917 deg Period = 11084546.9362 sec Departure True Anomaly = 12.788 deg Arrival True Anomaly = 168.350 deg ---------------------------------------------
  15. Yeah that would be great, I have stage recovery installed at the moment so it isn't critical that it lands before i have to switch, just that the parachutes deploy. On my 1+6 Superflea that I threw together and did a couple of test flights with last night I had the parachutes fully deploy at 300m, and with the fleas all set to 100% I was getting either an extra 280m/s of delta v, or an extra 2t of payload on my "VSSTO to anywhere but Eve (as long as it refuels in LKO)" TWR was 2.05 on the Superflea on liftoff, and I started main engines after the superflea had burnt out. I think there is definitely some potential here. Kit
  16. Hey, I am trying to recreate your superflea above, but however i try i cannot get a central flea and 8 radial to survive the phyicis load. I have even tried attaching the radial ones to the decoupler and then some extreme offsetting and rotating and that doesnt work. Whats the trick? Kit
  17. Works perfectly, I am still exclusively using your zenith launcher family that you designed ages ago. Do you plan on re-designing any of the others?
  18. Hey, I had a 3 star contract to build a Mun base, it required Support 10 Kerbals Have a Mobile Processing Lab Have a Cupola Have a Convert-o-tron 250 Have 7500 units of Liquid Fuel Have 6000 units of Ore Have 12500 units of Electricity I started off just fulfilling the contract but then i had so much fun building it this is what I came up with! It is a mix of your base in a box, and a few of Temstar's corridors, and a couple of modules of my own. I dont have screenshots of all the build, but these were the launches. Base-in-Several Boxes B2 - Converter & Small Ore Tank Base-in-Several Boxes B3 - Small Fuel Tank 1, Rover 1, 3 x corridor Base-in-Several Boxes B1 - Hub, Lab & Hitchhiker 6 Man Lander - Crew Transfer Base-in-Several Boxes - Engineering Cupola, Large Ore Tank Base-in-Several Boxes B3 - Small Fuel Tank 1, Rover 1, 3 x corridor Custom Lander - E-Truss, I-Truss, Long X-Truss, Fuel Truss Base-in-Several Boxes - 2 x Solar Towers Custom Lander - Large Fuel Tank (mostly empty) Custom Lander - Docking Tower Rescue Shuttle - Last 4 Crew members This was great fun, and I couldn't have done it without your base pack, Thank you so much for designing this! Now to reduce it down a bit from it's lag inducing 358 parts... Kit
  19. Hi, I upgraded to 1.05 today and copied my save over as I have always done before. Before I opened KSP I redownloaded all of the mods I currently use. I am currently having a problem with the aerospike engine. Whenever I load a craft with the engine all that loads is the Flame affect at 90 degrees out of alignment. I cannot click on the engine to remove it. The craft that I am trying to load is 100% stock, and loads perfectly when I remove all my mods. Everything else seems to be working correctly. Any idea what mod could be causing my problems? Thanks, Kit
  20. Thanks for all your help guys, adding a large reaction wheel to the bottom of the cargo bay sorted the flipping. Can leave MechJeb to it on ascent guidance and it will make it up to 80 x80 with about 50m/s to spare. I think this is going to be a way better design when the small size ISRU comes out in 1.05!
  21. Sorted out the fuel "tree" and it is now draining the way that I want to. However when it gets low on fuel it has a tendency to do a loop when you are almost finished with the gravity turn. How can i stop this? Thanks, Kit
  22. Yeah, that is exactly what I want to happen, however I need to have some engines on the bottom tank as well to get my TWR high enough. I am happy for the two spikes that I have on the bottom to only draw from the main stack and to burn out early (the TWR is above 3 when they do) Your picture helps, but I have 4 "E" tanks (the Bicouplers) but only two of the bicouplers are joined with fuel lines to the main stack (Asthetical and due to lengths of fuel lines). The other two are attached to the tanks that are in your "E" Position, again burning a little bit longer than the engines in the "E" position. Could the problem be that the ISRU is attached to the node on top of one of the bicouplers? Thanks, Kit
  23. I have been trying for ages to create a VSSTO that has a mining kit onboard that will be able to return from everywhere but eve based on a clipped Mk3 fuselage. I'm pretty sure I have the design finalised, but I cannot work out the fuel routing. If anyone is able to help me out it would be greatly appreciated! I have tested it out in orbit and it handles well up there and deorbits perfectly, it is just getting there that is the problem! In all my attempts the fuel either draws unevenly from one side tank and not the other if I try to set the fuel lines so that all the engines attached to the Mk2 Bicouplers drain from the bottom up. If I manually move fuel around and do a good gravity turn, it will get to at least a circular 80km orbit, which is perfect for rendezvousing with my fuel dock. If I let it drain from the top down it is really unstable! Here is the album and the google drive link https://drive.google.com/folderview?id=0B7yXK3T8ki5gQndOVmZyVnRqQnM&usp=sharing Thanks for your help, Kit
×
×
  • Create New...