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Glome

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Everything posted by Glome

  1. May your wish be granted: https://www.dropbox.com/s/zfumt9iqd12a12l/Adjustable_Landing_Gear-v1.2.0.zip?dl=0
  2. So I have done some testing on the zero Energy Flow problem.... It would seem that the panels have to be in line of sight with Kerbol, but also the galactic center. So if the sun is blocking view to the galactic center, you don't get energy flow. I assume that the game thinks the galactic center is the sun source (although the panels show sunlight amount based on the local sun).
  3. I just had this happen as well.... 3 times in a row with the same craft. Was trying to mine Class Es, and each time I intercepted and latched onto one I started my drills and processors. The second I did, the asteroid goes empty, the CG shifts to the ship, and I am left with a single tank of ore. Not sure what is going on, but I can confirm it is happening consistently, and even after shutting down and restarting. I was accelerating time with the ship in orbit until I found a class E to latch onto each time... that is the only thing out of the ordinary I can think of.
  4. Thank you So far I have taken it to Mun/Minmus, Duna, Ike, and Laythe. I am planning to keep it out until I land everywhere I can then head home! Rune, I love your ship's design, so thank you for sharing. It is much more compact than mine... I am pretty new, so I tried to keep parts clipping to a minimum as I wasn't sure how it would affect stability. That angled drill is brilliant.
  5. Yes it is very long! It takes off at about 120 m/s on Kerbin. I included a medium tail wheel in the rear, which keeps the back from hitting the ground. Additionally, sitting flat on the ground, I made it so that it angled slightly up. This helps on both takeoff and landing. I have landed it many times, and so far it hasn't given me too much trouble, and handles fairly well in the descent. Landings of course are pretty shallow. You can perform a flare, touching down on the back and middle wheels and letting the speed bleed off before the nose drops. I usually find though that I can just fly onto the runway at about 60-70 m/s and that has worked fairly well.
  6. I have been working on this for about a week, and thought I would make a forum account to share it. It is amazing how many small minute details have to be tested out while designing a purpose specific space plane like this. I wanted to create a single stage craft that could reach everywhere in the system, and yet carry an ore extractor and processor to re-fuel. My first attempt was a gigantic clumsy rocket with several dozen giant tanks hooked to Rhinos... I then started working on this more elegant solution. The craft has 10 R.A.P.I.E.R.s which do a good job of getting it up to 25,000m and 1,300 m/s.They can then be switched to close cycle to establish orbit. The craft also has 2 LV-Ns which enable fuel sipping efficiency while burning to other moons/planets. Finally, I included 8 bottom pointing Thuds which give a >2 TWR on all non-atmo bodies except Tylo (trying to think how I might be able to almost fully land with the R.A.P.I.E.Rs, and then tip over with the Thuds at the last second.... not sure if possible). I use the LV-Ns to shed most of my m/s while landing, and then switch over to the Thuds for the final descent. Mechjeb differential throttle is incredible helpful for this. Perhaps the defining feature of this ship is the cargo hold, which contains the ore processor and extractor. Additionally the 8 Thuds are mounted here, along with a Sr docking port. The idea with the docking port, is that you could either refuel, or even use it as an attachment point for an external booster. The docking port and Thuds are centered on the CoG, although this does tend to shift somewhat during some operations. The CoG, however should stay within the span of the port and Thuds. Fuel can be shifted if needed to tweak. Inside the hold as well, is a top facing Jr port, which is only used to "Control from Here" while descending with the Thuds. Zoom into the cargo hold to find and select the port. I also included a monopropellant tank and a robust RCS system, which is a nice help for turning this long ship. An important feature of this ship, is its ability to reenter the atmosphere enabling a zero power landing. All parts were selected and arranged to mitigate heat damage. Air brakes are used to aid in the deceleration, and radiator panels assist in protecting vulnerable parts. There is enough fuel in the ship to take off from Kerbin, transfer to Minmus, and land. From there it can be refueled, and then pointed to its next destination.I think it might be possible to go straight to Laythe, assuming you could directly enter Laythe's atmosphere... you probably wouldn't have enough fuel to do anything other than land though. Summary of custom controls: 1: One pair of RAPIERs on 2: Three pairs of RAPIERs on 3: All 5 pairs of RAPIERs on 4: RAPIERs off 5: Toggle LV-Ns on/off 7: Toggle Thuds on/off 8: Switch RAPIER mode 9: Toggle drill extend/retract 0: Toggle carbo bay doors Brakes are hooked to the Airbraks as well. Take care, and enjoy. Download here
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