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Batmanpuncher

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Everything posted by Batmanpuncher

  1. My tracking station. Here's the Agrajag on the pad. Weighing in at over 500 tons Here's the suborbital trajectory. Booster separation. I forgot to screenshot the orbit burn but here's the orbit stage separation. Here's my escape trajectory. Here's the interplanetary path. The encounter On aerobraking (We flipped over a little.) Once we make orbit. On landing approach. Parachutes deployed Well it doesn't look like we're making it back then.
  2. Just brought a kerbal out to the mun I thought this picture was nice.
  3. Don't review the game badly on steam just because you can't follow simple instructions. That's your fault no the developers'.
  4. I did some simulations in universe sandbox and the red dwarf (I used one that was 0.635x the mass of the sun) seems to throw moons like aurora out of the orbit of their parent body in placed anywhere closer than 150 au.
  5. Your best bet is to use Kerbal engineer, it adds no parts (except for the ship computer) and the version of the game doesn't really effect its function (you could use the 1.0.4 version on 1.0.5) so you don't need to worry about it breaking or it breaking your ships. Could also just be a bug. hope that helps
  6. I built this small aircraft with only up to 3rd tier parts. It can cruise stable at 200m/s and fly up to 8000m before stalling. This uses 2 Junos.
  7. It is possible to have a rover on minmus but due to its low gravity it is difficult to keep the rover upright. So for a case such as minmus I would suggest a biome hopper. Basically it's a lander designed to take of and fly to another biome. So to answer your question; a rover is possible but hard to use and there are other more practical alternatives.
  8. ​Recently I did an experiment to do with the rocket equation and how it dictates the drop-off of delta v when adding more fuel. Question; what is the effect of fuel mass on engines with different efficiency? Basically what is the trade for power to efficiency. Hypothesis; if fuel tanks are added to a stack on top of different engines, then the more efficient, less powerful, engines will have more delta v per tank as more are added, because more efficient engines are more suited to heavier fuel masses , if you build for efficiency, than more powerful ones. Procedure; I used the mod Kerbal Engineer Redux: http://forum.kerbalspaceprogram.com/threads/18230-1-0-4-Kerbal-Engineer-Redux-v1-0-18-0 by forum user cybutek. To take Delta V measurements ingame use the various engines. Results: I've put my results into a nice graph. The fuel is plotted on the on the X axis uses increments of 200 units per tank (both liquid fuel and oxidizer, Ex: 3 tanks is 600 units.). Sorry a couple of the lines are a little close. I have attempted to group the engines into diameter groups (0.625, 1.25, 2.5, 3.75). I hope this gave you some helpful data in the future and a special thanks to the maker of the Kerbal Engineer mod: http://forum.kerbalspaceprogram.com/threads/18230-1-0-4-Kerbal-Engineer-Redux-v1-0-18-0 which is infinitely useful to me.
  9. Use Action groups. While your building your plane make sure you link the engines to action groups. Basically they allow you to activate commands with the number buttons on your keyboard. You can do all kinds of things like deploying solar panels and toggle engines and even reversing their thrust. So to make action groups click on the button on the top bar in between the crew tab and the parts tab and there will be a list of groups to fill with commands.
  10. This is a great Idea, I could get behind this. Those cargo bays are always bothersome to deal with.
  11. In KSP as well as real life, pulling the back causes the nose to go up so you should be pressing W not S. There is no way,to my knowledge, to change this functionality except to change the controls themselves in the main menu. - - - Updated - - -
  12. 1) Open steam 2) Right click on Kerbal Space Program in your games library 3)Go to the Betas 4)Click on the drop down menu and select "use previous stable build" I think that this will cause it to download 1.0.4 so you can play it.
  13. In KSP 1.0.5 while playing around with the ne features, I noticed that the new model for the MK 1 Divert-less Supersonic Intake (The inline 1.25m intake) is hollow. I think that this is absolutely awesome because it makes it seem like air is actually going into the engine, the only thing is that in the SPH you can't see through the hole from the front. The front of the intake, notice the black:
  14. I made a grasshopper main stage for my career mode save. Helps me save a few bucks off my launches.
  15. I just wanted to see how you organised your preset boosters cause I tend to make a sub-assembly of a low and upper stage to get to LKO. But then I just custom build larger propulsion systems for larger or interplanetary missions. So I guess I just want to see how you might do it because I'm not always the best at new ideas. So this isn't "how do I make a reliable booster" I get how to do that I just need a better method for organisation.
  16. There is a stock LES but to my knowledge there is no way to create a shroud.
  17. Make sure you place any struts after the fairing is built. Also try using a smaller de-coupler than the fairing base your using ex. 2 meter fairing base use a 1 meter de-coupler.
  18. It is if you want to completely suck the Mun dry of science so if you keep lots of fuel on the station (or ISRU system) and a lander then you can go down to a biome, fly up and dock transfer science and refuel. Then undock the land and go down again. On the station you would want a lab and a ISRU if that's the way you want to go. So yes with some work you might be able to do something with a Mun station but doing it somewhere like Dres of Moho might be better.
  19. This is a really nice mod, I never really liked the stock 2m fuel tanks so these ones are really nice
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