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Kergarin

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Posts posted by Kergarin

  1. Well, I'm used to be copied  by a 100.000+ subs youtuber every two weeks after. :sticktongue:

    But now nasa steals my concept too 14month later? That's both an honour :D

     

     

    *not to be taken too serious :wink:

    **Or should I??? :D

     

    Edit: now nasa go on and copy my launcher from that video too and I'm impressed. :D

  2. Thanks again for all your efforts @wile1411:)

    Yes, we can change the version number.

    It's really hard to tell, which versions are important.

    I think with OPMs new solution, the stock OPM install will fit most people's needs, and JX2 becomes less important. 

    Allso GPP has integrated antenna changes like @OhioBob has listed. (thank you too) :)

    So I think these two will be the most requested. And for the change in progress mods we should wait.

    It's hard to know where to stop, because I don't know how many people mix them up and how they do. I for example always use GPP secondary for mixing them, this gives a stock OPM system plus the GPP system orbiting another star which orbits Kerbol, so you do not lose any planet like in the normal mixup. But that would be another chart too :D

    For too special needs there is still @Poodmund 's great calculator.

    I don't want to stop you from doing as many versions as you like, I just want to save you from to much work, and I'm  really thankfull for all your efforts on this charts and will update the op whith every version you create :)

  3. 2 hours ago, CairoJack said:

    There is a reason why I structured the leaderboard in that way, I wanted the players to focus more on landing (and coming back to Kerbin) on very difficult planets in the fewest possible launches instead of reaching lots of planets in two launches.

    I understand, but after seeing @ManEatingApe's impressive first launch, I'm afraid that the answer for everything except eve might be 2 (with return). Moho might be hard too, I don't know, would have to test.

  4. @ManEatingApe I was thinking about something like this, if you say yes to making history.

    u6EoAin.jpg

    This decouplers from top to bottom. (Notice that some onion pods are mounted backwards.)

    I could not test, and it might need tweaking. but I imagine the following:

     

    The upper stage is for transfer burn fuel and laythe landing (don't know if it might have to less drag to slow down)

    The second is a lander for Vall and maybe has some fuel left for maneuvering everything to Bop and Pol before decoupling (if this is even needed) 

    The third are just the two pods carrying kerbals for Bop and Pol.

    The fourth is the fuel tank to get to low Tylo orbit.

    And the fifth is the Tylo lander.

     

  5. 3 hours ago, ManEatingApe said:

    That might just work!

    Combining your ideas together, how about:

    • Kerbal bus to Jool (possibly using K-E-K-K-J route of ~1,200 m/s dV)
    • Jetpack landings on Bop & Pol
    • Ballistic landing on Laythe of capsule and chute only
    • Powered landing on Val

    That would give you a Jool-4 :cool:

     

    EDIT:
    I think it's possible to stretch the science obtained in the first mission to also unlock the "General Construction" node.
    This makes the Mk1 Crew Cabin available. Throwing together a rough craft gives 4 Kerbals in LKO with 3,725 m/s dV and a detachable capsule with chute.

    doyiYpg.png

    Yes, but I still want to add Tylo :D

    From low Tylo orbit it's just one FL-T400 tank to the ground. We just have to get there :D

    Stretch the first launch again? That's unbelievable :confused:

    Do you want to use making history or stay with the base game? The onion pods have an integrated decoupler and so save a part and weight.

    1 hour ago, CairoJack said:

    Another interesting idea would be landing on the inner planets. Landing on Eve and Duna is possible but Moho would be a very challenging place to land.

    Landing also on Dres in the same mission would be fantastic, but I don't know if it is possible.

    I think Moho should be possible, but I don't know if a second planet is in there too.

    Just a suggestion: what do you think about rearranging the first post? You could order the entries by number of launches instead of planets.

    Like:

    Return:

    4 launches:

    @CairoJack duna

     

    One way: 

    2 launches:

    @ManEatingApe & @Kergarin Duna, Eve & Eeloo 

    @ManEatingApe Duna &Eeloo

     

  6. @ManEatingApe well done :D the most distant and the highest gravity planet plus duna covered on second launch! 

     

    So the numbers make clear a separate ascent swivel and 3 terriers are more efficient.

    I'm still curious if we can get all 5 available kerbals to somewhere. I imagine at least two or three will travel together in a "bus" and have to land on Eva packs :D

  7. 4 hours ago, ManEatingApe said:

    Nice! What's the dV of the various craft?
    Given they all have chutes Eve, Duna and Laythe feel like good choices.

    :D


    I've also been iterating designs based on your payload.

    First iteration, very respectable performance - your girder decoupler idea works like a charm.

    FOFLvI9.png

    Replacing the final Hammer with a Swivel gave better control, better dV and recharged the batteries.

    JzqTnV5.png

    Some testing showed that Eve re-entry requires a heat shield, so the craft is now slightly asymmetric and I've added another tank to the centre craft at the cost of 2 boosters total.
    11Oonlw.png

    In LKO.  Doing the dV calculations gives:

    • Top craft 2,010 m/s
    • Middle craft 3,960 m/s
    • Bottom craft 2,190 m/s

    uSzs1t9.png

     

    I started another fresh career game. To get the extra science to unlock the heat shield I had to use my un-trusty Caveman opener the Whatever you do, don't look down. Bob was sent to space with only a Goo canister acting as a step between him and certain doom.

    J5W8fmr.png

    Manoeuvre nodes unlocked, 3rd pilot hired, craft in orbit ready to go.
    Mission album so far...

     

    @Kergarin Would you like to continue our joint mission? Eve, Duna and Eeloo are looking tempting...
    Space Race save file

    I have no clue about the dv, because I have no mod to display it :D

    Even more science on first launch? That's crazy :o

    I have also replaced the last stage with a swivel, as you can see on my last picture, also I have used it as engine for the middle ship to save some parts, and attached the outer ships on separate "decouplers" Would be interesting, which version is more efficient.

    For the hammers I find 7-3-1 is good per stage.

    Thanks a lot. I would like to continue, but I'm to short on time to execute this completely. I can only give some ideas at the moment. So please go on if you like. :)

    Actually I'm thinking about extending it to a one way Jool5 on second launch :D

  8. 1 minute ago, ManEatingApe said:

    Good idea - a challenge collaboration to see how far we can push things!
     

    This looks very promising :)
    Let's strap it to the top of the Spartan 3 and see what we can do!

    Yes, if you like to :)

    Would like to try and optimize this? I'm short on time.

    The "explosive decoupler" was mounted inline between the middle lander and the booster with side attached landers, then rotated 90 degrees and rearranged the attached parts.

     

  9. 17 hours ago, ManEatingApe said:

    You're right, dV would be adequate (especially with free aerobraking) however part count is the limiting factor that makes this tricky.

    The craft is exactly at the 30 part limit, so each extra command pod, parachute or separator means sacrificing a fuel tank or booster.
    I also suspect a heat shield would be needed for Eve which is another part. (It would also require unlocking another node during the first mission, but that's not impossible)

    I'd love to see someone try it!

    Hm... That would mean to copy your launcher, what I usually don't like to do.

    But I could try to build an upper stage for it. What's the part count of it? 12? That's hard :confused:

    What if we wait for a window where we can slingshot around Duna to get to Jool/laythe? We could drop a landing pod on the flyby and only need two engines for 3 pods :D have to check if that's possible with the available parts...

  10. 39 minutes ago, JPLRepo said:

    Regarding the new launch facilities. The runway is not the island runway.. nor is it the same length of the KSC runway. Think of it as a remote desert air base. That’s about all I can say.

    Hm... Desert Air base...

    Kennedy Space center 4.5km

    Area 51 7km

    Edwards Airforce Base 11km

    :D

  11. On 4.4.2018 at 9:33 PM, iAMtheWALRUS said:

    Here's my entry and album.   It's my general use cargo spaceplane with two disposable landers (lifted separately by the spaceplane, one left in LKO for a bit).  ISRU used.

    The contract was completed, I swapped and carried the same MK1 capsule for each landing.  For kicks I did this as a "speed run", just over 9 Kerbal years to complete the mission. 

    Game Version:  1.4.1

    Mods used:

    • Mechjeb
    • Stock Visual Enhancements
    • Environmental Visual Enhancements

    Craft file:  https://kerbalx.com/kerbalspaceryan/Tiamat

    Album:  https://imgur.com/a/sOuIc

     

    9 years?? :o And I thought I was fast 

  12. 8 hours ago, zanie420 said:

     

    It goes to show who can edit well and knows what is worth keeping or not! Granted I am a stay at home father and have inordinate amounts of time to play KSP, but my videos seem like rambling, long winded trash in comparison to your two, @5thHorseman and @Kergarin.

    @Kergarin, you have inspired me once again..... damn you. Pulling off the suborbital dock at Eve is the pinnacle achievement in KSP as far as I am concerned. In fact I am currently using the mission builder to make a mission of it so that I can PRACTICE :wink:  

    @5thHorseman do you think it possible to pull off a combination of these challenges:  No Contract + Caveman + Ultimate (Just Jim) + Jool 5?  This is assuming that you DO only accept the single contract for the Ultimate, unless you don't actually need to for that challenge.... of which I am still unclear. Anyone's thoughts on this endeavor would be welcome.

    Thanks :)

    I originally planned to use on Eve SSTO for this mission. https://youtu.be/C6ChB20KshE

    But Eve's atmosphere was changed in 1.3 and this would have become crazy large to work. So I decided to use that suborbital docking. But I have to mention, that this was first done by Stratzenblitz75 https://youtu.be/MTkObR6-Bs8 . I have just scaled it down to only use 2 components.

    The mission you are building sounds interesting. :)

     

    Except for the caveman part, your suggestion is what I did. (if you add this grand tour to my career video https://youtu.be/iIuSCWxPZm4 ) 

    I think adding could be possible, if you don't waste to much money on it. 

     

    7 hours ago, basic.syntax said:

    Epic. I slowed it down in playback so I could follow it better.  I learned some things... whether I can do them or not, is a different question :wink:   

    Down to the wire coming back up from Tylo, not much margin lol :)   I like the ultra compact lander. "Legs? who needs 'em," just land slower  :wink: 

    That was a LOT of aerobreaking orbits on EVE. I don't know that i'd have that much patience :wink:   What holds Omega together? Autostrut magic? Once it redocked, to a single standard docking port (all I noticed) I thought it would shake itself apart under acceleration. 

    Thanks :)

    If I can help with things you have seen in the video, just ask me. :wink:

    This lander was absolutely optimized to be a small SSTO lander for Tylo. Landing legs just add to much weight :D by the way, these oscar b tanks have a lot of fuel compared to their size.

    That massive aerobreaking is the price for having just two ship parts for the suborbital docking. It needs every dV that can be saved to do this.

    Yes, omega is held together by autostruts at the bottom, and it seems they automatically reconnect after docking. When autostruts came out, I first considered them as cheating. But I think, if you use them to create something realistic, then they are ok. And in this case, the rocket slides in so tight at the bottom, that they just simulate some kind of rails at the bottom.

     

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