Jump to content

CannotIntoSpace

Members
  • Posts

    40
  • Joined

  • Last visited

    Never

Everything posted by CannotIntoSpace

  1. please don't... I still want to become something other than a bottle rocketeer. ;D
  2. Willy! Come and get the camera. Something is in the sky... its... a giant...
  3. Apparently the lack of a nose, a distinguishing facial aspect of human kind does not really matter. I'd still tap that and make kerb-man half-breeds... if you know what I mean.
  4. Update: The New Design reaches 6.4 km/s Video posted here: I'd like to apologize for the crappy video. This is the first time I've ever done a gameplay video by screen capture. I've incorporated the revolutionary craft designs (exploits) from The Rattle, The Flying Fuel Tanks, and the New Dual-Stacked Fuel Tank Bug. The final stage looks like a command module, an SAS, and 2 fuel tanks. Inside, I stuffed 3 fuel tanks and an engine. I did roughly the same thing for the lower stage. I'm not posting exactly how to create my newly discovered fuel tank bug. If you've been paying attention, you probably would have an idea how it works. As always, everything is made from stock parts, and juiced up by bugs and exploits. Thank you everyone, and good day.
  5. But I don't want mods. I think you're missing the entire point of these designs. Design Update: I'm currently working on a ship that implements some design techniques (Exploits) from multiple ships. I've decided to use a quadruple tri-coupler spiral (QTCS) from The Rattle with Jeb's flying fuel tanks (JFFT) I also incorporated a brand spanking new exploit I recently discovered. I'm having trouble making a video though, since this is the first time I've ever done a gameplay video. The video is jerky, and the UI flickers a lot.
  6. LETS DO THIS! Jeb The Thrill Master is my hero. I'm doing what Jeb would have done.
  7. good luck. the best way of doing it is by designing a rocket with tons of spare fuel. you'd want to go 0 m/s right at the top of the pink reticle, preferably before you hit the atmosphere. Reserve some fuel just before hitting the ground for some minor corrections.
  8. you need to time it perfectly. hopefully your orbit passes right over the space center. Just slow down, and hope to drop in somewhere near. there is a reason why astronauts have preferred to drop in near a huge body of water. the method is not precise at all. if you still have a quarter tank, you'll probably have to finish that off to slow down, so you must not fail. You need more than just a quarter tank to make minor adjustments while dropping down. if you're not anywhere near the space center when you hit the atmosphere, you probably can't make it anywhere near home.
  9. I hope you still have fuel. aim your thrusters the opposite direction of where you're going. Slow down, and wait.
  10. Thanks guys, Also, by adding another fuel tank just before the tri-coupler, I got to 4377m/s Craft Uploaded here:
  11. I'm pretty sure the design isn't maximized yet. I made the design I posted about an hour after discovering the fuel tank / engine bug. As soon as I hit escape velocity, I posted the results. It can potentially beat any speed record simply by just replacing any craft's final stage. (most final stages are fuel tanks + engines anyways.) I honestly have no idea how it works. Maybe the weight of the tank or the engine is negated by abusing the bug. Maybe craft length plays a key role in determining velocity. But hey, it works.
  12. UPDATE: Video Posted Here: Stock Parts, and by dropping an engine INSIDE a fuel tank, Jeb's design is efficient and FAST. A knock on my room woke me up at 4:00 in the morning. As I opened the door, a familiar smirk greeted me with enthusiasm. It was 'The thrill master,' Jeb Kerman, and his face betrayed his obvious excitement. 'I made some rocket plans.' Jeb said as he pulled my arm towards the hallway. I immediately shook away the remnants of my drowsiness and quickly responded. 'Jeb, you're an KerbaNaut.' 'Well you were a law student before you started designing these crazy-a** rockets.' Jeb immediately replied, pulling my arm harder. 'Just look at the damned thing before you open your mouth again.' He added. What I saw that day shocked the last remaining bit of my sanity... Ladies and gentlemen, I present to you: [glow=red,2,300]'Jeb's Flying Fuel Tank'[/glow] 'Wait... what?' I screamed at him, infuriated by his obvious lack of common sense. 'This isn't finished yet. There are no ENGIN---' 'Stop.' The Thrill Master interrupted me, waving his hand around like a shield. He explained to me the basic principles. Making use of the tiny explosives from decouplers, he fit a ring of them around the fuel tank's base. When a decoupler engages and explodes, it also triggers the bottom part of the fuel tank to ignite, propelling the fuel tank and everything above it into space. After the initial explanation, and because I probably went mad at this point, I quickly designed a rocket that could use such strange technology. 'It is called Troll Science' Jeb commented. Whatever this 'Troll Science' was, it was magnificently effective. My designed craft, with Jeb's crazy thruster design at launch at 40,000 m, just before the first stage is jettisoned the final stage, a few seconds after firing the thrusters 4km/s Flight Results: You can download the craft here: (you need to be registered to the forums to see it)
  13. I recreated the bugged part again, and carefully examined what I did. First, the bug when connecting the tri-couplers only happens on one specific leg of the main tri-coupler. The main tri-coupler is the one in the center. In default view, it is the leftmost leg at the back. The bug is a little difficult to recreate, since the chance only presents itself for a split second. If you fail once, move the mouse cursor away then try again. You should be able to do this after a few tries. Second, to install tanks to the main tri-coupler, simply launch the unfinished spacecraft, and return to the vehicle assembly screen. You will notice that you now have the capability to add to the main tri-coupler. I hope that helps. If anybody has difficulty following this guide, just download the spacecraft above and modify it to your liking. (You may have to register to the forums if you cannot find the download link at the bottom of the first post.)
  14. I just wanted to share this with the community, since I stumbled upon this by accident. Apparently tri-couplers lock together if you click fast enough. I call this: The Quadruple Tri-Coupler Spiral Radial Decouplers tend to bend or sway, leading to massive amounts of fail. This is better than Radial Decouplers since they are STIFF and STABLE, especially for Liquid Engines. It also enables you to make spacecraft like this one: http://kerbalspaceprogram.com/forum/index.php?topic=549.0 EDIT: I recreated the bugged part again, and carefully examined what I did. First, the bug when connecting the tri-couplers only happens on one specific leg of the main tri-coupler. The main tri-coupler is the one in the center. In default view, it is the leftmost leg at the back. The bug is a little difficult to recreate, since the chance only presents itself for a split second. If you fail once, move the mouse cursor away then try again. You should be able to do this after a few tries. Second, to install tanks to the main tri-coupler, simply launch the unfinished spacecraft, abort the launch, and return to the vehicle assembly screen. You will notice that you now have the capability to add to the main tri-coupler. If anybody has difficulty following this guide, just download the spacecraft here: http://kerbalspaceprogram.com/forum/index.php?topic=549.0 and modify it to your liking. (You may have to register to the forums if you cannot find the download link at the bottom of the first post.)
  15. Oh, just in case anybody asks, I also found out that any fuel tanks on top of the quad-tri-coupler spiral will feed ALL the engines below. As a result... the first 3 tanks right below the command module are sucked dry within a few seconds from launch. 9 Engines sucking from 3 tanks. Its amazing how fast they empty. I used this to adjust the maximum number of fuel tanks I can bring into space.
  16. Ladies and Gentlemen, I bring you: The Rattle It is a single stage escape velocity spacecraft. From lift-off... to the darkest depths of space, this craft: 1. Has no stages. It brings the entire rocket to escape velocity, including the spent fuel tanks. 2. It does not jettison anything, and lifts an entire hulk of mass to the point of no return. 3. Is made only of stock parts. No mods, no custom content. It breaks the game only by its design. 4. It is stable. Just put on the SAS, maximize the thrusters, and enjoy the ride. The flight results are here. After watching it fly for 2 long hours, Its still flying at 1.2 km/s at a distance of 12,000 km. As you can see from the Flight Results, this craft has only one event entry: Liftoff. No separations, no decouplings. Vehicle Assembly: I - History The Rattle was designed after previous attempts made at creating an orbit-capable single stage craft using stock parts. Its predecessor, the Arrow Series, were highly successful, but lacked the capability of going to escape velocity. The Arrow Mk III http://kerbalspaceprogram.com/forum/index.php?topic=78.msg2003#msg2003 The Arrow Mk IV http://kerbalspaceprogram.com/forum/index.php?topic=78.msg2534#msg2534 II - Design Core Concept After discovering that Tri-Couplers lock into themselves by clicking them again and again, I made the coupler design that I now call the 'Quadruple Tri-coupler Spiral' After 2 (real world) days of tests, trials and failures, I have finally created this monstrosity, capable of hauling its massive weight from the ground, to escape velocity. But don't just take my word for it... Try it out for yourself!
  17. I blow up liquid fuel engines regularly, since my designs are based primarily on a number of fuel tanks + tri-coupler + 3 engines These burn really hot, but work really great for single stage orbits.
  18. Single Stage, No Jettisons, the entire rocket to 1885 km, stock parts. I just got rid of the Arrow Mk III's wings, and got better at flying. ??? Thanks feldopropane. I got some of the tanks into space, and then let them rip.
  19. Thank you for the warm welcome. ;D With regards to heat absorption, I guess my design isn't fully optimized yet. I'll do a couple of tests to see if removing the wings and going at a 80-90% thrust can reach farther. I'd even get rid of the SAS module if I could just fly better. :'( Ah, the pursuit of simplicity and efficiency is not a trivial thing at all.
  20. I like designing very simple rockets too. Of course, I only use stock parts. After hours of testing, I finally got this: http://kerbalspaceprogram.com/forum/index.php?topic=78.msg2003#msg2003
  21. First post. This is the Arrow Mk III No chutes No couplers No jettisoned boosters All stock parts. The Whole Rocket >>> Into Space (433km) (can achieve orbit, with lots of fuel for maneuvers) If anyone wants to recreate it, the parts are all listed. Remember to keep SAS on by pressing 'T' once, then holding 'A' while praying hard. > Also, the wings help with full throttle without overheating... (I don't even know why... but it works.)
×
×
  • Create New...