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Cunjo Carl

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Everything posted by Cunjo Carl

  1. Oh, Splashdown made some great stuff. When the band broke up, they released the music free to be shared with friends, and I think KSP videos fit the bill. I've used them in Youtube videos before and have never had an issue. Here's a link: http://www.injected.org/splashdown/downloads.html Good luck in your search!
  2. Sounds like it's time for a traditional KSP rescue mission! The EVA maneuvering jets can be used to go a very long distance on the Mun, so you won't need to worry about landing the rescue craft too close. That said, If your crew is above... I think it was 5300m altitude, you can also just barely put them into orbit on EVA thrusters alone! Once up they can't maneuver though so you'd need a Klaw to grab 'em . ++ Very Kerbal solution.
  3. Nah, I'm from California, but I have a revolving-door office in a university so I pick up mannerisms from all over without realizing it. Nice to know where 'slippy' came from! Now I just need to track down 'schmutz'. I love the robot wars avatar by the way- It practically got me into engineering... Or, wait he's too young for that. Smeg! it's nice to see another Red Dwarf fan.
  4. It looks like drag cubes were made a little slippier in 1.2.2 . However, the forward face may be a bit grippier at high mach (3+), but careful use of antenna on forward cones has helped that in the past. Given the apparent lower drag, I wonder if a slow-climb space plane might be the way to go up 'till the rocket gets out of the soup at ~20km. If anyone's interested in a old-new Cd comparison, I can run the numbers, but it's a bit of work. I suppose we could also just try flying it and see what happens... Anyone have experience with that? Seems a lot more Kerbal come to think of it! v 1.2.2 v 1.1.2
  5. There's a few nice techniques I've found for cluster weapons, and a neat mk1 bomb bay pioneered by @swjr-swis I'd like to show off. They don't do much destruction, but I've never had a problem destorying KSC, even just by accident! Also, Godzilla Ball. How to control clusters of flying missiles Mk1 Bomb Bays Godzilla Ball That's it! Hopefully it's been amusing. Let me know if you'd like the files!
  6. I was born ready for this! The easiest way to share your save is to find the file (it will be a folder typically in C:\Steam Library/steamapps/common/Kerbal Space Program/saves), zip the whole save and host it through some online file hosting service. Google Drive is my personal favorite, but there's dozens of ok choices. Is this challenge timed by in-game time or real-world time? My personal vote is for realworld, but will have fun regardless. Also, I've found that 50m/s is roughly the cutoff speed between bouncy driving and bouncy flying on the Mun. Cheers!
  7. They actually properly set the thrust to stay at 0 on the rapier (unfortunately )... It might be cutting over into rocket mode for you? If you have the infinite resources cheat on it might be able to do that even without Ox on board, I'm not sure. On the other hand if it's not in rocket mode you've found a fantastic little bug! I haven't played anything since 1.1.2, so it could well be. That would be exciting.
  8. 66 Kerbal Seafloor Dance Party- WOOoooOO! Hey, why's everyone sitting?
  9. Yeah, unfortunately the rapier tops out at mach 6, all's we can do is come asymptotically close. Your mach 5.85 is quite good, by the way! There are a couple interesting wrinkles in the story, though... The Wheesley doesn't drop to 0 at the end of its engine curve, so it can maintain thrust indefinately! Unfortunately, it doesn't work at altitudes high enough to make it feasible. You can also make planes with NERV engines rather than air breathers. With NERV engines you can go so fast you actually need to use your wing lift to keep down on Kerbin and not fly off into orbit! It's not the most efficient way to fly around, but it's undoubtedly fun... Let me dig up that old challenge in case you're interested... Escape Velocity: The Hypersonic Race Again, nice plane. It looks like you kept it just shy of melting during flight, must have been tricky!
  10. Moved my run out of the topic header and put it here! Commentated partial speed run (the beginning is talk, run starts at 19:50) Full, silent speed run Video notes from full speed run (has timestamps of various milestones, missteps and krakens) My cheatsheet (includes launch windows, pilot training roster and encounter notes) Also, I'm running again for version 1.2! I should have a new post with a demo of the first quarter of the run some time next week.
  11. @TheGuyNamedAlan I didn't know you did YT videos! I must watch them... Oh my gosh. The floppy fish rocket in "Hunting for Kraken... had be busting up laughing, and you actually caught a Kraken! I've never tried fishing for Kraken with floppy joints, it's quite a keen idea. Well done and great use of music! Also, I'm happy to see you mastered the other demon that haunts me... docking. Looking forward to your next
  12. @Baricus Crashy computers are the pits. Hey, if you got a projected encounter, that's all that's needed for a resonant orbit. Mission added! Also, I remember you mentioning now the first stage is similar to your initial design, which you took some nice shots of. I can see where the lag is coming into play with all the connector struts keeping it locked together- it definitely has given you the edge on spin speed though! I hope your computer troubles resolve nicely. As for 1.2, I hear it'll be coming with a hefty re-balance... I wonder what that'll do for momentum tethers?
  13. Yeah, I decided to use the mk2 bicoupler to double up on standard intakes, but I suspect a couple 'backwards' facing radial ramp intakes (the long ones) would serve a similar purpose while being less visually obtrusive. The world needs more backwards planes, so I'm looking forward to seeing your take on it!
  14. It was only landing difficulties for people who can't fly straight like me . The lining up with the runway using only roll+pitch was giving me some trouble (I specialize in creative crashing), but you're totally right that the bar for 'difficult' should be way higher to include planes that drop like bricks as well. Fortunately, the forum has a handy 'edit' feature... hang on! There we go! Oh, hey, I'm planning to start a new thread based on this one this weekend. I was originally going to take this one over, but RIC says that forum-wise it's easier to start anew. Would you be game to copy your entry across?
  15. What-hey! Primary stats 180 flip time: 2sec [sea level, 320m/s] 180 flip (speed maintained): 100m/s from 320m/s [sea level, 320m/s] Aileron roll time: 0.9sec [sea level, 280m/s] Barrel roll time: ~2.5 sec, 2 rolls max [sea level, 280m/s] Yaw 180 time: now to next Tuesday [sea level, 280m/s] Accel rate: 6m/s/s [1km, 100m/s] Drag rate: 2.5m/s/s [1km, 100m/s] Max sustainable AoA: ~60 degrees [1km, 40m/s] Bottom speed 32m/s level, 29m/s stall (no thrust) [sea level] Top speed 320m/s level, 344m/s nose dive [1km] Full throttle flight time: 30 min [1km, 320m/s] Side matters Crash surviveability: Low to moderate Stall recovery: Good for a twin Juno Take off: Easy due to action-grouped mainwing elevons Landing: Moderate- it glides down gentle and easy, but has a narrow wheel base and lacks yaw control Pilot's notes Overall, it feels just like a highly maneuverable prop-plane... or even a stunt plane! I'm a huge fan of twin Juno designs, and in this class the plane is very aggressive. Generally, Juno planes have troubles with energy loss during maneuvers, but this zippy little contraption can keep it up over a couple hard banks. The efficiency stems from the classic low-wing design (like on a spitfire) providing a continuous and relatively huge aerodynamic surface given the size of the plane. The nice, wide ailerons and low-roll-moment wings allow for quick twitch rolling to bank hard around turns (like air traffic control towers), which is a good thing because the mostly-cone body did not lend itself well to yawing. I love the sleek, angular look of the wings, and the over-the-wing engine pods. The design was perfect for making quick, tight barrel rolls, but like most Juno planes it only has the energy to manage a couple... unless you're doing a nose dive . Fantastic plane, 10/10, would crash it into KSC again. Stunt Plane 4 by @foamyesque
  16. That title, oh what a title! And thanks for the guide- it was nice reading through to see how it works. Edit: Also, I just noticed your icon is the truckers' stick shift. At first it didn't look weird because it's what I learned on. Now I have to know, why'd you pick it?
  17. @Galacticvoyager 'Grats on SSTO. Share pics? @ZooNamedGames If you didn't try it, I was certainly going to! I'm looking forward to hearing how it works.
  18. Hello, I'll be taking on a thread for @DualDesertEagle. Could you please swap ownership? Thread: Most agile aircraft u can build (aerodynamics and thrust vectoring only!) And here's DualDesertEagle's request: Thanks much! P.S. If it's an easy switch, could you please de-text-speak the 'u' in the title to 'you'? Not a big deal if not, I'm just from an earlier era .
  19. As @Sharpy was explaining to me in the gameplay help forum, apparently asteroids actually have tens of percents of ore concentrations, rather than the ones of percents available on planets. While designing Lockness (previous post) I accidentally designed a craft that would be perfect to take advantage of this higher ore concentration. It's seperateable into 5 segments while mining, 80 of its 300 parts are ISRU250s, and it's hanging out in LKO with fuel to burn ready to go! The only time consuming part is finding a large-ish (D or E class) 70+% asteroid to mine. Does anyone happen to have one in a save? If so it'd be the work of an hour to have a fuel extraction rate of about .35tonne/sec (bursts at 1tonne/sec) with 300 parts, which is OOM the highest we could expect without pushing said asteroid close to the sun to swap out the fuel cells with goliaths. If no one's seen one, I'd need to hunt for one, which could take a while. I suppose underpinning this all, for the devs, would this boost be helpful, given the similarly-sized Lockness is already harvesting at ~.1tonnes/sec (bursts at .3tonne/sec)? A picture of the good ship, ISRU Wall on Minmus, where it's just about useless .
  20. Ooh, shiny plane. I'm looking forward to giving it a test flight! Mods are fine, but please be sure to post download links for any mods you use in the entry so I can get my hands on them. I'll be putting in the request for transferring thread ownership tomorrow, so feel free to post!
  21. @Baricus, I'm glad you took your design back to basics and got such fantastic results from it. Also, sorry the forums ate your first post- I lost one of mine recently, too. In general, this forum's pretty awesome at saving progress.... except when it's not . That gravity assist was a thing of beauty! You can judge how much energy you gained from the assist by the curvature of the path (the change in velocity), and that is a huge curvature for a Mun assist... and it launched you straight retrograde Kerbin's orbit- so cool! I should mention that this launch set you tantalizingly close to the 3:2 Kerbin orbital resonance, which is actually why you weren't seeing any Kerbin encounters in the near future. The closer you are to a resonance, the longer it takes for things to realign... phases and all. Long story short, if you happen to have a save and drop your sun periapsis to ~142 days during the Mun flyby, then go around the sun 2.5 times, you'll be in perfect position to set up a Kerbin encounter. If KSP doesn't project your trajectory out far enough to see what you're doing, just put a 0m/s manuever node in every SOI your trajectory travels through until it does. Just if you want to of course, I just saw the 144 days and can't help but thinking.... it's so close! I'd love a photo of the two stage design, if you have one. Your previous post showed the primary stage, but I don't think I've seen the second one yet. Regardless, the prodigious use of struts (aka. "moar struts") on that primary tether arm seems to have worked a treat! As a final note, I'm super amused that your Kerbal shared a name with @TheGuyNamedAlan, a fellow KSP challenge enthusiast who's been keeping an eye on this thread. I'm sure he'd be bemused to hear of his namesake's far-flung adventures. @Drone_Kerbal . I like the simple tether design- it looks really low lag for the deltaV. I agree about those ore tanks. For their weight, those ore tanks don't grip on to things very tightly and tend to break off of stuff unless they're strapped in really tight. The 3.5m fuel tank just winds up being convenient all around. I was checking through your full album, and noticed something: How did you get Leaberta to stand on the flag like that? Can you just jump on top of it? I've never seen that before! For the shot out to Kerbin, don't forget you have ~80m/s of play you can use to arrange a Kerbin encounter from the solar periapsis if you want to try lining one up from interplanetary space. You're poised to get our first interplanetary encounter :D. If you do decide you want to, I can share a way to re-enter a Kerbal from interplanatary trajectory. Finally, your picture of the Ike-landing fling shows you moving at 30m/s relative to the surface, but the direction was almost straight up, so 25-ish seconds after you took that pic you were probably almost stationary relative to the surface. Total win!
  22. Congrats to both @Baricus and @Drone_Kerbal on their recent journeys! I'm totally impressed that you've both managed missions so deep into interplanetary space. I've updated the main list, and look forward to posting more complete comments soon. The only hanging question I saw was from @Drone_Kerbal, and yes v1.05 is just fine. It took me a long while to adapt to the new bugs of v1.1.x, too! The earlier version should give a fair advantage in joint stiffness, so I'll just note the version in the records.
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