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infatuatedPP

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Everything posted by infatuatedPP

  1. I have completed the challenge. The lander is all stock and weighs in at 4.5 tons fully fueled, can run 8 engines at max throttle indefinitely (this leads to a slight thrust imbalance, so running 9 at ~90% is better) and has enough fuel to leave low Kerbin orbit, land on Minmus, and return. http://imgur.com/a/nCrgB Points: Weight: 4.5*10 = 45 Engines: 8*5 = 40 No return stage: 75 pts Landing lander on Kerbin: 25 pts* I am not sure what qualifies as landing, a number of peices exploded but the command pod survived use of electric engines on transfer/capture stage: 25 pts Use of electric engines on kerbin ejection stage: 100 pts 45+40+75+25+25+100 = 310 As a confession I did use Kerbal Engineer during the flight for data. I hope this doesn't disqualify me from being a stock entry.
  2. I made it to the mun with 9 tanks, though I don't have enough to return (I assume that doesn't disqualify me.) Behold the craft. http://imgur.com/a/mSJOp#0 The take off was really slow, but it started to pick up after a while. http://imgur.com/a/mSJOp#2 Transfer orbit to the mun. http://imgur.com/a/mSJOp#3 Circularizing http://imgur.com/a/mSJOp#4 Right at touch down http://imgur.com/a/mSJOp#6 Standing on the mun http://imgur.com/a/mSJOp#7
  3. I made a monoblock STOCK mobile launch pad. Initially I played around with RCS for my propulsions, but then Jeb decided that it needed more thrust. So this was born. http://imgur.com/a/Pahrc#0 There are some people who might say, you can't drive a ground vehicle with 4 jet engines, To them I reply: "I CAN'T HEAR YOU!! THE JETS ARE TOO LOUD!" http://imgur.com/a/Pahrc#3 It has a max speed around 85 m/s, But you might think, 'oh it can't go anywhere useful, only on flat ground.' NOPE, http://imgur.com/a/Pahrc#5 I decided that mountains are the best possible place for anything to be launched from. http://imgur.com/a/Pahrc#6 Here it is in orbit. http://imgur.com/a/Pahrc#8 I have attached the Craft file because it is quite fun, and easy to drive.
  4. How did you manage that? The experience I had was that the lander went past 0 on the altimeter and then shortly after crashed into the clouds. When The parachute deployed I was going about 2 m/s. I took forever to get down I noticed something was wrong when the radar altimeter wasn't picking up anything. I fell about 100 meters through the surface before hitting the clouds.
  5. I guess I am not quite sure I understand rule number 6. Do you mean that the crew has land safely, or do you mean that the crew must survive until you hit the end mission button (which can be anytime in flight)
  6. Here is my attempt. I call it more boosters. Max speed reached 292.3 m/s On the pad: Max speed (Sorry, cannot cut off engines) Final screen (Only a second or two after the 10 second mark
  7. Definitively going to try this. One question I have is why should we go to the quicksave.sfs when you can right click the fuel tank and the game will tell you how much fuel is left? People can post screens of this for proof.
  8. Very nice antbin. Here is my official entry. using my rocket plane I managed 13:12 I came up about 10 KM short of bulls-eyeing the space center. For my next design I will try to make it just a drop pod. My plane landing have a tendency to melt the ice cream if you know what I mean.
  9. I\'ll go ahead and add that explosions involving your cockpit will melt the ice cream. Melted ice cream is sad :\'( Yep I can confirm this. Same goes for the runway, time only starts once your wheels leave the ground.
  10. Jeb has some ice cream in the freezer, but he forgot that he is supposed to be at KSC 2 for the day. Ever since the moldy lunch bag incident admin has removed all refrigerators in the spacecraft. Therefore you need to get that ice cream to KSC 2 before it melts. Fastest time gets to enjoy the coldest ice cream. Please post screens of you landed near the space center and any mods that you used. I made it in 16m 38s using vanilla parts. I could trim that down a little as I overshot the landing site a little on reentry :-X Vanilla: 1: antbin: 12:04 2: infatuatedPP: 13:12 3: Mods: 1: 2: 3: Credit goes to antbin for the original idea. http://kerbalspaceprogram.com/forum/index.php?topic=12663.msg196629#msg196629
  11. I found that widening your wheel base as much as possible makes for dramatic improvements in take off stability. If you would like you can add 'pogos' which are wheels that you drop off after lift off. To do this add the structural pylons to the end of your wings and attach gears to that. Then once you are off the ground detach the wheels.
  12. @ Chickenplucker Aha, you are correct, it is sneakily hidden in the decals section. Thanks
  13. Is any one else having trouble getting the part to show up? I have it installed to my parts folder but I cannot find it when I am playing the game. Any suggestions? Also here is the original thread for the part in case anyone is curious. http://kerbalspaceprogram.com/forum/index.php?topic=6739.0
  14. I have done it using C7 parts. I hit the ground in excess of 1000 m/s I was going 10,500 m/s when I reached the atmosphere.
  15. Going for the bob challenge using the jellycube weapons pack and C7. Sorry for small text, it says 75.7 Gee
  16. Oh yeh sorry forgot to mention. To use the craft file you need cart and c7.
  17. Here is my attempt. Since there can only be one crew module at a time I chose to make the buggy the crewed vehicle. Here is the craft at launch Headed towards the target, debris from various other test vehicles. (It is dangerous to fly experimental aircraft) Approaching debris field Moving into drop position Drop has been made Landing Driving around a bit
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