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medicdude

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  1. Also I changed the format of the Doc list so you only have to change the turn number in one place, and you can easily add/remove names to the autolist, hope you like.
  2. Turn 80 is complete and uploaded as turn 81 https://drive.google.com/drive/folders/0B0eMT8zRijNmaEx6UkhkU2hScWM Kerbin LKO station now has a science lander ready for in-system deployment (also deflate 64 ultra gave me much improved file size, down to 6.5MB from 8.5)
  3. Ho boy, ok I will try to be done within the hour.
  4. So I have a design ready that uses 3 lander cans A,B,C. A&B go to the mun together, A is the mun lander which uses spark engine to land and return with FLT200 tank approx 65 liquid fuel, and I have enough spare fuel on the transit over to do that landing at least 3 times (which would be enough to go to minmus on the third one). B is the return to orbit lander that has just enough fuel to pull away from mun orbit and return to kerbin. C is the secondary launcher can that take off from launchpad and gets into mun orbit and docks back up with A for the second and third landings, and then would return to Kerbin for the final descent. I still have about 7 tons to spare (43 tons right now) for design changes or extra fuel in here. My only remaining hurdle is getting a precise re-entry with B so I can get get back inside the C-return vessel. I know I can use mods to do this, but it would be really neat if I could math out the ideal return path on stock using just transit time to periapsis as a baseline for re-entry timing. If anyone has any suggestions or experience in doing precision re-entry landings, I would very much appreciate it.
  5. In order; Long loads, noodle rockets/SAS instability (somewhat fixed with autostruts), excrement (apparently you can't use the 4 letter word for excrement?!?) wheels, lack of auto-saving to restore broken or kracken'd ships, and breaking of mods between versions. The one big thing I'm looking forward to is the upcoming mission system improvements in making history, one thing I feel has been sorely lacking. Although I've never experienced it I'm also flabbergasted that there are issues with RAM ceiling and the year is almost 2018. I'll pay more money if I really have to, but plz squad, fix the broken things please, and provide a proper API for modders so you don't break their stuff with every patch, the ones literally providing your product additional value. And CKAN (or something very similar) should be the official tool for mods, and should be accessible from main menu.
  6. I'm having a lot of trouble blowing up VAB with anything 2500 or cheaper, any suggestions?
  7. @53miner53 Of course, it totally should be, I hadn't even considered that.
  8. Nice, I'm totally doing this then, Mk1 Lander Cans to the max. And I won't be using any of those silly airbreathing engines either, real kerbals burn rocket fuel.
  9. I'd like to submit a power and thermal module design for KSS2 (and any other stations in need of it). It has 3 jumbo 64 arms with 2x gigantor arrays and 1x large TCS each, normally 5 arrays are at 100% operation, drops to 4 arrays if the sun is directly behind an arm. Also any 4 arrays could be destroyed and still provide at least 1 array of full output. Each arm also has a senior docking port on the end, and one strut to another arm to prevent axial rotation wobble. The main vertical spire is a Mk3 Liquid and a mk3 Rocket Fuel Fuselage with a senior docking port on each end. Total part count is 17 (plus 5 senior docking ports). If needed to reduce part count you could remove 4 arrays and 2 TCS systems for 11 parts (plus 5 senior ports). You could remove the supporting struts as well, but triplet symmetry is a wobbly (expletive) without them. You could also hold a ton of liquid fuel and oxidizer in all the tanks. Screenie: https://i.imgur.com/a/HDZMg also uploaded a craft file to the KSS2 google drive here https://drive.google.com/drive/folders/0B0eMT8zRijNmLUw5REhDU284Z2c
  10. I signed up for turn 81, I'm not exactly sure whose turn it is right now? It looks like the station is in need of scientific instruments, so I'm going to dock a small probe with science instruments wherever i can find a regular docking port to connect to.
  11. I think the USSR could reconfigure some surplus solid rocket boosters to push payloads into orbit, instead of into the ocean. A ridiculously overpowered first stage will allow a much lighter second stage for pushing payloads into final orbit.
  12. Are you allowed to undock a secondary launch vehicle at the launchpad for later use? I totally think I can do less than 50 tons rockets only, using lots of rendezvous. As long as I don't have to lug this secondary launcher into orbit. I might still be able to do it with orbiting the second launcher, but its going to be design heavy.
  13. Thankyou for the welcome DAL59 I would like to sign up for USSR mission 6, munar impactor, I have a very cheap design ready to go for it.
  14. USSR Mission number 5 is complete, but I could only make an orbit to 59km periapsis, I performed the EVA while in space past 70km, then got back inside the pod for the atmospheric re-entry. This also means we will need some other vehicle to rondevous for mission number 7. Hopefully that meets the mission requirements but I'll need DAL59 to adjudicate Here is VAB image of the craft https://imgur.com/a/k6sZi at 6651 Funds. Heres a twitch link to the video: https://go.twitch.tv/videos/188988397
  15. Ok I intend to launch mission 5 for USSR in about 20 minutes (6:30PM EST), I will be streaming it on twitch. I'm going to be using KER for info instead of mechjeb, if that is ok? Here is a picture of design https://imgur.com/a/k6sZi, just a command pod with docking junior two radial chutes, FLT800 tank, swivel engine, and some hammer boosters with modified thrust profiles. Here's a link to my twitch https://go.twitch.tv/zerohourrct
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