TheFlyingKerman
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Anomaly Hunting on Kerbin
TheFlyingKerman replied to JoeSchmuckatelli's topic in KSP1 Gameplay Questions and Tutorials
The monolith are quite small and can be half below ground in some terrain setting. The rovermate is the best and narrow band scanner doesn’t help. Consider putting a probe core on the plane. -
And if the place is too hilly to land, air drop a rover.
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My last screenshot did say 675+488 = 1163m/s but like @mystifeid I improved my design. Note that the higher resolution image is behind the link. 675+480 = 1155 m/s Launch cost 4592 https://ibb.co/r2JG6k6 Orbit. I just had 2.6m/s left, which was just enough to deorbit with 67234m Pe. https://ibb.co/XpLShhX
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Also I suppose the use of electric propulsion is not allowed?
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Slowfish 1. 1163 DV on the pad. Mission cost 4004 - 200 (cost of launch clamp)= 3804 This challenge sounds like just exploiting how the DV is computed.
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And for the first class insignia I used my standard R-4 LKO tour bus. It carries 3 kerbals, a can of mystery goo, has 10 parts: parachute, MK1 pod, 1.25m service bay, MK1 crew cabin, FT100 and FT400 tanks, Terrier engine, 1.25m heat shield (used as decoupler), Thumper SRB, and costs 4950.
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Arrowfish 6 Launch cost: 5143 Empty cost:4999 Mission cost:144
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Force a satellite to use a relay
TheFlyingKerman replied to rpayne88's topic in KSP1 Gameplay Questions and Tutorials
Sometimes retracting and then deploying the antenna works. But even the relay can have multiple ways to call home and it may not select the strongest path... -
Unappreciated Genius Challenge
TheFlyingKerman replied to Klapaucius's topic in KSP1 Challenges & Mission ideas
I built this refueling rover, that uses airbrakes to raise and level, so that it can actually dock on the uneven surface of another planet. -
Sorry I made a mistake with this last report. The dry cost of the Arrowfish 4 is 4951. But I managed to fine tune the design and ascend profile, so that now it requires less oxidizer (by 20 funds worth). So now 5171 - 4951 - 3 = 217 funds (yes I managed to recover a little more LFO in the later mission). https://ibb.co/tCZ1xzS https://ibb.co/YyJxT9r https://ibb.co/8XDnHvD
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Arrowfish 4. 5191 - 4971 - 2 (3.4 units of LF left) = 218 funds. https://ibb.co/0cpvnjr https://ibb.co/k36W6F2
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Another entry. I managed to reduce the starting cost to 4710 funds (so below the 5000 limit) by simplifying the tail. The empty craft costs 4159 funds. I landed it on the runway. In addition there was 15.8 units of Oxidizer and 12.9 units of LF left, for a total cost of 13 funds. So mission cost 4710 - 4159 - 13 = 538 funds. I have also decided to christen this craft The Arrowfish 3, and the last two ships Arrowfish 1 and 2. p.s. I am trying different image hosts. The forum embeds full image from imgbb.com when writing but only thumbnails after posting.
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But his design is not the board leader. The EAS-1 is by far the lightest, so massive saving in fuel and engine and everything, and you can even skip the parachute by using the Kerbal's chute. Now we are talking about a few hundred funds per launch, if the requirement is made easier we would very soon be splitting hair.
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Are you sure. That would be too easy by opening a can of exploits. You can expect every experienced player coming up with essentially the same design. Not fun.
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I have improved the SSTO using cheaper wings and fuel tanks, and also removed one parachute. It now costs 5760 wet and 5163 dry. I managed to land it back to the runway for 100% recovery (I played sandbox but you get 100% recovery anywhere on the runway). So total cost 760 funds.
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It is feasible to send one way inter-planetary probes with just 1.25m boosters and 0.625m final stage. So moar science parts, with the added bonus that you unlock many useful electronic parts (probe cores, antennas, etc.) along the way.
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My SSTO for 6943 funds. The empty ship costs 6300 funds. I landed it 3.9 km from the end of the runway (would you call that KSC?) and should get more than 5000 funds recovered, even though I broke one fuel tank when landing. So 1943 funds. Landed
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tips for fast rovers?
TheFlyingKerman replied to jaunco325's topic in KSP1 Gameplay Questions and Tutorials
Here my solution differs from the others. I just accept the rover crashing, and design a small rover that survives the crash and then rights itself using reactions wheels (the low gravity and overpowered electric parts helps). l routinely drive 50m/s + on the Mun and Minmus for hundreds of km. I would zoom out and look ahead for a straight and relatively flat path, reducing speed when I need to turn. I also use IJKL to drive and WSAD to control my position mid flight. -
Eve gravity assist to Moho
TheFlyingKerman replied to Space Nerd's topic in KSP1 Gameplay Questions and Tutorials
Burn prograde at Eve PE. Also make a small correction burn to use Eve for plane changes, so that your orbit intersects Moho at AN/DN, and PE close to Moho altitude. Then burn retrograde at Moho intersect to rendezvous with the planet. IME it takes about 4000 DV from LKO to Moho orbit. -
What strategy do you take in a career game?
TheFlyingKerman replied to peewee69's topic in KSP1 Discussion
My first few launches are with disposable rockets., then I gradually shift to reusable/persistent ones. The first reusable vehicles are science rovers and survey planes, using the early plane parts. After unlocking the fairing I start to build reusable rocket lifters. I mostly stick to space planes when I get to the top of the tech tree. -
What was the heaviest payload that you launched to orbit?
TheFlyingKerman replied to AHHans's topic in KSP1 Discussion
My biggest single launch was about 42t for an Eve lander/ascend probe (then fully fueled up to 65t)