TheFlyingKerman
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Posts posted by TheFlyingKerman
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3 hours ago, Chequers said:
Well done @mystifeid on improving the design of 'RUsureaboutthis', to shave more off the delta-v cost. And also good sportsmanship in acknowledging that @TheFlyingKerman did indeed achieve a lower dV number than your craft in their latest entry, and thus did claim the Gold Florettes. That said, your latest entry achieves the Amber Leaves, and reclaims the Gold Florettes.
TheFlyingKerman, your entry on the Honour Roll has been updated to reflect that you did achieve the Gold Florettes with 'Slowfish 1'.
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
Orbit. I just had 2.6m/s left, which was just enough to deorbit with 67234m Pe.
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Also I suppose the use of electric propulsion is not allowed?
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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.
Spoiler -
Arrowfish 6
Launch cost: 5143
Empty cost:4999
Mission cost:144
SpoilerTakeoff
Orbit
Landed on runway
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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...
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11 hours ago, TheFlyingKerman said:
Arrowfish 4. 5191 - 4971 - 2 (3.4 units of LF left) = 218 funds.
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/8XDnHvD
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Arrowfish 4. 5191 - 4971 - 2 (3.4 units of LF left) = 218 funds.
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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.
SpoilerOrbit
What a textbook landing looks like
Landed on runway
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14 minutes ago, mabdi36 said:
Well i mean @Pro100kerbonaut’s design already uses the seat, so it is too late for that now.
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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8 hours ago, fourfa said:
If it says “measure the temperature above X meters” guess what, in orbit in outer space counts as “above.”
But you must be flying, meaning within the atmosphere, even at 69999m.
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1 hour ago, Chequers said:
@mabdi36 - If you mean the EAS-1 External Command Seat, then so long as your Kerbal is in it when you land, and you can recover it, then yes - this counts.
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.
SpoilerReady for launch
Liftoff
Orbit
Glide back to KSC
Parachute landing
Landed on runway
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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.
SpoilerLift off
Orbit
Re-entry
Fly back to KSC
Landed
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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.
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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.
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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.
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My biggest single launch was about 42t for an Eve lander/ascend probe (then fully fueled up to 65t)
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56 minutes ago, Klapaucius said:
I am trying to land a Mk1-3 Command pod attached to a mobile processing unit and eventually put it back into orbit.
IME the key for landing on Tylo intact is very high TWR, like 60m/s^2, and very light dry mass, so that the legs can absorb the impact. So use command seats instead, and land everything else separately.
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Both rockets and space planes are just vehicles to send stuff into LKO. It is the payload that I spend the most time on, both designing and flying.
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Elaborating on @Laie's idea, I built a Munar crew module riding on my reusable lifter (the SRB's land back to the KSC area after staging).
The crew module sits 8, and has 1750 Dv. It is light and heat resistant so that 2-3 pass of aerobreaking is enough to bring it down from Munar transfer orbit to LKO. Both the lifter and crew can glide back to KSC for nearly full refund. The total fuel cost per launch is about 3800 funds, not much more than the space planes above.
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On 1/3/2020 at 3:07 AM, Zamolxes77 said:
Yes, in fact that's how I fly all my missions: booster into LKO, land the booster, then 2nd stage goes to do the mission.
I am not sure if an ssto spaceplane is really cheaper than that.
I solved the 'getting my spaceplane to far-away survey missions' problems: now a SRB question
in KSP1 Gameplay Questions and Tutorials
Posted
The trick for long, efficient flight is the prograde lock autopilot. You just need to tune the wing incidence so that the plane holds the desired altitude. Give this a try
https://kerbalx.com/TheFlyingKerman/LKA-1CIII
920m/s at 12000m and hands off flying.