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RealKerbal3x

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Everything posted by RealKerbal3x

  1. Well, if you do get the other sizes to work, please do include them! My 3.75m reusable rockets will look great with the new legs
  2. @damonvv Do the new legs come in all 3 sizes like the original legs, or just 2.5m? (I haven't had a chance to play with them yet).
  3. I launched components for my crewed Duna mission. This is my first crewed interplanetary mission in over 3 years of playing and I'm not proud of that fact. Please don't tell anyone. First up was the Duna surface habitat and Ike lander, launching on a Peregrine I reusable rocket. The SSTO booster delivered the payload to orbit before returning for a landing at KSC under its parachutes. Next up, on a Peregrine IV launch vehicle, Nuclear Tug SN3 to carry that payload to Duna! This launch's booster was also successfully propulsively landed at KSC (these boosters have the option of either a powered or parachute-assisted landing, depending on fuel levels after launch), but I forgot to snap a picture. Sorry about that. The Tug then rendezvoused and docked with the payloads from the previous launch. Duna Cargo I is ready to go! It was now time for Tug SN4 to launch aboard a Peregrine IV Heavy. The regular Peregrine IV has the capability to launch a tug into orbit, but the Heavy was needed as this tug was carrying an extra fuel tank behind it. The tug would probably have enough dV to carry the crew ship to Duna and back without that extra tank, but it was required to fulfil a rather well-paying solar orbit space station contract. And it's always nice to have extra fuel, even if you're not going to use it This launch vehicle has two winged flyback boosters which can return to recovery on the runway after separation. After delivering the Tug and its extra tank into orbit, the booster returned to the KSC runway for a powered landing. I still need to launch the hab module of the crew ship, as well as the crew themselves, but that can be done another day.
  4. SN12 is getting scrapped, seems like they're definitely skipping right to SN15:
  5. @king of nowhere Without trying your craft myself, I'd say at least part of the problem is lack of control authority. As far as I can tell, the only part on your craft providing control is the tiny reaction wheel in the probe core at the top - you're lifting off on SRBs that don't have gimbal control, and the fins you're using are fixed and can't contribute to control. Since you don't want to use the Rhino when lifting off, I'd recommend adding some larger moving fins.
  6. The meaningless green number under my profile picture just reached a big round number!
  7. I'll add to the welcome, @LogKyles! It's good to have you here on the best community on the internet
  8. @Arugela This is a good video on why moving even the tiniest moon is really hard:
  9. I'm currently studying physics, maths and computer science. The aim is to be an aerospace engineer. It's difficult but I think I'm getting there.
  10. Kopernicus is only the framework that makes planet mods work, for the planets you mention you specifically need the Outer Planets Mod.
  11. Things are constantly changing and current information suggests they're not even going to land Super Heavy with legs anymore. As Damon said, best to wait for some official info.
  12. In this dev diary post they did talk about how they were making explosions better (as well as other VFX), but nothing about terrain deformation or anything like that. I agree though, deformable terrain would be pretty cool, even if it wasn't persistent. If it was persistent though, the system could lend itself to other applications such as more immersive mining or surface levelling for base/colony building.
  13. Isn't that only with part test contracts? I don't remember ever getting a space station/base/satellite contract that required me to have a specific part before I unlocked that part.
  14. Yeah. I could be wrong, but I believe the max distance from your Kerbal you can move/place something is 7m.
  15. Isn't the Dynetics lander able to launch on Vulcan?
  16. I believe Nate Simpson said at some point that repetitive tasks would be able to be automated so that the game wouldn't turn into Kerbal Milk Run Program. A space elevator might be a good hands-off method of getting stuff to orbit in the late game, and seeing as late-game tech might end up including stuff like antimatter torch drives, it makes sense that the Kerbals might have invented a material strong enough for a space elevator by then. But yes, yeeting things into orbit with a mass driver does sound fun too. Perhaps they could both be an option - you could even use them in conjunction with each other with a mass driver at the end of your space elevator to chuck things at other planets.
  17. @king of nowhere as Superfluous J said above, yes you can. You should just be able to pick it off your ship and drop it in empty space.
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