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TheTripleAce3

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Posts posted by TheTripleAce3

  1. Executive Transport's 2nd aircraft is ready for purchase!

    https://kerbalx.com/TheTripleAce3/Project-65A

    P7SsI9J.jpg

    The Project 65A is a Supersonic Liason (16 passengers) with a cruise speed of 1300m/s at an altitude of 20km. All that our engineers would say is that they found it shortly after the Ultra-class fleet hidden in an old bunker. This would seem to be why they have such redundant survivability features.

    Range: 10,746KM

    Cruise Speed: 1300m/s (can go higher)

    Cruise Altitude: 20KM

    Fuel Capacity: 2480 Kallons

    Price: 103,270,000 (if multiplied by 1000 still, 10,327,000 if multiplied by 100....)

    This rather crude piece of equipment was found in a fleet of 5 aircraft, all of which powered with Whiplash engines and most of which are still being rebuilt as they were deconstructed when their former owners were displaced. Due to the nature of the aircraft, it has a rather large amount of survivability features for botched landings or emergencies. These include 18 parachutes, 3 airbrakes, 2 snack containers, the state-of-the-art Ultra-class autopilot, 2 emergency transponders and 6 medium sized landing gear. The craft also comes with flaps preset for judges to use (1).

    This craft departs from the Ultras through its wing design and engine placement The engines are a part of the wings themselves with the main wings pertruding from the central fuselage, leading to the engines and outboard fuel tanks, then with a delta wing coming from the outboard tanks.

    It flies fairly standard compared to the ultras, albeit more clumsily as well as with less authority, so lift off and land slightly faster than before.

    Unfortunately, maintenance will be a problem. The parts used to manufacture the craft were new at the time of its first use, so the engineering is probably lacking in max-G maneuvering and are known to cause minor vibrations until reaching medium altitudes. Therefore,n order of 4 aircraft of this type will result in a 5th package of complete repair parts.

    As for comfort, the flight engineers seemed distracted enough by the view to ignore the vibrations, which we considered to mean "good enough".

  2. 16 hours ago, doggonemess said:

    Thanks! I can't think of how it would be possible without mods. The more engines I add, the more unstable it gets. It's hard enough to get to 2 km/s with everything perfectly optimized (I still haven't managed it stock), let alone with a giant balloon attached to your nose. :P

    Shock cone intakes + precoolers + powerdives.

  3. This is just how I do it, if I wanted to do it faster, I would've gone manned more, and this is isn't really in detail but it is the easiest way I found to complete a science save.

    1. Rush straight up the rocketry line (and get struts too, basic stuff) until you get 2.5m engines and corresponding fuel tanks.

    2. Do a manned Minmus mission (even to just one biome if you want!)

    3. Unlock solar panels and 0.625m probes (Okto is best for early stuff until you get Okto2, which is the best tiny probe for Kerbnet purposes), along with batteries and make sure you have the HG-5 antenna.

    4. Start launching a lot of probes with the following equipment: 2x Goo, 2x barometers, 2x Temperature gauges, and a small 1.25m fuel tank w/ Terrier engine on the lander (with obvious landing legs). Use Communotron 16S on first stage of rocket (it helps in my experience) and have an Experiment Storage unit on top of the probe core along with a deploy-able Communotron 16 (with partial transmissions on, use while HG-5 is extended) and land directly facing Kerbin, one at the poles (be careful to maintain signal!), and one at 135 degrees east. An orbiter with 4 HG-5 antennae will help for comms. This should net you enough science to get you the Accelerometer and RA-15 relay antenna after multiple missions and landings.

    5. Land a few more landers with RA-15 antenna on the Mun and prepare a Heavy Launch Vehicle (I used Twin-Boar for side boosters with 1 orange tank on top of each and a central Mainsail with 2 Orange tanks and a smaller 2.5M tank). You should also have a 1.25m fairing unlocked. Make three probes, one of which is a lander and 2 orbiters. Use HG-55 antenna with one RA-2 relay on the top node for the orbiters, while giving the lander an RA-15. Make a heavy lander with any core and a few parachutes and all available instruments aside from the Science jr..

    6. Launch to Eve, put one orbiter in extreme eccentric orbit of Eve (polar preferably) and one on a Gilly trajectory. Use up all fuel left in the booster to de-orbit the lander and prepare for entry (heatshields actually not required for this approach) and make sure you land w/ daylight and an orbiter overhead w/ connection to Kerbin (quicksaves are a good idea). By the time you land, your Gilly orbiter should be on its way to Gilly. Set up as high an orbit as possible and get whatever science you can. Gilly is just a bonus for this mission.

    7. You should now have enough science to get the Gravity Scanner or Atmospheric Analysis instrument. Incorporate Graviolis into your orbiters and launch some new probes to the Mun and Minmus with RA-15s, a Communotron 16, Experimental storage unit, and Surface Scanning Module (plus solar panels and batteries, obv). Get into extremely eccentric polar orbit of any planet you've been to with at least one of these probes and start taking mass Gravioli scans. Transmit the scans back to Kerbin.

    8. Launch vehicle from #6 to Duna and repeat previous steps. Use LT-2 landing legs for lander. Send one orbiter to Ike polar orbit and one to Duna polar orbit.

    9. Repeat steps from #6 onward to get to Jool, Dres, and Eeloo. Graviolis and RA-100 antenna will need to be used for Jool mission but will provide coverage to almost any planet at most times.

  4. On 5/9/2018 at 10:57 AM, Cunjo Carl said:

    Er, ablative heatshields are forbidden, but the inflatable heat shield happens not to be ablative. It has some nice properties like a high max temp, but doesn't actually have any of the ablator magic.

    Thanks for the offer and I certainly have, but none of the categories are quite reaching out to me at the moment. I'm definitely outside the scope, as I'm currently tinkering with escape velocity flight, which works best with nukes in the 30-40km range and has an Ap out near Duna :D. Perhaps I'll have a stab at the jet-only at some point, though.

    I guess it's a judgement call as to whether to tweak the heat shield rules to disallow it, but if not, I hope the interesting nose cone find proves useful!

    Or maybe make it so heat shields must be deployed at all times?

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