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RoninFrog

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Everything posted by RoninFrog

  1. 9/10 HansonKerman is nearly omnipresent.
  2. Big spaceships? Here you go. Not quite CPU-bogglingly big, but it's still enough to slow the game down measurably. It's been to a lot of places, all in one launch. Here are some examples. Tylo: Moho (Mohole, more precisely): Eeloo (It's still there right now): ...and it's also been to Duna unintentionally a couple times...
  3. I think it was @Laie who did something like this with like a thousand maneuver nodes. Let's see if he has any advice.
  4. I did too until I had to drive over 300 km at 6 m/s to get Jeb to a rescue vehicle that overshot. And then the rescue vehicle couldn't make orbit. I also like driving huge rovers on Duna at insane speeds. You can get some serious air in the low gravity.
  5. I've lately been working with @Hotel26 on designing Whiplash-Nerv powered SSTOs. Here's the latest SSTO tech on my part, the Ramses I S1. 45 tons, and carries 20 kerbals to orbit. Thundering down the runway! 45 tons doesn't offer much resistance agains 3 Whiplashes! The Whiplashes are really starting to open up now! Engage the Nervs! Pushing that Ap out at 2 g's! Speeding upwards at 31km! The whiplashes died back around 25km. Almost to space! Orbit! When you have more wingspan than length, reentry is very controllable. Didn't quite make it. Fortunately, there's still more fuel in the tanks! A nice, calm, first-try landing. No supersonic dives straight down from 13km, and no sudden swerving at 1300 m/s.
  6. Hmm. A test thread. Lemme see here. \"<p>hmmph</p> &quot;</br> </p> </div> </div> </div> </div> ::after </article> Wow! Blast. All I could do was write in @Dirkidirk's comment up there. Yeah, moderators, if I can write in other people's comments, it means there could be some potentially really bad problems.
  7. Ok, moderators, really dumb question here. Why do the kermojis have red/brown hair () when kerbals in the game have black hair?
  8. What? We can use regular engines as RCS? My days of spamming hundreds of Vernors are over! Ah, blast. Nevermind.
  9. Super intense Single-Stage-To-Mun runway landing! Am I going a little too high and fast? Hmm? Nope! I bet most would load a quicksave in the above situation, but not me! It's a good thing the Pandemunium III likes to swerve suddenly! I don't even want to know how many g's just happened... Yi! Yi! Yi yi yi yi! Yi! Even Jeb looks concerned. I wonder what it would feel like in the crew cabin to be going supersonic straight down, then suddenly be going 100 m/s horizontally, and then barely extend the landing gear in time to slam into the runway and nearly rip the belly fins off. As I whizzed down the runway, I realized that that ski jump was coming up really fast. What do you do when the landing gear aren't slowing you down? Retract them! I slid on my belly for about 100 m before coming to a stop just past the last set of stripes. Everything was recovered at 100% value except for the lunches of about 20 kerbals.
  10. Ouch! That "what not to do" example looked an awful lot like my first SSTO spaceplane... Edit: Ouch again! The Mk3 engine mount is both in his "what not to do" and on my second SSTO spaceplane... Maybe I should read up on this stuff.
  11. I got within 260 m of another craft while burning for an Eeloo transfer. I've never actually had a collision, though.
  12. I already submitted something here, but I'm going to submit a new and slightly improved version of the Pandemunium I, the Pandemunium II! New features: About 400 m/s more dV in orbit. Better kerbal to engine ratio It looks like the space shuttle (kind of) (a little) Docking port on the front for, you know, docking Capable of slightly better ascent profile (although I probably just flew the previous Pandemunium badly) So here are the stats. LF only, powered by 3 Whiplashes and Nervs. It can take four kerbals to the Mun and back. 3147 m/s in LKO, although I haven't tried for better. Yes, those intakes are clipped, but I couldn't think of a better place to put them. NO Rapiers. Flight results:
  13. I brought my Pandemonium II successfully home! I did an aerobraking pass first, because it wasn't the right time of day to land at the KSC. It's getting a little warm! Here's the situation. The space center is there, which means it will take just over half a day to rotate around to the right position. An orbit of about 3.5 hours should just about do it for a good landing. I got pretty close, just about 20 minutes short. Ready or not, here we come! Yikes! Everybody stay calm! This landing looks just a little bit sketchy. The landing was sketchy. The brakes were too strong, which kept making the shuttle swerve and flip. The landing gear just seemed to take forever to deploy, and the lights kept refusing to turn on. The belly fin had very low clearance, and would snap off on an impact with a vertical velocity greater than about 3 m/s. It took many quicksaves to finally pull it off. The only thing I wasn't concerned about was dV, as I had about 500 m/s to spare. But we're not done yet! It's time for Rodun Kerman to come out in his rover and bring the crew home. The Pandemonium II is refueled as it is hauled back to the SPH: And we're home, refueled, and ready to take the next round of passengers to the Mun!
  14. Gilly: The place where what goes up doesn't always come back down.
  15. Kerbin. What? Nobody else likes their home planet? Second favorite is Eve.
  16. I built my second airbreathing SSTO, upgrading the Pandemunium I to the Pandemunium II. And maaaaaan, this thing is overpowered! Flies basically the same as the old version, but it carries more kerbals per engine. Pretty simple design, just a basic shuttle with 3 Nervs and Whiplashes. I only use LF on my SSTO spaceplanes. No oxidizer. Whiplashes just look way cooler than RAPIERS. Why would you want four tiny orange circles when you can have this? So far so good! Had to use the runway ski jump, but she flies nice and steady! Jeb looked out the window and said, "Hey, see that little thing in the sky? Whaddya say we go there?" Getting a little fiery! The Whiplashes are starting to lose their potency. Seems like 44km is the magic number for the Pandemunium series. If the plane doesn't get that high on the first ascent, it won't make it anywhere. We will go to space today! In orbit with... 3147 m/s of dV!!!! If the plane is sturdy enough to survive intense aerobraking, I could probably get to Laythe on that! Or I could just make a quick trip to the Mun. Mun flyby: Mun orbit: Alright, little kerbals, it's time to put bootprints on extraterrestrial soil! This is actually a pretty ideal landing spot, since I will be taking off uphill and then over a crater. Flag time! And Jeb has to go investigate that crater. Bill and Bob don't seem to happy about driving off a cliff. Hey, look! It's one of those Breaking Ground thingymabobs! Mun orbit again! That's all for today, cause I'm having some problems with spinning out of control on reentry.
  17. Wow! Look at that massive boom! Now the key is, can we use it like a gargantuan piston?
  18. Interesting. I drug a tank out 250 meters away, and it wasn't deleted. So I went into settings and disabled Tidy Up KSC Debris, which I'm pretty sure is the thing that deletes launch clamps, and hey! It worked! My stockpiles are no longer being robbed!
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