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RoninFrog

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Everything posted by RoninFrog

  1. I whipped this together this afternoon: A video is uploading to YouTube at the moment. Oops, I just saw it has to be a time lapse. Oh well.
  2. Don't worry! I fixed all the stock problems and it works fine! If three Wolfhounds don't have enough thrust, don't forget that you're bringing along got three Vectors! I'll get an actual stock craft linked here once I get it uploaded.
  3. Oof! The Reentry and flight are the same as a regular spaceplane, but the Starship doesn't actually have landing gear so it has to land vertically. The instructions are multiple slides, and the landing is quite complicated since there aren't stock retractable fins. Oh dear! The cabin lights are inside the fairing! I'll have to make some changes! I think I'll replace the Rhinos with Wolfhounds.
  4. Here you go. http://kerbalx.com/crafts/65188 I fixed the engine thrust problem and another issue with the airlock.
  5. ...presenting the SpaceX Starship and Super Heavy For the last few days, I've decided to take a break from my DOMA mission and try my hand at making a replica of a real world craft. So here's what I got. This rocket is a replica of SpaceX's Starship with the Super Heavy launch vehicle, in case you missed the title. It works, too! The booster is fully recoverable. ( ) It can land on the Mun with 17 kerbals! ( ) And guess what! It can even return to Kerbin! ( ) A great shot at night: Here's the KerbalX link: Starship / Super Heavy It was made with Restock, so I'm not sure how it will look with stock textures. I hope the "Metal" fairing option is also "Metal" in stock.
  6. When I first saw the new metal fairings, I immediately thought, "I'm so gonna build one of these!" Blastoff! 100% stock, functional Starship lifting off the pad! So beautiful. Stage separation! The Starship burns for orbit on 3 Rhinos: Of course, it's not really a proper Super Heavy if the booster isn't recoverable! I spent about 400 units to much on the first stage, so it's gonna be a deadly suicide burn! Yeah! Splashdown successful! I just wanna show off that razor-thin dV margin: Behold, the Starship in all its glory. The only problem is that the 3000 m/s of dV in the Starship is useless since I can't fire the engines:
  7. 3G-07 Morning Glory (upgraded from the subsonic, short-range 2G-07) The 3G-07 Morning Glory is a Low-capacity, Long-haul Combi-aircraft. Stats: Passengers: 14 Cargo Capacity: 20 tons Cruising Speed: 1200 m/s Cruising Height: 15 km Range: 3600 Empty - 3200 Full Cost: 110,998,000 (4,816,000 for fuel) Cruising profiles: After to the relative failure of the dirt-cheap Fledgling 1N-00 (presumably due to the lack of stylishness), Kessler Microplane Aerosyndrome decided to come out with something a whole lot fancier. The 3G-07 Morning Glory costs over 100 million kerbucks and only takes fourteen passengers. However, expect to charge the passengers' socks off for the ride. Instead of being crammed into a 10-inch-wide chair between to random strangers, each kerbal gets their own seperate pod with a 180° view of the surrounding country. In addition to the great view, there are 10 snacks (monopropellant) stored in every pod, with 100 backup snacks in the cockpit. In addition to all this, each passenger can bring over 1.4 tons of luggage in the huge cargo bay, meaning several of the kerbals could potentially bring their cars along via the ramp at the back of the plane. Even better, the controls are specialized so the passengers never experience more than about 1.2 G's. And, as a final bonus, the plane is extremely safe, being able to mostly survive a water landing as well as each passenger having their own escape hatch right above their head. What more could a customer ask for? To give these wealthy passengers the smoothest ride possible, here are some instructions for how to fly this thing properly. To take off, hold S at 60 m/s, which should cause a nice, easy takeoff around 70-75 m/s. After retracting the landing gear, turn off SAS to switch to cruising mode. The controls will be set up so K and I replace the S and W controls respectively. Repeatedly press K until the plane stabilizes. The new controls will adjust pitch much more smoothly and steadily. The more you press K, the faster the plane will nose up; and the more you press I, the faster the plane will nose down. Also, this will let you do internal view from the passenger seats without messing up the control point. With a full cargo load, you will need to get past 600 m/s around 2.5 km in order to break the sound barrier. To land the plane, point 5° below the horizon and switch out of SAS, and the plane should eventually fall into an 80 m/s descent. At about 15 meters above the ground, pull up to bring your vertical speed down to around 3 m/s and activate the brakes. Here are some bonus screenshots to pique your interest:
  8. A Jumbo-64 and 2100 units of LS take off on Year 6, Day 250: Docked with the Mailman: Booster return to the Desert Launch Site: Since there were no seats aboard the payload, the mining crew had to be delivered to the Mailman via the Flappy Bird. Arfield landed at the Island Airfield. I only just now noticed that pun. Bardon and Gregler burn for Minmus: Capturing 6 days later: After leaving the LS and probe tanker in orbit, the Mailman landed to grab some fuel. Jumbo-64 delivered to LMO: Return trajectory. There will hopefully only be eight more of these Minmus trips. Braking: Arfield picks up Bardon and Gregler after another successful mission. Arfield comes in for a landing at the KSC. Wait a second, didn't I see a "Land on SPH" challenge around somewhere? Why not? Done!
  9. I decided to land an SSTO on the SPH instead of runway today. 18.18 tons, no reverse thrust, airbreathing engines only.
  10. Lab and Ikeway deliveries (all components assembled):
  11. Monstrosity arrival at Duna:
  12. Five more payload designs: Launch of the Mailman:
  13. Kerbonauts delivered to LKO: Kronos arrives at Minmus: Transfer to Duna:
  14. Kronos return to LKO: New shuttle! Next SLV launch:
  15. Stabilizers and base segment delivery to Minmus:
  16. Rover delivery to Minmus and Kronos return to LKO:
  17. Last touchups in Duna SOI: Next round of payload designs: Tanker and Basic Rovers launch:
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