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Single stage to ocean

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Everything posted by Single stage to ocean

  1. Love them, my space program thinks they are pathetically sized however. Wish there was a engine 2x as powerful as mammoth, even if it has an isp debuff to just 290. A bigger upper stage engine will be better too. Maybe something that resembles clustered poodles and has thrust of mammoth and isp of 345, but slightly heavier than rhino. Close thy thread, mods, lest thy dead awaken.
  2. or i got it, a centrifugal thing that spins ice to the sides where it is pushed out by ramps, and air stays in the center and goes to the engine.
  3. They use methanol for that, but haven’t told much else other than an uploaded 3D model of it.
  4. Powerful dryers as well as an intake shape that won’t easily be clogged by ice and maybe compressed air jets in the intake to push out ice, or hydrophobic coated materials.
  5. Here is the finished version minus the hab module The hovering things are launch clamps and the thing undernath it is the ion rocket stage. It is a totally ludicrous reverse rocket, and it is hilarious, screenshots tmrw. It becomes unstable when half full so I lose about 1.5 k dv than the other b/c I must decouple early, but it’s the only way to launch such a big and draggy object.
  6. Nice. Maybe Change your location to something fun? Like inside a burning rocket?
  7. Did it on the 3rd try. First mission flopped, second mission landed and rescued other one with a rover but ascent vehicle crashed, only manned rover survived(nobody died). 3rd time worked was an rocket vtol ssto isru. 4th was a rhino powered spaceplane that was send to orbit(like x-37 b) Didn'tl and but was unmanned, it tumbled out of control in atmo.
  8. Landing legs will be removed in final version, and solar arrays fold out. Pretty cool but my hinges are pathetic. Will ditch them next revision. Landing legs are just for launch pad test stability. Will remove hinges, and launch with the reverse rocket technique. Will make the solar panel array things 10 gigantors long(a lot of struts) and no hinges. Lots of drag however. Who needs to aerobrake when you have almost 30k of dv? The eve lander is still going to be used.
  9. A decoupler and a octo with a solar counts as a probe, which is 3 parts, so the max i believe would be 3000 sats. Again, with settings as low as possible, and laucnh vehicle siplified as much as possible, i think 10000 sats are possible if you use bradley 1 million ton launcher, which could safely launch 200k tons with a terrible pilot. See his last video. Maybe even adding some seperaton deorbit motors is possible. An octo and a solar panel weigh 50 kg together, doubled if an unneed r wheel is added. You could launch a theoretical maximum of 5 million sats on that rocket. Wow! Quickest way to kesslerize kerbin and cause lag even at the ksc, out of physics range. Just writing the names in the part files would take some gigabytes! With r wheels and an dumpling and ant, it increase to 250 kg per sat. that is 1 million sats actually useful ones too! of course, all impossible, even with multiple laucnhes b/c eventually you can't go to orbit without hitting the other sats on the way up, and the game would be unusable way by then b/c it would take so many gigabytes to handle everytihng and their orbits. you wont even be able to load it, and it cant handle simulating the orbits of them all!
  10. Not yet dead, ditching RTG's for fuel cell power. I just need enough power from fuel cells to last 1 hour at full thrust, or about 28k ec per ion. assumin smame power to mass ratio as stock fuel cells will do about 100 kg hydrogen and ox per engine per hour. then solar electrolysis.
  11. Theoretically, doable. Just only allow transferring craft with parts that are in KSP2 and KSP1, hope the part sizes/length/look haven't changed.
  12. *And then, Jeb slowly throttles up the vector laughing maniacially, using the gimbal to point it at the fattest fish*
  13. What might be cool, is a ability for kerbals to have backup clones so when they die, they will have the memories transferred(experience and skills). Similiar system as in Eve Online lore. Jump clones and medical clones would be cool(medical clones in case Jeb gets blown to smithereens after being poofed in a physics glitch), jump clones for instant transferring(what if the nearest base needs an engineer asap to fix a solar array) and medical clones for death. Kerbals start with no skills but can learn for funds(and experience, they have a skill tree like video games). Having no clones available leads to loss of kerbal skills. Also, antennae take time to relay instructions,(not gonna land when the nearest manned relay is about 10 light years away) but when landing you can do things autonomouly by setting a manuever node right above the surface instead.
  14. The damage idea is bad. What if you blow up on lauchpad/base or some really inconvenient place, eg. The only flat area on a planet for a base. Debris scooping adds too much. A VFX cloud and the ability to send an EVA kerbal to pick up scrap and send it back isn't too bad.
  15. Maybe actual pieces of debris if part count won't be excessive.
  16. A marker is too much but a headstone findable on Kerbnet as an anomaly would be ok. They likely will have no life support, supporting a Kerbal for 1000 years on an interplanetary mission to another galaxy is not fun. Having metal scrap might be cool, but your idea of a debris system is odd. I would like it so you can only recover debris from landed craft, eg.scrapping a ssto at a colony for scrap to make more ssto instead of funds.
  17. Got it but the persistent.sfs isn’t ok, luckily it doesn’t matter since I haven’t lost any progress in docking or etc
  18. My computer conked out and the drive stopped working, I'm data-recovering it, and luckily it works. Just will have to manullay repair some issues in the files.
  19. Unpopular opinion but I pick eve since it is A. It is pretty. B. It's hard to get off it so I feel proud.
  20. Have the option for this but no sharing. They could be accessed by diving into files and shared on KerbalX but we wont have 12 year old's messing things up, since they are quite unintelligent. In multiplayer the feature is disabled.
  21. Some progress on the idea. The Eve plane and the Eve ascent vehicle have been made, however the Eve descent vehicle is not done. Also, the Eve base is not done. This is the concept I'm talking about. As you can see, climbing up will be difficult, but possible. And for sending it down, all I need is plenty of ablative heatshields and I can land directly like Stratenblitz in his Eve on SRB video. The plane is shown here, and can land directly with its large, draggy wings+heatshield I will add later, when it breaks, I will rotate radial out, and the service bay and propellors will cause more drag hopefully saving me from being BBQed. Seems like kerbal hard hologram technology is really cool. It is capable of flying for an hour at sea level with just internal battery, more if high up b/c I can reduce torque and save battery. That will take me 1200 km before I must recharge if I fly high, and this is conservative. Add an rtg and range is unlimited. Fuel cells are there with some hydrogen and oxygen. The lander without its additions is shown here. Again, heavily WIP and liable to be replaced. At least I have the lander. Working on the descent system, and I send the plane and the rocket seperately to Eve's surface to make it easier, and I fly the plane to the lander. The rocket has a probe core clipped in the first stage as well as a ox-stat panel, I can descend it seperately, and the plane can fly. I'll ditch the plane comes with eve rocket concept, too difficult.
  22. Kerbals should be able to carry at least 0.2 tons on kerbin at the cost of 1 ec/s, they have built in capacity of 120ec, and they recharge when they enter a pod with full charge/a very weak solar panel built in. They have a spacesuit, so I imagine they can have an exosuit underneath. If charge runs out, they are immobilized and have to deploy/drop items. They can pick them up later. Jetpack disabled but they jump very high(2m vs 1m). Maybe a boosted jetpack that is powerful enough to lift kerbals on kerbin should be there but only have 20 seconds of fuel, and require 2 eva fuel containers to refuel. They get a increased capacity so they can store the containers. Good for duna hopping or saving weight of a parchute(u can use fuel to deorbit and land.) Their eva lights should also take 0.1ec/s and impact tolerance reduced to 10m/s vertical upon which their helmet breaks, they die at 50m/s or if the atmosphere is unbreathable when the helmets breaks, but they can use eva pack(boosted) or parachute to land safely. No tumbling so easily, I imagine they have wheels on their shoes(Heelys) so they can slow to a stop without dying. Maybe make the brake key actually have a purpose when they are on eva, they will immediately stop the ragdolling when it it is pressed.
  23. Plane landing gear makes wonderful gear for landers b/c it is wide, light, and stable. Just hold brake. The smallest rover wheels intended for probes are the only ones I will ever use because they are prevent me from going too fast and being killed after I fall. Sure, one my mk2 lander can rover I get 8m/s best but that’s ok considering the alternative, constantly reloading when quick saves can cause unforeseen glitches. I might use the ruggedized wheels on my eve rover/plane combo someday.
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