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SkyFall2489

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Everything posted by SkyFall2489

  1. step 1 in making good looking stuff: copy someone else for the general structure step 2: add in little details and tank your framerate to -10 step 3: now it looks like it was carved with an axe by a NON-DRUNKEN orc. Way better!
  2. What would you say about aerobraking at kerbin? Could I safely do that without heatshields? Assume an interplanetary speed from Eve or Duna.
  3. Do you mean having a ship from the base dock to the transport before it hits eve periapsis and slow the transport down? That would be a little hard to pull off. I will have ships in gilly orbit to refuel the transport when it arrives. The oberth manuver from mun is much more work than ejecting from mun to interplanetary - plus, when going to eve or duna, eject from mun is actually slightly cheaper. I think I have a good idea of the mission plan now, and plenty of contingencies to save fuel if needed. Thank you all for the help! I'll start with an LKO refuel, but later I'll set up ISRU at Mun and start parking the transport there. It will be mostly operating from the Gilly base, though.
  4. Refuelling in LKO would be done with fuel from kerbin, if I were to refuel at the Mun I would set up permanent ISRU equipment that is not carried on the ship. at Gilly I have a large base already - it needs crew and that is why I have this ship. My ship is not a jack of all trades, it is a crew transport. The only point of a munar departure is to save 500 m/s (1 km/s if I don't aerobrake at kerbin)
  5. My plan is to do both, but not refuel at kerbin. I have a large base on Gilly that needs crew, and my plan is to use my mothership to transport crew from low munar orbit to gilly, refuel at gilly, and head back to low munar orbit. I've sacrificed some delta-v for TWR and looks, so I only have barely enough for the round trip. If I ditch the aerobraking stuff I could add more fuel instead. Other ships will get the crew to the mothership in low munar orbit. The other possibility is to refuel at kerbin and gilly, heading down to LKO instead of low munar orbit.
  6. Testing of a module with large custom airbrakes made from wing panels helps move the center of drag back enough that the reaction wheels and RCS can keep the ship pointed prograde for the most part - I'm not risking Even unless I have to though.
  7. It's still only from Eve though, and the eve aerobrake is only if I mess up and have to save fuel. Is it really worth it then? I'm not even going down to LKO, only to the point where I can encounter the mun and park there.
  8. I have a large ship made of small segments held together by docking ports, maybe 100 tons. I need to perform aerobraking maneuvers with it for its planned mission profile, so at the front end there is an inflatable heat shield. However, even with SAS and RCS set to surface prograde, the ship will flip when too deep into the atmosphere and its center of drag is likely in front of the center of mass. Flipping is a major issue with precision, but it will be even worse if the ship attempts to aerocapture at Eve and melts. How can I keep my ship stable during aerobraking manuvers? Oh,, and as a side question, how much is aerobraking actually saving me? My planned mission is to start in low munar orbit, burn straight to an Eve encounter, capture into an elliptical orbit, transfer to gilly, capture in low orbit, drop of crew at a base, directly burn to kerbin encounter, aerocapture at kerbin and brake until I can get a mun encounter, and finally capture in low orbit at the mun. If I did not aerocaptrue at kerbin, I would use the engines to capture instead.
  9. 3174 Images take a while to load, resulting in inefficient counting as you have to know what the number is, which requires wiating for the image to load in. Image posters, can you also put in text?
  10. My entry: https://docs.google.com/document/d/1FrdV91iXzn_CFGXq-va4kzz6r6PepK6rfWBOVH1-if0/edit?usp=sharing Pic heavy. Got to a 78KM orbit, and landed on the runway. MechJeb was used to precisely complete maneuvers in a vacuum. 1 kerbal capacity. I have some similar, larger planes, but they are modded. Hmm.... I have an idea: build a ship that meets every K prize rule except for that. Either make a plane with a lot of engine power and a lot of wing area, or find a way to make a vertically launching rocket take off horizontally. Perhaps add some wheels and a sideways engine, and then fire the mains once the rocket has started rolling sideways? Landing may be a challenge, as it is a vertical propulsive landing with intentional horizontal velocity... This might be fun.
  11. I have a fully stock rocket-plane I'd like to show, but I need to do a little more testing for the full mission run-through. It is meant to fly to orbit, dock to a fuel station and refuel, fly to Gilly and land there, and then fly home. As refueling is not allowed, I way just fly to the station, not transfer any fuel, and head back down. I've only tested a vertical launch, but it should be able to have a runway launch and immediately pitch up. Would that be allowed? It is single stage.
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