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Mister Dilsby

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Everything posted by Mister Dilsby

  1. thanks! I suppose I could try throwing some on the wings, or maybe just a couple of struts to keep the jet from smacking ground.
  2. Yup, that's exactly where I start as well. I most often overshoot, have had a lot more landings heading 270 than 090 I should remember to err on the short side, as if one undershoots then it isn't much trouble to add a bit of thrust to clear the mountains, and if one can't quite make it over them at least the ground is flat on the approach side.
  3. Well, the bad news is that I didn't leave enough room between the exhaust and the asteroid. Will try again later with a longer boom But the GOOD news is...
  4. Hey, kind of sort of accidentally entered this challenge with my one-seat orbital rescuer, the Pogo 2. Very bare bones but gets the job done. 8700kg on the pad, one TRJ and 3x little radial rocket engines. craft file ETA: action groups as follows: 1. Toggle TRJ 4. Toggle intakes 5. Toggle rockets B. Activates A.I.R.B.R.A.K.E.S. and sets elevons to 'deploy'
  5. I guess you weren't kidding when you commented over on my thread what your crew would do with unlimited ethanol Great progress, and I love the feature names--will probably call that 'Cape MECO' on my Kerbin also.
  6. Thank you! Chapter 3 is coming, really, I sort of got involved in a little project that has prevented me time warping to Duna just yet... ...this class E rock just appeared one day, already captured to Kerbin orbit with a periapsis in atmosphere. Couldn't pass up that opportunity--sent up a hauler and am now getting it into a more stable track.
  7. Regarding the 'possibility' of knowing dV without KER, I think a lot of people get turned off by the math and don't realize there are some handy approximations you can do in your head: a ship' available dV is basically a function of (1) engine Isp and (2) full/empty mass ratio. If your ship masses about 3 times more full than empty (2.78 to be precise) then your dV is about 10x the engine Isp. If the mass ratio is more like 1.7 to 1, then you have about 5x the Isp. Memorize a few points like these, and you can interpolate between them on the fly.
  8. Here's what I've been using to grab additional crew from LKO cheaply and quickly. No frills at all on this ship--not even landing gear! But it works.
  9. Everything Red says is right on. I've found airbrakes to be the SSTO savior. The other thing you can do in the VAB is set your elevons to deploy when you hit the brakes (add their 'deploy' action to the Brake control group). That will make them work like flaps and slow you down even more. Not recommended for any surfaces that yaw though Next make sure your entry is shallow enough. I start my burn over the mountains about 70-80 degrees west from KSC (can't remember exactly, there is a spot on the ground I reference) and just burn until my periapsis=0. That drops me relatively near KSC and most importantly makes me enter at a shallow enough angle that the upper atmosphere has time to slow me down before the middle atmosphere starts overheating the ship. Good luck!
  10. Thanks, Starhawk and Nahim, glad to have you reading! One more Interlude, and we will be back with Chapter 3 probably some time over the weekend...
  11. Will do my best not to, am having a great time putting it together and really glad that you all enjoy it. Here's the next one:- - - Updated - - -
  12. Outstanding! And thanks for making the alternate 'command' lime, it really looks great. I think I like the EVA suits with the helmet marks and leg/sleeve bands the best. Not sure if I will load these in for my current save (the crew in my comic would have to explain the continuity error somehow, after all ) but will definitely play with it and maybe wear them for the next mission.
  13. I suppose throwing a Klaw into a cargo bay is out of the question?
  14. Yes, I guess I'm a filthy cheater for not using TAC or carrying a hitchhiker on the Hummlebee This is why I posit that stock game Kerbals must be able to hibernate indefinitely, and at will. It's one of the many evolutionary adaptations that make them an ideal species for spaceflight. In another nod to reality, though I do not use Remote Tech or other similar mods I will be taking radio transmission time into account for this story. - - - Updated - - - I would certainly agree, but my kids (10 and 12 yr old) play the game and read the comic...I do NOT want their mother hearing them joking about how great a driver Jeb is, even when he's drunk off his S! - - - Updated - - - Yes! Have been threatening to get a wraparound bathrobe in that color for years.
  15. Thanks guys, I really appreciate all the comments on that last one. In a way, Val wrote it herself. I had taken a lot of shots inside the cockpit and in the hitchhiker at Minmus Outbound, and in each of those shots all four crew are grinning like lunatics. I took this one to use for Val's interlude and was struck by her calm expression. I asked, "What could she thinking right now?" and like a good character should, she told me. Yes, I've thought about that too! I'm sure you've seen the picture Collins took of the LEM with Earth in the background. Every human being that ever lived is in that picture--except for Michael Collins.
  16. Whatever the original intent was, (and really, do we need to start arguing about "framer's intent"? Way too many electrons spent on THAT sort of thing already ) I love the "fun-sized" nature of KSP. It's easy to forget, since we are always looking at things from a Kerbal's POV, that EVERYTHING is smaller in KSP: Jeb barely comes up to Buzz's knee, and that's with the helmet on!
  17. I love the ascent profile graphic--but yeah, 'moar intakes' just isn't correct since 1.x. I have never had a successful SSTO design that used more than one ram intake per turboramjet (I tend not to use RAPIERS, those might be different), and I have never fixed an UNSUCESSFUL design by adding intakes beyond 1/engine. Agree with @surge also on "drag is everything" -- while the key to SSTO in 0.90 may have been "get all the air you can and fly higher", the key in 1.x seems to be "get all the thrust you can and go faster" -- so optimal wing area is MUCH reduced. You just need enough wing to lift at low thrust in the thick atmosphere. By the time you get to the middle and mach 1 you will have so much thrust you barely need wings at all, and when you enter the high atmosphere at 1200 m/s the wings are mostly useless anyway. Note, IRL, THIS is what the wings on a high-altitude supersonic interceptor look like: Anyway, this is a good guide and I appreciate you taking on the work. Hopefully there are some good comments here so you will be able to make it even better.
  18. Nice "free return" there, very elegant. Am really enjoying watching how all the different challenge entrants approach the same set of problems.
  19. I'm en route to a C, and I really hope it has enough ore because otherwise that crew won't be coming home any time soon
  20. Best line: "The Horizon's warp engines are of definite Kerbal design." This is a good idea. We do a lot of fiction from within the Kerbal universe, but rarely from outside it--and sometimes we get a more interesting picture from the outside than in. Good choice of crossover material, as well: Trek and TOS in particular excel at presenting quirky alien species. I've borrowed a lot from TOS in my own work, and from that perspective it'll be interesting to see what happens when Kirk and Jeb inevitably meet in your world...I picked those speech balloon colors for a reason
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