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Maxed-Rockets

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Everything posted by Maxed-Rockets

  1. I'm guessing you are a TON of fun at parties.
  2. In preperation for all the new planets in 0.17 I decided the first order of business would be to get some rovers roving the brave new worlds. I wanted power, reliability and power. So I built the SS-5. Plenty of fuel in the default configuration, plus it can probably carry a lot more. The lander stage is something special, it was inspired by the Curiosity Rover's Skycrane, and can bring itself down (safely) from a 70x70km Kerbin orbit with about 75% of it's fuel remaining. All in all a great ship, here is a sample Mün mission: http://imgur.com/a/EvLAZ#0 Requires Tosh's Cart Mod Found Here: http://kerbalspaceprogram.com/forum/showthread.php/7854-PLUGIN-PART-0-16-Carts-v1-33-Ladders-Context-menus-Multi-Unit-Support
  3. Might work, but it would be hard to sell anything. You can change kerbal names and there are more parts in the mods than you could ever want. The only thing they really could sell are planets. I still prefer just the up front payment, no paid DLC.
  4. @agressorblue: Use the orbital construction mod found here: http://kerbalspaceprogram.com/forum/showthread.php/9283-0-16-0-Plugin-Orbital-Planetary-Construction-V9-3 It has worked out very well for me. My new space station/interplanetary vessel built with this pack: This mod is awesome, thanks!
  5. I like the orbital info and twr's at my fingertips. I used to be mechjeb heavy, and it is still included on my ships, but ever since 0.16 I seem to be the only force in the universe that can keep anything flying in a straight line. The landing autopilot is also buggy, many a munar station have been lost. Handy tool if I feel lazy, especially since ship design is my favorite pat of the game, but you need to... 1. Land on the Mun 2. Land on Mimmus 3. Make basic orbital maneuvers including circularizing orbits, changing pe and ap, and rendezvousing with an object... Before you get a mechjeb license. You never know when a stray bit of debris might accidentally knock you mechjeb capsule off. EDIT: I have been known to use mechjeb when lag is excessive to the point that my control inputs are showing up too late to be useful.
  6. This Cart mod is good: http://kerbalspaceprogram.com/forum/showthread.php/7854-PLUGIN-PART-0-16-Carts-v1-33-Ladders-Context-menus-Multi-Unit-Support?highlight=cart I used this in conjunction with the unmanned pods mod for my Satellite Explorer ship, which can deploy and recover 6 rovers from orbit.
  7. Hello, Whenever I do a persistence edit to get a rocket into orbit it pushes all of the stages together. Is there any way I can avoid this? Thanks.
  8. Can't you just go into the part.cfg file and disable fuel crossfeed? Genius design though!
  9. I do boring names. I have a system worked out that goes like this: - Designators: Indicate general class. - ST= Standard rockets SS= Big rockets SP= Extra-atmospheric spaceplanes - Modifiers: Letters added after the designation to indicate modification from the basic design. - Any letter counting up= Standard small design changes M= Version designed for Mun or Mimmus landings SS= Space station carrying version Sat= Satellite carrying version - Example: So if we had a our third big rocket design (SS-3), but we modified it twice (SS-3B) and we added some lander legs for going to the Mun we would get SS-3BM. May not be very fun, but it really helps once you have a ton of rockets.
  10. Can I get credit for mine? http://kerbalspaceprogram.com/forum/showthread.php/11214-The-K-Prize-100-reusable-spaceplane-to-orbit-and-back?p=222544&viewfull=1#post222544
  11. First images from curiosity have been received.
  12. Does a glide in count? I have my spaceplane that can go to the mun and return with 20 liters of fuel left.
  13. I like super big rockets, but could you put up a few pictures? You can take screenshots with f1.
  14. So can you give us a vague map or are we just going to uncover the truth 20 questions style? I would like a map.(please(pretty please))
  15. Well... MOAR BOOSTERS But more seriously, I have this: http://imgur.com/a/BOQBc#0 With a more heavily laden version I got to a 27,000,000km orbit (about twice Kerbin orbit), launched a very large lander, grabbed it with landing legs and returned safely to Kerbin with a very large fuel surplus. Should be plenty, even with the de-rated rockets as of 0.16.
  16. I did it! My original design could make it to orbit, but was extremely unstable during re-entry. These are some of the most stable designs I have ever seen, and they have more than enough fuel to reach a 125km orbit and return. The first design, the Fun-1D will reach 125km orbit with 125l of fuel, plenty to return with. The second design is basically the same, but has an extra fuel tank, reaches 125km orbit with 340l of fuel. They are very easy and forgiving to fly and re-enter. You can probably remove the RCS tanks to get extra range, I never use them.
  17. Use the decouplers in the first picture, not the second one. The first picture will get you to the Mun, the second one will get you to about 200km
  18. In the download I switched from the larger C7 decouplers to the lighter original ones with less clearance. Switching to the C7 decouplers should fix the problem.
  19. Warning, the decoupler is of the wrong type in this download, switch it with the spaceplane style one or increase clearance some other way. - - - - - - Here is the ship I made my first successful mun landing and return in. The fuel budget is a little tight, but my flying is not known for its efficiency Very fun to fly, it has way too many engines on the first stages, making it very fast. 1,000 internet points to the person who can find and remove the mechjeb capsule! More Pictures: http://imgur.com/a/kK1zc#0 Flight Plan: 1. Start turbojet engines with the first stage, SAS on full throttle 2. Give the turbojets a second to spin up then hit the second stage to release the clamps. 3. Climb vertically on the turbo\'s until you start losing speed, then set off the next stage. 4. As soon as the SRB\'s start move to a 45 degree climb ASAP. 5. Your apoapsis should be at between 120km and 140km, use the final stage to circularize/ land on the mun. Requires MechJeb 1.9
  20. 617: When your craft relies on the thrust of your current stage to knock the previous stage away.
  21. 603: When Jeb is screaming even though the launch is going according to plan.
  22. We have two new SSTO spaceplanes, the Fun-1D and it\'s variant with an opening cargo bay, the Fun-1DC. Fun-1D Fun-1DC
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