Jump to content

PeriapsisPrograde

Members
  • Posts

    112
  • Joined

  • Last visited

    Never

Everything posted by PeriapsisPrograde

  1. General rule of thumb: your rockets should be longer as opposed to wider. Adding boosters adds drag and (this is the bigger one) reduces delta v from the other engines firing in the same stage. That means that there is a maximum efficiency per stage, period, no ifs ands or buts. Adding a fuel tank is usually better than adding more boosters. (This goes against lots said on the forum, but that is more joking than real advice). You should only add boosters to the very bottom stages of your rocket, and only if they are needed to get the thing off the ground. TL;DR? Your rocket should be thin at the top and bloated at the bottom.
  2. See the attached craft. If you adjust the stages so that the booster fires before the decouplers, it won\'t get off the ground
  3. I escaped the Kerbol system by making a fuel tank with 9001 fuel capacity. Not at satisfying as a MOAR BOOSTERS 15 stage to TMO.
  4. I am capable of getting TMI, munar orbit insertion, and then either attempting a landing or returning to Kerbin. Any tips for landing and making it back?
  5. As for getting a polar orbit around Mun, that actually wouldn\'t be too hard. Now, if all of your corrections must be in plane...
  6. This challenge is pretty simple. I apologize if it has been done before. The goal is simple. Use stock parts to: •Achieve parking orbit •Achieve Trans-Munar injection •Brake into Munar orbit, less than 100km apoapsis •Achieve Trans-Kerbin injection •Reenter on Kerbin This is pretty easy if you have enough resources. The catch? Your rocket must be as economic as possible. I will set the bar with my MMTCC-IV (Manned Munar Transfer Capable Craft mk4). It weighs in at; One command pod One advanced SAS Twelve fuel tanks Five main engines, one gimballing Three decouplers One tri-coupler I ended up having a third of my last tank remaining after SM separation. Anyone up to the challenge? Remember, only stock parts are allowed!
  7. Oops. Epic facepalm. ??? > ??? :-[ .craft is attached, will repost in challenges :-[ ???
  8. This challenge is pretty simple. I apologize if it has been done before. The goal is simple. Use stock parts to: [li]Achieve parking orbit[/li] [li]Achieve Trans-Munar injection[/li] [li]Brake into Munar orbit, less than 100km apoapsis[/li] [li]Achieve Trans-Kerbin injection[/li] [li]Reenter on Kerbin[/li] This is pretty easy if you have enough resources. The catch? Your rocket must be as economic as possible. I will set the bar with my MMTCC-IV (Manned Munar Transfer Capable Craft mk4). It weighs in at; One command pod One advanced SAS Twelve fuel tanks Five main engines, one gimballing Three decouplers One tri-coupler I ended up having a third of my last tank remaining after SM separation. Anyone up to the challenge? Remember, only stock parts are allowed!
  9. For Mun landings [li]Do it the way Apollo did it. Burn retrograde opposite of your landing site until periapsis is ~10km, then gun the thrusters retrograde right at periapsis passage. A slow, continuous burn for a quarter orbit will leave you dropping out of the sky. We don\'t want that.[/li] [li]Also like apollo, use Hohmann transfers to the Mun. Look them up; they aren\'t too complicated.[/li]
  10. Now that we have a Mun, why not go for something besides landing on it? The challenge is simple. Get to as many LaGrange points in the Kerbin/Mun system as possible. Bonus points if you can visit all five with one stack. Only stock parts may be used. Good luck!
  11. Do it like Jebediah... 24 hours isn\'t too much time. 86,400 secods. How high can you get? From booster ignition, to 24 hours later, achieve the maximum altitude possible. MOAR BOOSTERS! I achieved an altitude of 86,500,000 meters in 1 day, for an average speed of 1,001 m/s! How fast can you go? (I know this is overused. It\'s still fun. MOAR BOOSTERS! 8))
  12. How far can you get Jeb from home? Try this! Build a rocket that can get the most land distance without going above 10 km altitude. Any addon parts can be used, but no config editing.
  13. I wish I could say I'm surprised, but I sorta saw this coming
  14. Need a retro package? I can do that! No exhaust effects, but you shouldn't see flames in orbit anyway. And you won't blow up
  15. The models aren't UV mapped. You have to do that yourself, sorry ???
  16. All of the centers of nodes are 1.2m apart, so calulating vectors wouldn't be that hard. I'll be bored sometime and type it up ;D
  17. 25 coupler! No config; I'n not insane. Ok, this is getting silly. I'll do something else next time
  18. I had all of these cool ideas for addons, but of course, I couldn't texture them. I'll spare you the embarrassing details. Let's just say I fail at texturing... Anyways, I have a grip on .cfg's and 3D building, so I decided to put my work out there. Feel free to use these however you want. Each post will have 4 attachments. A .dae mesh, .obj mesh, .3ds mesh, and a sample config file. First, a Quinti-coupler. Tri wasn't enough
  19. Sketchup is, for gaming purposes, a poor program. It was designed for buildings in Google Earth. Use a different program for UV mapping and texturing.
×
×
  • Create New...