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PhoenixCraftLTD

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Everything posted by PhoenixCraftLTD

  1. So I am assuming that when 1.0.0 comes out we will have set/random missions to get funding for our space programs. But I do wonder if the missions will be just go to planet/moon X and return. Or will they be land at a specific crather, collect samples off of rocks X, Y, and Z, and return with no lose of crew. I would like to see harder missions as the career mode progresses.
  2. Right now in KSP the only way to get serious science is by sending a kerbal to everyplace in the system, with no need for long term missions, like Voyager, Hubble, LandSat, or any long term satellite. I would like to see some additions and changes to fix this issue. First could be the addition of a duration mechanic where the science you get out of a project is equal to the amount of new surface area that a satellite covers. So an experiment similar to Maven will take years to explore all it needs to. But this can work the other way where an mission could require hang time over a subject to get detailed reading on weather or whatever, making a geostationary mandatory. Also why do we lose science from measurement based data? Like when we take the temp of a planet transmission loss dose not adequately explain why we only get <60% of a single time reading? I get the goo canisters and the materials bay needing kerbals to process the data, which i think shouldn't be tests that should be able to run on a probe, but a thermometer gives exact values which just needs to be broadcast. Sure with the tears of communications equipment should give us better range and data speeds. Maybe the further a satellite gets from kerban the longer it takes and more power is expended to broadcast data, until the limits of the spacecraft and or transmitter are met.
  3. hay guys i am starting to ship new .20 parts into orbit for my space station, and was wondering if there was a way to have a ship or station in a tidal locked orbit in vanilla KSP. A tidal locked orbit where one side of the station is always facing towards the center of the planet it is orbiting. the ISS dose this by rotating at one revolution every 90 min but KSP kills rotation when you time warp, so that option is not a viable option.
  4. I guess I should have made it clearer you don't need pics of building the rocket just of the completed Build.
  5. Welcome to the The Universal Rocket Design Challenge the largest challenge yet. Here you will pit your enginuity aganst that of every other Kerbal Rocket Scientist to create a Universal Rocket system that works for every planet, and moon in the Kerban System. There will be two lists of U.R.D.C. winners compiled, one for single man craft, and another for the three man capsule craft. Rules: 1. You may work in groups of no more than five members. 2. All rockets must be 100% stock. 3. No flight mods may be used. 4. Rockets must be able to fly from the KSC to any planet/moon, land, and make it back to Kerbal. (with the exception of Jool) 5. There are no limitations on the number of stages a craft can use. Extra awards will go to groups that make Rover Landers, and Spaceplains to the same specs as UDRC rockets. To be counted in the list of Official U.R.D.C. winners you must submit ether video or pictures of the entire build and flight process. Good Luck And May The Kraken Grant You Safe Passage!!!
  6. I built a rover and want to drove around Mun, but I have no idea on how to land it. its a stock rover a central fuselage with groups of landing gears to land. i tried to take it in a really shallow decent, but i still ended exploding. am I supposed to bring it down like a regular lander then drop it on its side?
  7. my heavy mun lander only had one booster to balance on I'm going to upgrade to my latest lander which has 5 boosters. the extra points of thrust should fix the issue.
  8. How many Km can that thing rove one Tank of Fuel and still be able to get home?
  9. Ok are you using a plugin to get such perfect symmetry on the struts? i try to get them close but mine are a little off.
  10. Neil Kerman the only kerman so far with 100% unhelped Mun landing ability. Now and Forever God Speed Neil Armstrong!
  11. Ok so i have gotten several of the large capsules to Mun but once I get under 1000m the yaw gets a lot worse i have to continue to correct every couple seconds which has lead to many failed landings ranging from broken landing legs to fireball... I don't remember landing being this hard back in 1.5.2. has any one noticed this before? and no its not a balance problem I have double and triple checked the balance and fuel feeds.
  12. Ok I got the ROC up and to MUN but i ran into some technical difficult with landing the barge of a ship. [ATTACH=CONFIG]31854[/ATTACH] I kept the thing at 12ish mps, but the lander legs snapped off. I'm going to try again at 6 msp, and change to my big langer. [ATTACH=CONFIG]31853[/ATTACH]
  13. Hello guys this is Phoenix Craft LTD here. While I have been playing KSP sense .13, i just decided to get into the community I have a fleet of old rockets that I have been updating with the new .16 parts the Griffin and Wivern are done but I have had no luck in building a heavy lift Mun capable space-plain and 2m only rocket . I also have been working on a line of Rescue/deorbit Ships. I hope to put plans, ships, and maybe a mod or two up on to forum soon.
  14. I have been trying to develop the ROC, a Munar rocket with only the new 2m parts. I can make high orbit with a 5 booster first stage that drops 4x 2m boosters at the forth atmosphere mark, but that has no Munar injection stage. so i need to go up to 6x 2m boosters to add the extra transit stage, but i every time i add 6x 2m boosters all the braces snap off. I have tried adding more bracing but it keeps popping them. has any one made a good 2m lander with the mark3 capsule? P.S. I do add in the 1m ASAS pod to the lander stage below the capsule decoupler.
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