chunkblaster
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Everything posted by chunkblaster
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Cupcake's Dropship Dealership...
chunkblaster replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Oh cupcake, ju so funneh. -
if I could make a suggestion, replace the radially attached intakes for ram intakes, even if you gota stick them on with the little tiny strut cubes. They're much more effective at high altitude. you might be able to run your jets a bit longer that way and put you up even higher before you need to burn the rockets.
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Ohai there! Been a while since I've had a craft to post. I've recently begun work on my FIRST EVER successful series of SSTO's. I've tried something like this about a billion times, but I always shoot for very large cargo carrying SSTO's using not enough jet engines with not enough intakes and too many aerospikes for ascent, and they always failed to achieve full orbit. So I decided to start small, and try a different approach- a good thrust to weight ratio with jet engines and nuclear thrusters for final ascent and circularization. I broke down and started using air hogging (something I was never a huge fan of) and this was the result: Hoenir Mk1: The First of the Hoenir Series, and my first successful SSTO! Full RCS and docking capability, Ability to get to the Mun and probably Minmus and back to kerbin without refuleing. Ascent Profile: 1) Press 1 to turn on Jet engines. Floor it, take off (careful not to clip the tail on the runway!) pitch up to 45degrees and let her eat. 2) At about 15km up, pitch over to about 30degrees. You'll start to gain some speed now. 3) At 20km, you really need to start controlling your ascent. I try to keep my climb rate at somewhere around 10-50m/s 4) Your goal is to reach about 2000m/s with the jets and at least 32KM altitude before lighting the nuclear engine. You'll need to throttle down a bit once you start closing in on 30km altitude. Keep the jets running as long as you can. Press 2 to light the rocket and 1 to turn off the jets. 5) Pitch up to 45 degrees again once under rocket power. You'll decelerate once the jets are off, but don't worry, if you met the requirements in Step 4, you'll make orbit. At this point its just like any other rocket, get your apiopsis to the desired height, coast, and circularize. DOWNLOAD-->https://www.dropbox.com/s/ygkx8ewlqh568lp/Hoenir%20Mk1.craft Hoenir Mk2: Sorry for the picture spam, I couldn't just pick one, this plane just looks good from every angle! The Hoenir Mk2 was developed to try and decrease time to orbit as well as increase thrust to weight, but retain efficiency and range. It can scream into orbit at least 5 minutes faster than it's predecessor (haven't actually crunched the numbers yet). I had allot of fuel flow and nose heavy issues at first, so now it just flows in the linear front-to-back method. Works well enough, but if you come in for a landing from orbit and your really low on fuel, you may want to move some of it forward. Other than that, its a very stable aircraft with enough range to possibly make a 1 way trip to duna (not tested yet). It is allot more parts intensive than I had desired for (40 intakes doesn't help =\ ), so the Hoenir Mk3 will be attempting to rectify that issue. Try it out and let me know what you think of it! Same ascent profile as the Hoenir Mk1: 1) Press 1 to turn on Jet engines. Floor it, take off (careful not to clip the tail on the runway!) pitch up to 45degrees and let her eat. 2) At about 15km up, pitch over to about 30degrees. You'll start to gain some speed now. 3) At 20km, you really need to start controlling your ascent. I try to keep my climb rate at somewhere around 10-50m/s 4) Your goal is to reach about 2000m/s with the jets and at least 32KM altitude before lighting the nuclear engine. You'll need to throttle down a bit once you start closing in on 30km altitude. Keep the jets running as long as you can. Press 2 to light the rocket and 1 to turn off the jets. 5) Pitch up to 45 degrees again once under rocket power. You'll decelerate once the jets are off, but don't worry, if you met the requirements in Step 4, you'll make orbit. At this point its just like any other rocket, get your apiopsis to the desired height, coast, and circularize. DOWNLOAD-->https://www.dropbox.com/s/7tapmz2s7na5hca/Hoenir%20Mk2.craft
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[Showcase]Stock Replicas by neXus74 100
chunkblaster replied to teo's topic in KSP1 The Spacecraft Exchange
is it wrong that my favorite part about this craft is the magnificent way it explodes? nice plane, very true to the original. Really like how your air intakes came out -
Space Cowboy’s Probe 14 [Stock][0.21.1]
chunkblaster replied to a topic in KSP1 The Spacecraft Exchange
This is really cool, why hasn't this got any attention?? -
Spiritwolf/Hanland Submissions
chunkblaster replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
Landing gear, why didn't I think of that! And I'll send you a private message with a download to my lifter so you can test it for me. It's pretty stable, I just worry if it's got enough lift to get it into space. I did a little testing myself, and it managed to lift a Orange tank to 100km orbit no problem, and it lifted my Baldr Mk1 to a 100km as well, but I had a near catastrophic failure when the rocket almost tipped over at around 20,000m up. -
Spiritwolf/Hanland Submissions
chunkblaster replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
I like the redesign Ferio! I still can't launch it myself, but I think I do have a lifter that can, I'll post that at some point for you tonight EDIT: out of curiosity, how did you manage to get the double magazine setup to work? as in, how did you manage to get the round to sit in the middle of the cannon? It's a idea i played with on the Baldr but i couldn't figure out how to make that work myself. -
Spiritwolf/Hanland Submissions
chunkblaster replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
A rare military design from the otherwise peaceable Ios Orbital Salvage Services Inc. The Arquebus Class of light picket craft are being designed to accompany unarmed utility vessels in areas of questionable security. Armaments being developed for this hull include a short-barreled railgun, with a variety* of munitions, guided or otherwise, and several varieties of small guided missile systems. Currently clocking in at something around 170 parts, these guys are pretty easy on hardware, and can be loaded with up to five railgun charges and four small smart missiles on docking ports behind the shield. According to Kerbal engineer this craft has just over 5700 Dv, and a TWR of .25. Plans to move them in pairs, attached to a central drop tank are being considered for Jool SOI deployments. *No actual functional munitions have been produced, IOSS engineers are still working out the magazine system. Current effectiveness is still in doubt. Now THAT, my friend, is a lovely piece of engineering! I pretty much have to throw in a design of my own at this point lest i be showed up by others using my idea! =D Any chance i can download the craft/ see a vid of it in action? I'm interested to see if there's any sort of improvement of accuracy using your setup of 4 boosters instead of 2. -
Spiritwolf/Hanland Submissions
chunkblaster replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
Oh my god! SOMEONE LIKED MY DESIGN AND USED IT =D AWESOME! Also I had planned a Baldr Mk2 ( and still do) but I'm asking allot of the design by Having a modular hull plus room for what i'm going to call "mission Modules" and I'm having trouble getting it all to fit together at a relatively low part count. But this is an awesome craft! I'll try making you a launch vehicle, but I won't be able to launch the dang thing as my computer cant nearly handle that many parts =( -
Spiritwolf/Hanland Submissions
chunkblaster replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
Ment to reply with quote- see next message -
Whatever that was it was black and it was fast!
chunkblaster replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
I always love seeing your VTOL's and the crazy things you do with them. Keep it up! -
(VTOL Jet) Belle PASAS Mk IIIW by Zokesia Skunkworks!
chunkblaster replied to zekes's topic in KSP1 The Spacecraft Exchange
Hey zekes, your space center seems to be massively more populated than mine in terms of structures. Is that a mod or something? Nice VTOL by the way. P.S. show me some more of that sexy little biplane in the back =D -
Gentlemen's Naval Battle Club(Attention moderators)
chunkblaster replied to Spartwo's topic in Forum Games!
I was wondering when this thread was going to appear after macey's episode of Spiritwolf. I love this idea, but I do feel like 1 extra step should be taken before engagement. The 2 combatants should post their fleets they plan to engage with (like a picture of all the ships in LKO) and then the 2 parties should then have the oppurtunity to agree on or dispute the fleet equality. Once that's settled, then the location should be chosen. Just my 2 cents. Will be watching this thread closely! -
I dont get it. is it some sort of mod?
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Central Citrus: Mobile Command Rover
chunkblaster replied to lemonhands's topic in KSP1 The Spacecraft Exchange
SOOOOOOO!!! MUCCHHHH!!!! WIIIIIIINNNNNNNNNN!!!!! +9999999999999999999999 Chunk points!!!! -
StaboJet VTOL Single Stage to Anywhere!
chunkblaster replied to MeticulousMitch's topic in KSP1 The Spacecraft Exchange
Very Ingenius. May I borrow this concept for an SSTO? -
oh yes. I love it. so much win (drools) I think this concept of interior IVA space could be applied to a modular base as well... hmm...
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You get +100000000000000 chunkpoints just for the title wordplay (Iron Maiden is my favorite band of all time! lml) Now about the craft, have you tested it's range? and do u have enough RTG's for it to run 100% thrust?
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lol, awesome. Now make a full roller coaster! oh, and on posting the craft file- you need to upload it somewhere (i think spaceport is having issues with uploading files, so your going to have to use something else like 4shared) then use the link function to stick the download link into the post. Hope that helps!