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Volt
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Everything posted by Volt
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Well damn. At least we came 4th, although we were cheated out of the final.
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Are struts allowed? This is WOBBLY rockets.
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Yeah, please, less of the ponies. We don\'t want them. You\'re pretty much the only one interested.
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Why did we build it when we didn't use it???
Volt replied to Mars Rover's topic in KSP1 Challenges & Mission ideas
Much more difficult with 0.11 than with previous versions, especially with all the buggy behaviour in stalling and lack of any soft ground at the moment. -
Haha, I had an accident with my second VTOL craft that ended up with one side having its delta ripped off, but it was still flying quite well because it was damn huge so I landed it Gene Keranz style. No pics though...
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The Space Station design and screenie topic
Volt replied to Luigibro606's topic in KSP1 The Spacecraft Exchange
I like the idea of one topic for this. PROTIP: put your image links in tags. They display the image on the board. -
General Tips and Tricks
Volt replied to RangerDanger75's topic in KSP1 Gameplay Questions and Tutorials
[li]Spaceplanes with a large wing surface area/lots of wings glide surprisingly well, even if they\'re not designed or shaped for it. This may have changed with 0.11 and the stall model.[/li] [li]Decouplers put a small amount of \'forward\' velocity on the command stack, and a small amount of \'backward\' deceleration on the decoupled section. It\'s a negligible difference, but worth considering when doing things such as LKO satellite deployment.[/li] -
Operation: A Stealthy Approach
Volt replied to CarolRawley's topic in KSP1 Challenges & Mission ideas
I think I have an aircraft capable of this, because it glides extremely well, but the problem is I had to mod an engine to get enough power to launch it. > -
Hmm, the 3m tanks are kind of unusable for me. Well, they get off the ground. At 30 degrees from vertical... if you hit space straight away. The engines bounce around for a few seconds than it goes SUPERNOVA and launches the pod assembly across the launchpad terrain followed by much spacebar mashing and screaming.
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Balls, you\'re right. I got excited then. :\'(
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Snippy snippy, I suck. >
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Wow, that flies much better than my 2-missile Cyclone (Upgraded Typhoon design) and my much larger (with more control surfaces) 4-bomb and 2-missile aircraft (to be named). Props to you.
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To be honest unless you edit the parameters for the winglets, in which case they will be unrealistic, there\'s no way to make a fully functional spaceplane using stock parts - maybe a glider, but not a spaceplane. Sorry.
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I used struts on the 3m fairings and they turned themselves inside out. About the parts, I love them. My second and third ships using these parts got me into a stable orbit in two stages. If I attached MOAR BOOSTERS I could probably get even further.
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Thank you very much good sir. To everyone: Use these wherever you can - they\'re a much better stabiliser enatmos than SAS. They\'re also beautiful when you symmetry-place three of them in spaceplane AGM\'s. http://kerbalspaceprogram.com/forum/index.php?topic=2205.msg20594#msg20594
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@AstroAndrew when I first testing my two-seven design, as I said in the OP, it propelled itself into deep space. Twice. I\'m thinking of changing it from two-seven to one-seven with a five- or four-piece cluster on top just to reduce the dV enough to keep it within Kearth\'s gravitational pull. Once we have the Micro CM, if we can have one, I\'ll also add more SAS nosecones to make the ascent more optimal. At the moment I can\'t really even consider a single stage burn because it only gets up to about 9-10km due to the weight of stage 2 including parachute and 1m pod. @rdfox IIRC Wobbly Rockets currently has a funny-looking curved fillet nosecone thingy that goes from 1 to 0.5. Problem is, well, it\'s... wobbly. Wobbly as in it oscillates under any kind of G-forces especially the 10+ at ignition. This, I have experienced, causes my model to lose control and snap at the centre, resulting in chunky guacamole. Anyone that could develop a little baby decoupler for that purpose that doesn\'t destroy rockets would receive a Jeb. @Anyone I would still be very grateful for a nudge in the right direction as to the mods and links for Mini-Winglets, MiniBoosters and Mini-Decoupler. I have a sneaky suspicion that the booster and decoupler are SIDR&SD.
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Indeed, if you can manage to make that work that would be great for our little hobby. The only real reason I used the two-seven cluster layout here, which has turned out to be rather overpowered, was because it had much more pretty-looking provisions for stability boosting. I reckon if I cut baggage, parachute, etc. and removed some struts it could probably leave the atmosphere on first/early second-stage.
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It would be rather difficult to launch anything that size on this kind of rocket and not have a major tumble almost immediately. Also, see here: http://en.wikipedia.org/wiki/File:Black_Brant.jpg Even just the Command Pod is already wider than a standard sounding rocket. In fact, my craft is over size in terms of width as it is. But they most definitely don\'t have 1.75m ugly circle things carrying all their equipment. Miniaturization is one of the beauties of Aerospace technology.
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I recently made a suggestion in the KSP Development forum about Sounding Rockets, and rdfox and I decided to try and make some of our own. My result was this: The HSSR Merlin I. (High speed sounding rocket.) It uses two clusters of 7 MiniBoosters along with 6 initial acceleration Radial solid boosters and can carry the currently oversized command pod to escape velocity easily. Seriously. It really is ridiculous: If you fire the first stage and manage to decouple it safely while going straight up and flip over to 90 degrees, then control it long enough, it can reach over 800m/s straight across at <10,000 feet! So, I put a challenge to my fellow Kerbonauts: Create your own \'sounding\' rockets, using just 0.5m parts and radial attachments (you will have to graft the pod on top using struts and mini decouplers for now) and post some pictures here of it in the VAB and in flight. Recommended Mods: MiniBoosters, Mini Winglets Help! I can\'t find or remember the mods for these parts! Anyone got any input/links? If you have the mini winglets, recommend you mod the lift back down to 1 or 0.5 deflection lift. They start at 4 - far too overpowered. Novasilisko\'s SIDR&SD http://kerbalspaceprogram.com/forum/index.php?topic=1109.0 I think most of us already have this pack, but all the same here it is. This pack contains a 0.5m decoupler which is very valuable for those of you who are too faint-hearted for fire in the hole. Or if you feel sorry for Bob and Bill. Mini-Winglets http://kerbalspaceprogram.com/forum/index.php?topic=2205.msg20594#msg20594 Amazing for stabilisation when their lift coefficient is quartered from default. They\'re also fantastic for things like Air-to-ground missiles mounted under spaceplanes. I\'ve achieved extremely precise hits with these winglets and miniboosters. WARNING: When you get the part, go into the \'part\' file and change DeflectionLift to 1.0 or lower! Don\'t say I didn\'t warn you! CaptainSlug\'s Radial Boosters. http://kerbalspaceprogram.com/forum/index.php?topic=1460.0 Damn useful pieces of kit for this purpose. Can add a bit of extra BANG to your crash. Ahem, I meant thrust to your rocket. Quabits Parts http://kerbalspaceprogram.com/forum/index.php?topic=537.0 Contains a useful mini-liquid engine and mini-fuel tank kit. Don\'t ask me how to use the Advanced Decoupler.
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All my rockets, even the ones with 8 struts between the RCS and the fuel tanks (especially my ICBM) are dangerously close to tearing themselves to pieces after one small RCS boost. Struts only help to keep two parts joined, it seems - they do nothing for the bendiness of the part links. I'll see if I can achieve stability by connecting all the parts together today, although it will probably be horribly inefficient due to those 0.1 masses stacking up.
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Hmm, did you have to fight any ... oscillation ... issues with those SRBs? They may slightly affect your performance. Suggest the drained-out SRBs (around the same amount of dV) from SIDR&SD with the same configuration. Otherwise that's a pretty sweet ship and even better that it actually flies. I really need to get back into rocket building - all I've done for yonks is spaceplanes.
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This is Fire Rain I. A 2-stage MIRV 8-warhead missile designed to rain fire upon the enemies of KSP. Funnily enough. It uses Sunday Punch's parts and MTS' Tuned SAS (big red) plus the tiny liquid booster and fuel tank for the support structure inside the warhead and CaptainSlug's PLF parts for the epic fairing. Fair play, closest thing I've seen to a perfect fairing pack. No craft file, since this is easy enough to reproduce. Crew are totally recoverable! This beauty on the pad. Paint it in Minuteman white = epic win. The first stage is 7 x KerbalDyne medium engines plus four of the drained-out solid rocket boosters. Second stage is the 4-nozzle 3m engine with the famous orange tank. Here you can see inside the fairing. In theory those DOABs could be a Fat Man-sized low-yield nuke or something newer and flashier. The RCS and SAS are both vital, as are the 6 struts. I think without and struts the force applied by the RCS would snap the mini tanks clean off, leaving me with half a rocket and no thrusters. Nevertheless, it was required, and despite the great tweaking of the Big Red, I was fighting FR-SII even when I was in orbit, with the SAS on. Sadly the amount of fuel I carried wasn't nearly enough to go to deorbit speeds, drop a DOAB and speed up again, as I would love to. Maybe when (if) there are huge yield bombs (explosion visible from orbit) I will do some config hacking and do it that way.