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zarakon

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Everything posted by zarakon

  1. I'm not able to test right now.. What happens if you put the lightest probe core on those 512 separators instead? I'm guessing it won't break 20km altitude, but I'm curious what the initial velocity is. 50 km/s?
  2. core i5 2500k (4ghz) 8gb ram nvidia gtx570 win7 64-bit SSD drive
  3. Around 1500 total parts, 1/3 of which are the big stack separators, 2/3 are cubic struts
  4. How did you manage that? I'm actually able to get the low-drag cockpit up to 30km in 30 seconds. It's not quite good enough for 1st place though, and it's right on the edge of working/crashing. It takes like 10 minutes to load, then might crash at loading, might crash at launch, and might actually work. If I add anything, it just crashes 100% of the time. If I could improve my separator to struts ratio, I might be able to get more oomph with less crashing.
  5. The other problem with trying to use something that isn't connected to the capsule or probe core is that when you detach it, the MET for that object restarts at 0. So you can't detach the probe core any time after the initial launch without invalidating your time. I think the reason you can't launch just the RCS blocks at high speed using the stack separators is that they are actually massless just like the cubic struts. I think massless structures are handled as a special case when detached from decouplers or separators, to prevent them from going infinitely fast.
  6. I'm basically doing what Ojimak did here: http://forum.kerbalspaceprogram.com/showthread.php/27751-Stock-30-sec-Altitude-Challenge%21?p=341710&viewfull=1#post341710 Except with the low-drag cockpit instead of the probe core, and a lot more stack separators to make up for the weight difference. It's actually the cubic strut scaffolding that causes all the lag, so I'm trying to find ways to pack in more separators with less struts. So far those attempts have just resulted in them firing in series instead of simultaneously, leaving me with a giant snake-like stack of separators underneath the pod and not much velocity
  7. No staging or piloting No liquid engines And you want interplanetary? I don't think that's even remotely possible. Even peaking out of the atmosphere is unlikely
  8. I will post once I'm able to improve it a little. I've been trying to make a version that will lag or crash less, but have just met some hilarious spectacular failures. I'll post some pics of those too
  9. I built a stack separator monstrosity (1533 parts) that takes about 15 minutes to load (when it doesn't crash) and launches an Mk2 Cockpit at over 6000 m/s. Result is right at 30km, not quite good enough to take #1... but it can be improved!
  10. How do you jettison a single RCS port? If I knew how to do that, I might have a crazy idea..
  11. Close to the sun, I think even a single OX-STAT panel will fully power an ion engine
  12. You guys really should use F3 to pause the game and get the altitude from there The main HUD altimeter is often laggy or inaccurate. The numbers you're reading might be lower or higher than your actual altitude.
  13. I have gone straight through Kerbin on high timewarp several times
  14. Unless you're competing in a challenge thread with rules about mods, it's all up to you.
  15. A little while ago a I used MechJeb to put a whole bunch of craft with wide surfaces areas into equal but opposite orbits to try to get collisions in a supercollider sort of way. Half went one way, half went the other, all equatorial at 100km. What I found was the same issue that I've had when testing high-velocity projectile weapons, and that other people have had when trying to build Kerbal cannons. At high speeds, objects don't move on a continuous path, they just teleport from one point to the next in each time step. So even if you are able to get two craft to line up their orbits perfectly for a high-speed collision, it is very likely that they will just jump past each other and not register a collision.
  16. is this restricted to specific mods, or can I just edit some wheels to give them 1000000 force?
  17. But how can you see how well it flies if you don't try it?
  18. Just threw this together All stock, flies pretty well (with avionics enabled), and includes two accurate short-range missiles Download: https://docs.google.com/file/d/0Bz_Zk5oTok77ZXE5UjhSRGkwa0E/edit?usp=sharing Intakes and power are hidden inside the front of it
  19. Cupcake, do you fly this with a stick or the keyboard? ok, i'm now seeing that steering is nowhere near as much of a problem as throttle control i absolutely cannot maintain a stable altitude in this thing
  20. I had a cool idea that I've been to lazy to actually build You put BOTH rover wheels and airplane wheels on a vehicle. You have the airplane wheels slightly lower than the rover wheels. When you want to go really fast in a straight line, you lower the airplane wheels. When you need to make a turn that's too sharp for the airplane wheels, you slow down and raise them so that the rover wheels can make the turn.
  21. Sorry, but the Kraken counts as infinite fuel, and the limit is 50000
  22. Can you guys post links to the 0.20 updated EdTools and DynamicWarp?
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