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geb

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Everything posted by geb

  1. Let's have an actual screenshot in this thread.
  2. It should be possible to do that in a single launch, as long as you don't mind those big tanks arriving empty. Check out Temstar's heavy lifter series if you need some ideas for how to launch things that big: http://forum.kerbalspaceprogram.com/showthread.php/33381-0-20-2-Zenith-rocket-family-%28modernised-for-0-20-x-with-perfect-subassembly%29
  3. Build it as a single piece. Send it to Munar orbit in a single flight. Most of the decorative pieces are very light, and fuel tanks just give you extra range. Unless you're adding dozens of crew tanks, you should be able to do it in one launch.
  4. Solar panels in game don't follow the inverse square law, so we shouldn't assume that planet illumination works that way. The star in the Kerbin system emits target-seeking photons.
  5. If one craft is in orbit while another is suborbital, one is going much, much faster than the other. Your docking ring isn't going to survive a collision at a hundred metres per second or more. If you matched speeds before docking, then you have already moved the crafts into matching orbits.
  6. Some types of part clipping make more sense than others. I go by personal judgement of what seems realistic. For example, putting two structural girders through each other is fine. The model for them is mostly hollow. Putting batteries or probe cores inside the 2.5m ASAS is fine, as it looks like there should be space for stuff inside it. Clipping two rocket engines so their nozzles intersect is unrealistic though, so I wouldn't do it.
  7. Assembly in orbit is for people without enough boosters.
  8. The Longbeast Logistics Company presents a space station designed for living in style. Each of the 8 rooms has a cupola window, high power life support for comfort in any conditions, high bandwidth communications, and plenty of room for guests to stretch out. Two maintenance cabins allow hotel staff to be ready on hand, whether for room service or EVA repairs. The LLC Space Hotel has been rated five stars by every guest ever to visit (except for Jeb, who complained that there weren't enough boosters) http://mrp.ath.cx/stuff/Space%20Hotel.craft (right click and 'Save as') To fly: 1) set throttle at two notches below 100% so the mainsails don't overheat 2) set "control from here" on the pod just below the docking ports 3) turn on ASAS, fire engines 4) drop boosters when expended 5) begin gravity turn late, somewhere in 12-15km 6) don't drop the struts until you have almost finished your circularisation burn 7) if you need to fire the engines after the struts are gone, accelerate very slowly and carefully 8) action group 1 extends panels and antenna
  9. There have been some other elements mentioned, though these have probably abandoned for something else now.
  10. Like ComradeGoat said, you need a lot of intakes. If you have a huge number of intakes, you can get up to very high speeds in the upper atmosphere, and need only a small velocity change to reach orbit. Runway to Minmus surface and back again can be done with this design. Craft file here if you want to play with it: http://mrp.ath.cx/stuff/Anisakis%20Mk5.craft Action group 1 should disable jets and intakes.
  11. Using intakes is the key to making a good SSTO. With enough intakes you can get up to such high speeds that you only need a tiny nudge to reach orbit. The Anisakis mk.VII seen above can reach Gilly and back in a single stage. Another example, the Minishuttle: http://imgur.com/a/DFCtZ#0
  12. None of this stuff made a return trip, but the big rover was capable of getting back to LKO.
  13. I tried some new designs based on ideas from this thread. I'm not sure I like the way this thing handles.
  14. If you are designing a Duna lander, you need to decide whether you're landing on rockets or parachutes. Parachutes will let you use a low mass lander, but you need to have plenty of struts so it doesn't tear itself apart when the parachutes open. Rockets will let you use a simpler design, but it will be heavy. Parachute type. Note: struts between the pod, the ASAS, and the fuel tank. Rocket type. Note: works best when it lands upright.
  15. So... which folder do we put our flags in? I can't see an obvious place for them.
  16. The red and gold livery flag might look good on a big flagpole, but it won't work well as decoration on a spaceship. I needed a more modern looking logo:
  17. This flag gets my seal of approval. Alligators are indeed awesome.
  18. If you're willing to abuse physics glitches, getting off Eve is easy: http://imgur.com/a/01YgQ (Sadly the original thread about the FTL Egg died in the great forum derp) Since Eve is so easy, the hardest place I've ever returned from is Moho. I've never been to Tylo.
  19. One set of fuel crossfeed pipes is tricky to do, but it can be done, and has been. The Falcon Heavy fuel crossfeed system is pretty much the same as the system the space shuttle used to use for moving fuel from its external tank. One pair of asparagus staged boosters can be done. The problem is that as you add more boosters and more engines, the fuel flow rate has to increase. If you have two pairs of boosters, all the fuel pumps and pipes have to be more than twice as big. If you have three pairs, each fuel crossfeed system would need to be about four times as big, and you need four sets of pipes and pumps, so more than sixteen times as much huge heavy junk bolted to your vehicle. It's not just adding a little yellow tube in reality, since you need to be able to handle tonnes per second of liquid under high pressure, and you need to do it near perfectly smoothly.
  20. Technically. To spec as written. With a bit of interpretation...
  21. Without a doubt, this is my favourite flag so far. It speaks a powerful message to the kerbal soul. "It does the job to spec. What more do you want?"
  22. The black and white patterns on rockets were meant for cameras to record whether the rockets were spinning. The black only had to be high contrast with the white. Contrast with the background didn't matter for spotting spin.
  23. The game will probably pad image files to square by itself if you give it a rectangular one. If not, it's not going to take long to do it by hand.
  24. I used GIMP to make mine (yes, yes, I know it has a silly name. It stands for GNU Image Manipulation Program). If you want a simpler pattern with cleaner lines you could try inkscape instead, which does vector art rather than pixels. Both programs are free.
  25. KSP Weekly told us the filetype and image size that we will need for custom flags. A flag will be a 256*160 PNG file. That means we don't have to wait for the release to start making shiny new logos and livery. We can do it right now! Here is mine, the flag of the Longbeast Logistics Shipping Company: Has anybody else designed flags yet?
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