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Louhikarme

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    Rocketeer
  1. Main problem here is if its need to be docked to the hangar or not. That's why my contraption is what it is, due the rover wheel hight being different on all the planets, solution was to put legs to lift it up to the docking port. Also, what defines a hangar, floor, three walls and roof? If just roof is required as a shell, that would make the design even simpler. my death trap was being conservative and trying to keep within the biggest radius of the tanks, if you disregard that, you have pretty much free reign.
  2. I bring you.. something small.. 71 parts, base and rover. 5.6 tons. if my math isn't completely off, this should get to duna quite easyly, going to mun was easy, lots of wasted fuel. thing is i wanted to keep this inside the biggest cylinders, so that made some design choices hard.. but.. its working. http://louhi.1g.fi/kuvat/Kerbal%20Space%20Program/roverhangar/2013-08-02_00008.jpg/_full.jpg At launchpad: http://louhi.1g.fi/kuvat/Kerbal+Space+Program/roverhangar/2013-08-02_00001.jpg liftoff! http://louhi.1g.fi/kuvat/Kerbal+Space+Program/roverhangar/2013-08-02_00002.jpg forgot to took pictures around kerbin.. so only moonshot: http://louhi.1g.fi/kuvat/Kerbal+Space+Program/roverhangar/2013-08-02_00003.jpg Touchdown, i picked poorly.. lost 3 solarpanels on the landing.. rolled few hundred meters on the side of the cliff.. http://louhi.1g.fi/kuvat/Kerbal+Space+Program/roverhangar/2013-08-02_00004.jpg and littlebugger is out! http://louhi.1g.fi/kuvat/Kerbal+Space+Program/roverhangar/2013-08-02_00005.jpg docking approach.. not nice place. http://louhi.1g.fi/kuvat/Kerbal+Space+Program/roverhangar/2013-08-02_00006.jpg and docked again: http://louhi.1g.fi/kuvat/Kerbal+Space+Program/roverhangar/2013-08-02_00007.jpg
  3. [Operating System]: Windows 7 64bit ultimate [Memory]: 8GB [ASAS Trouble (Y/N)]: No [Mods installed, pre-patch]: yes, engineering redux [Mods installed, post-patch]: yes, engineering redux, however the parts are not used in final ships. Steam update, save files updated from 0.20 [Description of problem (keep it short)]: Works like it is described
  4. I just made Vanamondes rocket and tested it out. no problems. sas enabled, throttled up, launch and it flew straight, then when i changed heading manually it kept the heading where i left the key, allthough minor thing is that when i left the key at 45 degree it climbed up 5. so needed to do couple adjustment key presses to to get it that 45 degree mark. but once it was there, it stuck and rocket flew no problem. side note, i just updated my steam copy (running on win7 64bit), took old save and ran it on there even. Also no controller attached. guess i'm lucky no problems with sas so far.
  5. No probs here either. Good job Squad. Will be experimenting more though, mad scientist mode shall begin.
  6. just tested some old saves that i had couple spacestations that before ripped itself apart and wobled like no end to them. now, turn on asas, no propblem. it is bit sluggish but what do you expect when changing rotation of a 100ton spacetation. only mod i have is engineering redux, but none of the stations have that part even equipped.
  7. Poorly made poll. The update will come when it comes. no sooner or later. And if it breaks saves, tough. It's work in progress.
  8. Cavendish & Foucault wiki's for both: http://en.wikipedia.org/wiki/Cavendish_experiment http://en.wikipedia.org/wiki/Foucault_pendulum
  9. Any Syndicate fan still poking around? This one is looking good. http://www.kickstarter.com/projects/5livesstudios/satellite-reign
  10. going modular worked for me and getting same height on wheels. its bit tricky, but worked on duna atleast. Still have tanker and scoutrover pit to be moved there and during the night.
  11. I think i might not able to complete my base on duna. having these 3 modules connected allmost killed my computer already and i have still tanker module, docking module for the scout rovers waiting to get there. and ofcourse second habitat module.. But its fully drivable atleast sofar even though my cpu is killing itself on daylight. the solar panels are basically just a backup. and during the night.
  12. i got engineering redux. its great. currently on that version i drop 2 engines at a time. Just need to fine tune the sweet spot now.
  13. Allright, after reading some stuff on about linking fuel lines, i was doing that already but not with this tho. So now i can get this monstrosity to nearly orbit, i just run out of fuel when i'm around 80km and start burning for circular orbit, and the 8 nuclears don't have enough punch for the payload. but, i think i'm on the right path, just couple tweaks more. only have one pic tho.
  14. I seem to have hit my personal mass of stuff that gets into orbit.. i could get 40tons payload on orbit that had engines for Duna and that worked well. now my next payload was whopping 90tons and thats where i'm stumped. i did manage to get the darn thing to orbit but now i need to change the engines there for Duna fly and refuel it. all in all thats not that bad, i'll get docking practice aswell. but i would love to know the secrets of getting 90-100 tons into orbit.
  15. Thats nice rover design. you use the legs on the modules. but you could also use smaller legs on the rover to lift it up to the docking. thus avoiding to switch between rover and the modules. Nice job, gave me ideas.
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