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Sufficient Anonymity

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Everything posted by Sufficient Anonymity

  1. Anything come of getting NovaSilisko's models working with this module?
  2. I'm going to have to give this a go now. I'll forward any resultant repair bills to you and Yukon0009
  3. I was hoping with this smaller version, I'd finally be able to build one of the Saturn V loft to hight, nuclear propulsion to orbit designs you sometimes see concepts for.
  4. Legoclone, I think what you're looking for is something more like this. Though goodness knows exactly what 1.1 will bring - lots more stuff could get Porkjet-ified.
  5. Launchers follow a Lxyz format, where x is determined by core size, y by booster type and z by booster size. For example, L100 would be a 1.25m core with no boosters. L211 is a 2m core with liquid 1.25m boosters. SSTOs are follow a similarly boring class designation eg S1-combat. However, individual large ships get named properly.
  6. You do embedded imgur albums like this: [noparse] [/noparse](and [noparse][noparse]<stuff>[/noparse][/noparse] allows you to escape formatting tags so they show up like above)
  7. Well, it looks kinda like a Blackbird... ...and it certainly goes as fast - within a minute of takeoff, I've got it to over Mach 4 at 23km altitude. Main mods in use are B9 procedural wings (with stockalike textures), Nertea's Mk4 system (for the ridiculous engines) and BahamutoD's adjustable landing gear.
  8. Has anyone made a fuel switcher/model switcher config to put hydrogen in these? Would love to put together some interplanetary vessels with this and either NFP or cryogenic rockets.
  9. I finally got fed up with lifting body crew shuttles, so decided I needed something simple with a high capacit
  10. And with short tanks, you've fixed the one last thing that really bugged me moving from B9 to stock
  11. Can't help but think it'd be worth leaving this and the stations threads as permanent fixtures as general inspiration threads and so we don't get clogged up with lots of minor threads (to be honest, I was always under the impression that was why they were sticky - hadn't realised we have threads of the month).
  12. I flew another mission in my favourite combat SSTO.
  13. Half length tanks are what I really missed moving from the B9 Mk2 system to stock. Also, if we're showing off linear aerospike craft... Combat SSTO, 500m/s dv remaining in a 100k orbit. Best used with MechJeb to auto-throttle down when you nearly burn the intakes off on ascent. Armament of 6 Hellfires carried internally (Mk1 cargo bays in front of the wings) and a fixed 20mm gatling cannon under the nose.
  14. Perfected my light combat SSTO. It carries 6 Hellfires in its internal missile bays, has 20mm cannon tucked under the front and will get to a 100km orbit with about 500m/s dv to spare.
  15. Realised to my horror that my Ike probe was a touch short on dv so I launched a refueling mission to top off the transfer stage - it should be fine now. Other big thing was getting the SSTO fighter from yesterday tuned a bit better - I've reduced it from two 20mm cannon to one, removed all external stores (so there's just 6 Hellfires in the missile bays now) and tweaked the intakes on the underside. I'm getting to a 100km orbit with ~500m/s dv remaining, so I'm pretty happy. It now acts as a light, limited range alternative to my other SSTO fighter, which carriers four HEKV missiles and has a docking port for a drop-tank to significantly extend its range.
  16. Thanks - I've had a fair amount of success with the gimbal disabled on craft like this - are the SAS freakouts with the gimbal fixed or not? If it's the latter, I'd imagine that they're just due to a feedback loop in which the engine exacerbates the deviation to be corrected. If the former, well, then, yes, it might be best to strip the gimballing off (or to give it a standard KSP gimbal in all directions and pretend there are some little hidden vernier thrusters in there).
  17. Launched the second vessel in the armada (hang on, that's a little grand - it's only two launches worth of stuff, though each carries an orbiter and a lander) heading to the Duna system in the next transfer window. This ship is heading to Ike, and has a xenon-powered orbiter/tug and great big biome-hopping probe lander. Cryo upper stage as per usual. Sorry about the night launch - totally forgot to warp to morning. Also messed about with QuizTech's linear aerospike in sandbox a touch more. This is a combat SSTO - making orbit is a bit too touch-and-go at the moment; more tuning is required.
  18. Gimbal seems to be inverted on the linear aerospike, without the option to get the right way round - just me or is this a wider bug?
  19. Finally got fed up with trying to build turbo/rapier Mk3 SSTOs (I had something very similar to Rune's Longsword, but it was just too much of a pain to fly) so I decided to keep the rapiers for my light Mk2 designs and build something altogether more powerful for heavy lifting. Early days, but here's an ascent pic... It's rocket only, with four QuizTech linear aerospikes on there plus an SSME for some off-the-pad heft. The SSME gets shut down once TWR climbs high enough as the aerospikes have much better isp. A lot of the fuel is in the wings, hence it being relatively stubby. I'm consistently getting it to orbit with 18 tonnes payload in my simulation save, but I've not quite nailed the landing yet - I've ditched in the sea within 10km of KSC, with a nice stable reentry, so it's just a matter of playing around with burn position a bit more.
  20. Finally got fed up with trying to build turbo/rapier Mk3 SSTOs (I had something very similar to Rune's Longsword, but it was just too much of a pain to fly) so I decided to keep the rapiers for my light Mk2 designs and build something altogether more powerful for heavy lifting. Early days, but here's an ascent pic... It's rocket only, with four QuizTech linear aerospikes on there plus an SSME for some off-the-pad heft. The SSME gets shut down once TWR climbs high enough as the aerospikes have much better isp. A lot of the fuel is in the wings, hence it being relatively stubby. I'm consistently getting it to orbit with 18 tonnes payload in my simulation save, but I've not quite nailed the landing yet - I've ditched in the sea a 10km of KSC, with a nice stable reentry, so it's just a matter of playing around with burn position a bit more.
  21. Cheers. In the mean time, I did this... That's a Duna surface exploration/surface mapping expedition in a single launch. Probably costs WAY too much, but hey, it was fun to build and it's a cool mission plan - cryo upper stage was used for circularisation and will relight for the initial transfer burn, then for braking, along with the ion engine on the probe orbiter. The big aeroshell on the top contains a lander, which will carry out a series of automated science mission on the surface, using a small monoprop stage to kick it out of orbit, and a massive kevlar chute to touch down at safe speeds.
  22. What did I do in KSP today? Nothing. In the real world? Only finish a degree So now I'm sat down with a gin and tonic, my feet on my desk, and am planning to muck about for a few hours. Then pub. Definitely the pub afterwards.
  23. Nukes are pretty pointless in KSP. Even out at max physics range, you've good a good risk of flattening both yourself and the target.
  24. The more I see of that aerospike, the more I love it. All my SSTOs are RAPIER-based at the moment, but I think a redesign might be in order given how it's looking.
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