Jump to content

iVG

Members
  • Posts

    177
  • Joined

  • Last visited

Everything posted by iVG

  1. That looks awesome @Rune, how much can it lift ot LKO ? 2 rapiers only so I guess something like 3-5 tons. The stock MK3 cockpit doesn't really fit the part but hey, stock is stock... And yeah, most of the lift comes from the body as one could imagine but the screen is at 35-40 Km so lift improves drastically. Really love the way you can make a skip very high in the atmo, you could glide the thing all the way across the opposite side of the Kerbin.
  2. Yeah I meant the rescaling, I'll try the other recommendation, again, the looks can't really be very close the real life, it's the approach, wings holding the cargo so CoM doesn't change when you release the payload, the reast of the balancing is done before re-entry by pumping fuel front/back and it does work. You may need to stick some airbrakes if you need them though.
  3. This is the largest spaceplane I've ever built, strictly following the concept of the real Skylon concept, cargo bay in the middle, short wings and dual cycle engines on the tips. In stock KSP, I was able to lift 45 tons to 75km orbit. Here's a pic during re-entry: And he's the real Skylon concept: Link to KerbalX: http://kerbalx.com/iVG/Skylon-45T-to-orbit-SSTO
  4. It won't boil faster, just readings would be synced with Kerbin's 6 hour day rather than 24h.
  5. I recommend using the near future packs (including the dev versions) Ksp interstellar, life support, remote tech, mks/oks, atomic age. Still that survivability node stays empty for me.
  6. Hi, can anyone explain the estimated flight times for the different levels - cramped, comfy, neutral, exercising, for example would a crew of 3 survive a trip to Duna and back in a 'Comfy' state of the 3 man capsule? Is it better to stick a hitch hiker module for interplanetary travel to raise the level to neutral? How fast do they lose fitness level and what kind of accommodation is necessary for the closest two planets? A simple clarification would help a whole lot, thanks!
  7. Hey @Porkjet , Any plans on an open cycle design to accompany the lightbulb ? Would be interesting to see some kind of a trade off in terms of temperature/thrust but higher ISP. Tell us what you think!
  8. I think Squad did the right thing for stock Ksp however the hydrogen tanks would have to be even bigger so they left the ISP unchanged to balance out again. In the latest dev build of near future propulsion, there are hydrogen fuel tanks which hold a bit more h2 for the volume but are slightly larger. There are also config files which increase the ISP of the stock nuke to 900 which is much closer to reality. Net result is similar but adds a nice dynamic to the Ksp - managing your tank sizes is the real issue even without the boil off And those tanks are specifically made for h2 only. I suggest you give it a try and once you're done you'll see stock 1.0.2 is not that far off. I used to use lf fuel switch but hey, there's a better and much more realistic alternative!
  9. Ahh sweet @roverdude. Also is there a filled community tech tree diagram where I can see all the mods that slot in? For example some of the command pod nodes are empty, colossal rocketry, some of the nuke nodes etc. The list in the OP has only 3-4 mods but there are quite a few of them already that slot themselves pretty nicely that are not listed there. Thank you for your work sir o7
  10. Anybody know what mod goes into the colonization tab, right after all the MKS/OKS stuff which is in Long term habitation? Also ideas for colossal rocketry?
  11. Lol Also I can only make one of the fission reactors to work, the small 400 ec/s one, the rest produce 0 EC?
  12. Just a quickie - Are the NTR hydrogen configs intentionally mission from the 5.3 download and where can I download configs for nukes to use hydrogen instead?
  13. You don't need an aerobrake around Jool with a grand tour ship. I've already landed on tylo and laythe on my play through today and jool capture cost me 15 m/s delta V using Laythe gravity assist. I wouldn't even go close to Jool's atmosphere with 400+ tonne ship
  14. iVG

    iVG's Twitch

    Jool Grand Tour last preparations live now
  15. As far as I'm aware, the Discovery II had something like 51km/s deltaV. Maybe the ISP is too high? 140km/s seems a bit too much but for the KSP solar system. Something like 10km/s would get you pretty much anywhere and back sticking to the 'reference' design but hey, you could always go out there and build even bigger ship. Having engine an engine THAT efficient in real life would mean we could visit Ceres, carrying life support and tons of stuff that you don't need in KSP unless you play with life support. 20km/s for that particular design sounds like a good target right now, will get down to 10-12 with all the life support for your kerbals which is plenty! Keep up the good work, @Angel-125 !
  16. Yes, anything that includes the interstellar fuel switch. What Squad did was they increased the volume requirements for LV-N to match hydrogen fuel tank volumes, I don't know why people are complaining much. If there was hydrogen in stock you would have needed to use bigger fuel tanks anyway so there's that, otherwise just use the fuel switch.
  17. Yes, there is a limit of science, once experiment is done, it won't yield more science. Try recovering all experiments instead of just transmitting. Also send a probe to the moon. Just a flyby will give you a lot of science.
  18. Mass of the monoprop engine and fuel is more than 7t compared to a little over 1 t for the ant engine. I'd take the ant any day and have 3 times smaller launcher. Edit: 0.6 t for the ant.
  19. Guys just install interstellar fuel switch and all your oxidizer problems are gone.
  20. I asked today, he's aware of the issue I think, waiting for that fix too.
  21. Hi guys, Coming back with another project. More grand, more awesome than ever before, I present to you the Jool Grand Tour Spacecraft concept with all it's components side by side for scale: The whole ship consists of 3 separate vehicles, docked together in orbit around Kerbin. I have included the launch vehicle required to push the massive interplanetary stage to low orbit, landers have their launch vehicles WIP. Here is the powerful Tylo lander concept with it's versatile upper stage which will be used to land on Vall, Bop and Pol (!). Laythe lander concept: Flight plan: LKO - spacecraft docking/assembly -> Jool transfer -> Jool orbital insertion @200km -> Direct Tylo transfer -> Orbital Insertion at Tylo and landing. Upper stage of Tylo lander returns back to the mothership for refuel and inspection (Install DangIt! random failures mod to spice things up and) -> Laythe transfer, orbit and landing -> Transfering fuel left in the Laythe Lander into the mothership and Laythe lander termination -> Vall transfer, landing,orbit. Docking Tylo lander upper stage for refuel and inspection -> Bop and Pol landings -> Gravity slingshot from Jool and Kerbin transfer (possible gravity assist from one of Jool's moons). -> Final course correction, command pod separation from the mothership near Kerbin SOI -> Ballistic re entry and landing. Mods needed: Modet Rocket Systems NearFutureSolar NearFutureSpacecraft TAC Life Support TweakScale KSP Interstellar extended Recommended: Kerbal Joint Reinforcement DangIt! Optional: Kerbal Alarm Clock Transfer Window Planner Precise Node Links: http://kerbalx.com/iVG/Jool-Grand-Tour-Mothership-13 http://kerbalx.com/iVG/Jool-Grand-Tour-Tylo-lander-23 http://kerbalx.com/iVG/Jool-Grand-Tour-Laythe-Lander-33
×
×
  • Create New...