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mythic_fci

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  1. Due to the recent failure of all current K-Drive SSTOs, the Engineering Department has pulled up some new designs to continue working with. One of those is this, the KSV Phoenix. It's designed for LKO at any inclination and for docking at LKO stations. When refueled, it has return from Munar/Minmus range and possibly one-way interplanetary. Please note that the ascent wasn't very efficient. Also, this entry was rushed, so if I made a mistake, feel free to alert the bouncers This should qualify for: Advanced Pilot Precision Award EDIT: I have redesigned the craft in the meantime with somewhat better flight characteristics. So, a question: Does the Kosmokerbal acheivement count for just entering another body's SOI or must said craft achieve orbit? The redesigned craft can do a Munar Free Return Trajectory / Low Munar Flyby no problem, but an orbit is much more difficult, probably requiring AIRHOGZ and milking every last m/s of speed outta the jets.
  2. YAY NEW CHAPTER I SHALL REJOICE Haha, really. Hope the posting frequency shall go up!
  3. Answers: 1. Try reassigning the action group you use to activate the K-Drive (in my case, 1). 2. Either your ship ain't balanced, or you need MOAR TORQUE 3. Don't clip ANYTHING inside the drive. Leave it alone, and you WILL get the advertised 95% reliability. Try the unmodified Hermes for analysis. 4. IDK why this is happening because my ships are peace vessels Post your craft so I can take a look. 5. PART 1 - The real acceleration comes when you are in orbit. PART 2 - Don't modify/clip anything inside the drive. It is VERY DELICATE. I play on a Mac too
  4. A tribute to the Razor clipjet. Requiscat in pace (RIP). You were right about the aerospikes I redesigned the thing twice before I got a working clipjet WITH the nuke. It uses a similar design, but has major changes. I've made it to High Munar Orbit with this thing. PS What was the max range of the old Razor?
  5. OP updated with new records and new rules. Good job dalies and mentlegen!
  6. Added to leaderboard. Please correct me on the achievements if required.
  7. I'm going to suggest some changes to the rules: 1. All mods allowed EXCEPT any and all unrealistic mods (Includes HyperEdit) and CFG edits (ex. 5000 damage resistance) 2. Kerbal must not be exposed to reentry flames or hypersonic air blast. This means that the Kerbal must be protected by the vehicle when he is moving quicker than 900 meters per second and is at an altitude of over 25.000 meters; the Kerbal may also not show any reentry flames on his spacesuit. 3. System must be capable of deorbiting from a circular 120x120k orbit (this means periapsis is under 50 kilometres.). 4. Kerbal must safely return to the surface; either using vanguard personal parachute or parachute attached to the vehicle. 5. Kerbal can only be attached to vehicle using external command chairs or ladders. 6. Several kerbals may share such a vehicle as long as all requirements are fulfilled. 7. Design must be easily attachable to a spacecraft for use in emergencies. OPTIONAL: Be aesthetically pleasing.
  8. FLY 'ROUND THE WORLD (if possible, can someone please make a logo for this? ) After the Kerbal Space Program "perfected" all things space (aka perfected how to crash spectacularly), Bill-Gates Kerman decided on a new championship. "No one's flown a lot... Let's go around the world!" Only problem? Bill-Gates ain't that rich, you know. He can't rent the runway for long, so hurry up with that flight. Please note, the flights are judged by SPEED TO COMPLETE THE CIRCUMNAVIGATION. RULES 1. If you want to qualify for the stock leaderboard, do not use any mods, excluding RasterPropMonitor/KSI MFD and Flight Engineer IN THE SPH ONLY. 2. If you want to qualify for the FAR leaderboard, do not use any mods other than FAR and the ones mentioned above. 3. No debug console cheats or modded CFGs for stock parts. 4. The craft must not USE any oxidizer. If you want, you can use rocket fuel tanks with the oxidizer drained. 5. RAPIER engines are not allowed. They are rocket engines with an air-breathing open state, not jets. 6. Plane must take off from runway and land NEAR the runway(you can clearly see the runway/SPH), if not on it. 7. Plane must not drop any parts, including drop tanks and useless engines. 8. Cannot go above 80km at most (I know some planes can get to 80km with jets, NO FURTHER) TO SUBMIT AN ENTRY Use this format: Name of competitor Name of vessel OPTIONAL: Description of vehicle Images/Video of flight INCLUDING F3 window at the end of the flight. Achievements you think it should get ACHIEVEMENTS AVALIABLE Please note that achievements are NOT stackable between 2+ flights and that previous flights will be overwritten if new ones are submitted by the player. Light Bugger- A plane that is less than 6 tons More Heat Insulator Needed- Achieve a speed over 1700m/s in flight (Doesn't combine with One of the Machingbirds) One of the Machingbirds- Achieve a speed over 2300m/s in flight Speedster- Get a time of 40 minutes in-game time or less (Doesn't combine with My Clock isn't even Runnin'!) My Clock isn't even Runnin'!- Get a time of 25 minutes in-game time or less See, saving the planet!- Use only one jet engine (any type) Never mind the Gas- Have the fuel for another 5 minute flight Firin' mah LAZAR- Use stock missiles to shoot the VAB/SPH/Tracking Center Unefficient- Fly below 10000m for the entire trip Too low!- Fly below 5000m for the entire trip Jesus, that was close!- Buzz the tower of the Island Runway or the KSC More than one of us- Bring more than 1 kerbal VTOL FTW- A plane that has VTOL capabilities Precision Landing- Land directly on the runway (Only combines with Speedster/My Clock isn't even running! if done in required time (40/20 mins respectively) Flying to that needle in the haystack- Land directly on the VAB landing pad (IF you have the achievement VTOL FTW) STOCK LEADERBOARD 1st Place - Kasuha at 38min 33sec with Pogo Stick (Precision Landing, VTOL FTW, Speedster, One of the Machingbirds, See, saving the planet!, Light bugger) 2nd Place -Koolkei at 40min 50sec with UNKNOWN VEHICLE (More Heat Insulator Needed, Precision Landing) 3rd Place - Claw ** MOST ACHIEVEMENTS SO FAR ** at 42min 43sec with Moller and Bedstead (?) (Light Bugger, See, saving the planet!, More Heat Insulator Needed, Never mind the Gas x3, VTOL FTW, Flying to that Needle in the Haystack, More than one of us) 4th Place - OTehNoes at 57min 58sec with K-3 (Never mind the Gas x1, Precision Landing, More Heat Insulator Needed, See, saving the planet!) FAR LEADERBOARD none GATECRASHERS (Yes, stolen from the K-Prize challenge ) Batz_10k probably used some... shady connections for that autopilot equipped on his K-17. His cookies have been confiscated.
  9. Excuse me... *stomps off* *shouting in the distance* "...DAMNIT BRAIN! YOU FORGOT TO CHECK THE POST DATE! AGAIN!!!..."
  10. I can predict the massive wave of HyperEditors and unrealistice CFG file editors incoming.
  11. Rune, can I recreate the old Razor clipjet? I've got a working prototype here, but it uses an aerospike.
  12. My drive in a warship?! A BEAUTIFUL WARSHIP TOO?! Amazing! How's the reliability rate?
  13. Kerbals crashing time after time again.
  14. 2 Questions: Is it alright if I use RasterPropMonitor and RCS Build Aid on my craft? They don't add any parts, and the crafts made with them are 100% stock compatible. RasterPropMonitor just adds LCD Displays to the IVA view, and RCS Build Aid does what the title implies - help find optimal RCS placement in the SPH/VAB. Can I post a K-Drive spacecraft?
  15. I'm not a complete expert, but I would say that I'm an expert in K-Drives and SSTOs.
  16. He's chilling in the AstroLounge in the Astronaut Complex next to Bill and Bob, with a martini in his hands, waiting for his next transfer mission to the Freedom Space Station on the SSI Quark. He just got back from exploring the Jool System with the thing, and since the FSS always needs a new module replacement (Totally Danburt Kerman's fault), he's been reassigned to manage in-space tug ops. He's launching tomorrow to tug a science module from a 70km orbit to dock.
  17. 2013 Schedule January: PLAY KSP LIKE A MADMAN February: Ehhh... Still can't dock... March: DAMNIT DAMNIT DAMNIT I QUIT April: *playing TF2* May, June, July: *playing a crapload of TF2 and JC2MP* August-December: Hmmm... I wonder what the forums are up to... OMGOMGOMGOMGOMG START THE DAMN GAME DELETE ALL DAMN MODS GO GO GOOOOOOOOO
  18. True. My 2m drives always break in 2 seconds, but somehow my 1m drives are reliable as hell. Just can't break them even if I try. Try getting a drive with LESS acceleration for precision maneuvers, put on a crapload of RCS, and get both RasterPropMonitor and KSI MFD for better control. They give you LCDs in the cockpit with flight info. I personally use them on K-Drive ships to check my orbit because you can't toggle the drive in map view. Don't worry, the craft is still stock-compatible.
  19. Some guy on the SSI thread took the SSI Quark's K-Drive unit apart, rebuilt it, and tested it with Joint Reinforcement. It worked. Maybe you need precision drives to work in hard conditions.
  20. SSI K-Drive Series Lead reporting in! We have one of the first (and smallest) K-Drive spacecraft up, the SSI Quark (Type 1 K-Drive Shuttlecraft). Check out the general catalog soon; it isn't posted yet, but Inigma stated he is busy and will update ASAP.
  21. Yeah... I'm testing a Quark Heavy that *may* be a docking target for the Quark. I'll send the Quark Heavy to an altitude of 300km first, then rendezvous with it with the Quark.
  22. Hey Narcosis Just wanted to tell you: Thanks for inspiring my new spaceplane. You have a mention on its post (here)
  23. The Quark Mk. I Equipped with and built around one of the most reliable K-Drives available, this compact little plane has the power to go LITERALLY anywhere. VIEW ORIGINAL SSI POST HERE Flight Manual ACTION GROUPS 01 - Kraken Drive 02 - Jet Engines, Intakes TAKEOFF PROCEDURE 1. Pull up to 45 degrees right at the end of the runway 2. Pitch down to 20 degrees at about 10 km 3. When the jet engine flames out, activate the K-Drive 4. Ascend and circularize at desired orbit IN EMERGENCY K-DRIVE FAILURE *Only applicable at altitudes of 350km or lower in Kerbin Orbit* 1. Wait for apoapsis 2. Toggle RCS and thrust retrograde to deorbit 3. Land as stated below LANDING PROCEDURE 1. Deorbit craft with K-Drive/RCS 2. Descend as normal until about 20 or so meters above the ground 3. Pull up hard to kill descent rate 4. GENTLY touch down 5. Brake in 1 second intervals to avoid tipping. Stop braking if the craft shows any signs of tipping over. To get a kerbal off this craft, retract the landing gear and climb off. To get back on, jump onto the lower ladder and climb up. Deploying landing gear after getting back on is recommended. Credits to Comrade Jenkins for inventing the K-Drive, Levelord for giving me a basic 1m K-Drive design, Inigma for inspiring me to start making small K-Drive shuttles and Narcosis for inspiring me to make this more and more compact. DOWNLOAD LINK IS HERE The certification flight of the Quark Mk. I (For SSI)
  24. Just saying, no plane looks perfect
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