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Actzoltan

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Everything posted by Actzoltan

  1. Mission #23 Complete! Video of my completed mission. [table=width: 700, class: outer_border, align: center] [tr] [td][/td] [/tr] [/table] The mission was easy but i was amused by how qreepii landed the station. Luckily there was an engine on that MK-1 capsule so i could right myself to fire my engines getting into orbit. I've uploaded the save file to the Official shared folder, Upload your finished archive to the folder Points claimed: 10 - Completed within six hours 10 - Complete an objective 10 - Posting a new objective 15(30) - Posting a video of your mission (double points for videos) 15 - Deploying an asset into orbit (scanner/miner/station/tug/etc.) (i did technically put an asset into orbit) 30 - Following all five rules 15 - Time bonus completed within an hour New mission objective: As we have the Moho transfer stage in orbit Build a lander capable of landing on Moho and refueling the transfer stage. The lander must use a SR docking port to connect to the Moho transfer stage. The lander must weigh <= 20 tons Must be manned.
  2. I have the file I can right the landing without another vehicle from Kerbin. I'll have a video
  3. Sorry about that, i guess we can worry about interplanetary trips and grandious missions later. Maybe if Infernal Robotics ever gets added to the approved mods list impressive crafts can happen. I went ahead and took your suggestion ThePsuedoMonkey.
  4. Mission #22 Complete! [table=width: 700, class: outer_border, align: center] [tr] [td][/td] [/tr] [/table] Landed the 023-Kethane Driller Mk3_1 onto the Mun had some fun doing it with a skycrane i don't usually use those its refreshing. Check out my video on twitch. I've uploaded the save file to the Official shared folder, Upload your finished archive to the folder Points claimed: 10 - Completed within six hours Yes 10 - Plant at least one unique flag no 10 - Complete an objective Yes 10 - Posting a new objective Yes 15 - Posting a couple pictures or a video of your mission (double points for videos) Yes 15 - Deploying an asset into orbit (scanner/miner/station/tug/etc.) Yes 30 - Following all five rules Yes New Mission: RE-RE-Design As per ThePsuedoMonkey suggestion The new objective is to build a interplanetary transfer stage to Moho which is capable of delivering a 20 ton lander to Moho orbit. The Transfer stage must have 1 SR 1 Regular and 2 JR docking ports
  5. I have the file! Its nice to have a viewer for a change Sirine i guess i should practice my narration. Was a fun little mission.
  6. T-Class Heavy Lander T-Class Heavy Lander I have included the T-Class Heavy Lander with launch stage to allow new players to put this lander into orbit of Kerbin. T-Class Heavy Lander w/LS [table=width: 900, class: outer_border, align: center] [tr] [td][/td] [/tr] [/table] Design Goals: The "T-Class Heavy Lander" has been primarily built to allow landing/return to orbit from Tylo when full of fuel. The secondary goal for the rest of the planets/moons have been to allow easy IVA landings and huge margins of error for piloting when it comes to fuel and a moderate pod SAS speed all of which should improve piloting skill. The third goal is to allow a minor slowdown in the atmosphere when landing to allow fuel to burn off improving the TWR(Thrust to weight ratio). Planets/moons able to land/return to orbit from: All Jool's moons Eeelo Dres Duna, Ike All Kerbins moons Eve's moon Gilly Moho Specs: T-Class Heavy Lander 107.735 tons 6,878 DV with all engines fireing 103 parts 2 Kerbals 2 cupola command pods 2 drogue parachutes (able to decouple) 1 standard shielded docking port (able to decouple) 4 landing legs Action groups: 1. All engines but nukes - toggle 2. Only nukes - toggle 3. Solar Panels - toggle 4. Ladders - toggle Gear. Landing legs - toggle Lights. Landing lights - toggle Abort. All engines and parachutes - on Flight tips: Tylo: If going to land/return from Tylo make sure all fuel and stages are attached. Ditching the parachutes is advised. Slowing down horizontal velocity at PE of 10,000-15,000m is recommended. Make sure you stay above 4,600m until your slow enough around 400-500m/s Watching fuel is necessary. Watching altimeter is necessary. To return to orbit the two tanks with the LV-909 engines must be near full. Everything else: Stages are set up to work well in vacuum if entering atmosphere fuel flow from the small fuel tanks will drain faster with all engines on. file description available in VAB. Have fun try landing from the bottom cupola pod while in cockpit(IVA view)
  7. When working on VTOL or Asymmetric craft there is always a frustration of guessing where the center of thrust is from the center of mass. Placement of parts even with editor extensions is not precise enough to handle exact placement of the COT. Four things i would like to see added is: The COM, COT, COL markers with straight thin lines. The COM has 6 lines from the origin. The COT, COL have a direction arrow and 1 line from origin. a way to view the COM, COT, COL in a numerical X,Y,Z format with decimals. a way to isolate the view of the COT from all or selected parts with thrust. a way to select, move and rotate/angle already placed parts with the above numerical layout. To select a part ctrl+left. While in precision mode the numerical directional vectors are shown from how far they are from intersection the COM origin. While precision mode and isolate selected is on the movement of the part follows the part clipping rule unless allow part clipping is enabled. Movement of a part in precision mode is limited to what it is attached to. Multiple parts can be selected to be moved at once. Below is what i have imagined this idea could be like with an asymmetric VTOL SSTO i created. although its a bit difficult to land.
  8. Thats fine he is going to meet the mission requirements the rest is just frosting. Go little payload pusher explore the wild that is space!
  9. Mission #12 Complete! [table=width: 900, class: outer_border, align: center] [tr] [td] [/td] [/tr] [/table] Mission Report: I built another KE miner along with 2 Kethane sats and launched toward Minmus. The launch was strange and it took the scientists quite a bit of time to run simulations to find out why one whole half of the launcher would shear off when staged. The cause of the misfortune was one phantom strut dropped by some-soon-to-be-fired-Kerbal. Once the problem was fixed i managed to deploy the Kethane sats and mine 16000 Kethane and rendezvous with the Science Station around Kerbin with 8000 left i converted half and transfered the rest. The KE Miner is still attached to the Science Station. [table=width: 500, class: outer_border, align: center] [tr] [td][/td] [/tr] [/table] I've uploaded the save file to the Official shared folder, Upload your finished archive to the folder Points claimed: 10 - Completed within six hours 10 - Complete the previous objective 10 - Posting a new objective 15 - Posting a couple pictures or a video of your mission 15 - Deploying an asset into orbit (KE Miner Attached to Science station, 2 KE sats around Minmus) 30 - Following all five rules TOTAL : 90 Next Challenge: 1. Build a spacecraft capable of a round trip from Kerbin orbit to the Mun orbit while towing, while carrying 4 Kerbals with an towing payload capacity mass upwards to 30-50 with a minimum of 2580 Delta V. 2. At least 1 of each docking port is required. 3. Once built dock with the Science Station which is orbiting Kerbin, where the spacecraft will be on stand-by. This is going to be a general purpose space tug to and from the Mun maybe even beyond. Design the craft accordingly. Have fun!
  10. I Have the file! Thanks Psuedo I have been watching this thread for a few days before i decided to jump in.
  11. You could use ion engines as an close rendezvous cargo transfer space tug and as linear RCS system.
  12. Go to your save folder Open the ship folder within Open the VAB folder Find your craft file and open it in notepad. (you can do this by drag the file onto the notepad window or opening notepad and going file -> open then change the filetype to all and doing the above.) Change the type = SPH to type = VAB this is what the first few lines will look like: ship = RT COM version = 0.21.1 description = type = VAB
  13. I have been using a lot of SSTO and ground vehicles as support. (refueling, crane for cargo, tug, crew transfer) The goal has been to do as much as possible without recovering old ships/vehicles for crew and fuel. I would enjoy having the option to add crew to active vessels in three ways: 1. From the Astronaut Complex building in the space center add the option to select any vessels close enough to the Astronaut building. 2. In game drive up to the Astronaut Complex and right click on the door to bring up the Astronaut recruiting menu to assign them to eligible vessels. (see #1 for requirement) 3. Same as the above 2 except if the player chooses to have the Astronauts stand outside the Astronaut Complex for a ride.
  14. JDP I have a suggestion for Remote Tech: When taking control of multiple ships at once have the option to group them into one command box as to make landing 3 landers at the same time easier. Also add the option to remotely stage. Thanks I'm having fun with Remote Tech! Edit: Also the retro grade computer doesn't know where the retrograde is when landing. Luckily there is a surface function. Edit: Also Mechjeb control doesn't seem to work for other ships even if they are right next to you while under remote control. Would be nice if there is anyway to make this work. Edit: For MechJeb control it only works IF you engage the auto pilot while controlling a ship before you switch off it. Mechjeb will continue to run on the previous ship but no remote updates can be given to update the Mechjeb on the other ship. Which isn't anything Remote Tech contributes to but i think its possible for remote tech to talk to Mechjeb on the other ships.
  15. Exhaust damage from my experience most of the time no real damage will happen but might stop the engine from pushing your launch vehicle. This happens when a part is behind the business end of the rocket or jet. Destroying parts with 6 or 8 sepratron motors could be a problem. As for re-downloading the game if you have already bought it there is no need to worry it wont cost you anything more. The only mod i could think of which might increase this effect is Deadly Reentry but its been ages since i last used it i wouldn't really know.
  16. Floor #120: Your aboard the S.S.V Normandy and Tali'Zorah is taking off her helmet.
  17. [table=width: 900, class: outer_border, align: center] [tr] [td] Challenge #95 Complete Total Kerbals lost: 2 Total Extra-Kerbin landings: 9 Next Event:Act Corp Station Transfer in 5 days Here is a video of the challenge http://www.twitch.tv/actzoltan/b/421151224 Got the Sampson into orbit and docked with the TwinTank This is the next challenge: The Act Corp. Duna Hopper Fuel ship [/td] [/tr] [/table] My Challenge: 1. Get the Act Corp. Duna Hopper Fuel into orbit. 2. Set an alarm clock for a duna transfer. Flight tips: 1. Watch fuel 2. If there is still enough fuel in the launch vehicle by orbit don't detach it we can use it for the duna burn. 3. At the bottom of the ibeam column is a probe part where you can set control there. Action groups: 1. undock both ships. 2. open parachutes. 3. toggle engines on both ships. 4. toggle nuke engine. https://docs.google.com/file/d/0B-_wvk1PMfr9amNBWmdCbW4xY1E/edit?usp=sharing
  18. Challenge Accepted! Update: Got into orbit and docked with the twintank working on my challenge
  19. [bug] Too many docking ports cause lockup and crash when using engineer. My craft is stock and designed to travel and land on different planets then return to kerbal doing so by using modular fuel tanks and landers to make an appropriate lander in orbit. when i attach the standard engineer redux onto my orange tank to find out my deltav the client freezes and i am forced to restart KSP. I tried removing all engines but 1 still the same thing happened. [table=width: 700, class: outer_border, align: center] [tr] [td][/td] [/tr] [/table] Here is the craft file https://docs.google.com/file/d/0B-_wvk1PMfr9T0t1ajhaZ3RmLW8/edit?usp=sharing
  20. [table=width: 900, class: outer_border, align: center] [tr] [td] Total Completed Challenges: 89 Total Kerbals lost: 2 Total Extra-Kerbin landings: 9 Video of Challenge: http://www.twitch.tv/actzoltan/b/413748647 Made it to Minmus with the Observatory found a nice flat area Success! The Astronomers from the Observatory have taken this opportunity to have a group photo. [/td] [/tr] [/table] My Challenge: 1. Clear the launch pad 2. Transfer Sr. Kemrins interplanetary ship to moho (time warp 5 days if necessary) use http://ksp.olex.biz/ if you need to figure out how. Ill revise my flag conquest ship and lower the part count more before i put it up again next time i get a challenge. This just means i get to add more bells and whistles! https://docs.google.com/file/d/0B-_wvk1PMfr9eHkySTFvR3IxeHM/edit?usp=sharing
  21. [table=width: 900, class: outer_border, align: center] [tr] [td] Total Completed Challenges: 87 Total Kerbals lost: 2 Total Extra-Kerbin landings: 8 Total Rescue missions: 4 The Act Corp. Bace Buggy Has all the Kerbals except the Jeb and Bill on their adventure. This is your next challenge the Act Corp. Long Range Probe. This is where you dock with the Act Corp. Duna Habitat. The goal is to balance out the center of mass. [/td] [/tr] [/table] My Challenge: 1. Get the Act Corp. Long Range Probe to orbit 2. Rendevus with the Duna Habitat and dock where the picture above shows. 3. Deorbit the launch vehicle. Not relevant information for this mission: Action groups for the Bace Buggy 1st group toggle solar panels. 2nd group toggle science instruments. 3rd group toggle ladders. If you drive with the solar panels open they will break. https://docs.google.com/file/d/0B-_wvk1PMfr9b0pwOVJ3VHpuMkU/edit?usp=sharing
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