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MaddPhish

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Everything posted by MaddPhish

  1. This thing gets rave reviews, but so far no matter how I play with the sliders even the most basic 4 poster craft riding rockets offering near instantaneous throttle response leaves the craft wobbling like a quarter nearing the end of its spin on a table. I can get it to stop while not using Kill Horizontal Velocity and turning off any steering authority, but this basically guts functionality. Even adding little rockets to maneuvering groups leaves the mains trying to do the steering themselves meaning the problem still rears it's ugly head. Edit: Also this thing seems to be killing SAS as soon as I enable it. Is this normal behavior?
  2. This is just gorgeous. Developing my own modules to customize my base, starting with a sort of base for a base module that I can just stack parts on top of for whatever I need. Notably I'm adding KAS for easier ship servicing and removing some of the finicky aspect of parking against a docking port. Still the fact you managed to do it all stock is just amazing stuff.
  3. Threw together a quick Skylab for it's 40th.
  4. Ever since I've picked up KSP again after the .21.0 and .21.1 patches I've noticed I'm having trouble keeping wheels intact on rovers for checkout on Kerbin. Just driving down the launchpad ramp or turning is enough to break wheels. Anyone else noticing this?
  5. Already rolled my Science Tank, and luckily the only thing I lost was solar panels on one side. Which is why I'm building my next rovers low and wide just to prevent it alltogether. Anyways, can we get some better lit pics to see more details?
  6. Just aerobraked into Duna orbit. Crew got a good view of the landing site of my first Duna mission as they went screaming 9 kilometers over head at 1.5 kilometers per second.
  7. Thanks. Just didn't want to get too far into a mission and find out my destination wasn't possible. Delta-V is the one thing that nuclear stage has to spare.
  8. So, sent two ships towards Duna. One was a relaunch of a mission I accidentally ended. The second was a Kethane support structure and crew return vehicle stacked on top of a nuclear interplanetary stage. Ejection for the second ship too longer than I thought it would, due to low TWR and the phase angle after the necessary passes to finish the burn the phase angle was 359.55. Will this half a degree prevent me from rendezvousing with Duna properly? Edit: Closest approach according to Protractor before leaving Kerbin SOI is 1.13Gm. Mid course correction should bring that way down, but this is the first time I haven't departed within a tenth of a degree of optimal phase angle.
  9. I accidentally hit End Mission instead of "Return to Space Center" on the science tank....Oh well, making some improvements and launching it again at the next window, along with some extra goodies
  10. I landed Science Tank on Duna! Ground controllers were appalled when the first words from another planet were "FIRST! Finally beat you to something Jeb!"
  11. I built a science tank for exploration. Just need to decide what kind of stuff I want to place on the back now that I got the crew a driving cab and a place to sleep on it.
  12. Tried it before and fitting all the intakes and jets just kinda got annoying since I'm more interested in building the payload end. I do however use B9 SABRE's for my reusable rocket.
  13. Launching a new fuel can to my station and caught a beautiful Munar eclipse of Kerbol on the way up.
  14. Behold, the Little Bird, the name being a hold over from when it was about half the size and meant only for running up to hypersonic speed and futzing with CoM shifts when the fuel burns down. It's capable of reaching a 100km x 100km orbit with enough gas left over for a rendezvous to a fuel station or reentry...Not sure what to do with it since it's only crewed by 1 Kerbal and no payload, but perhaps one day I'll send it to Laythe. Still figuring out a reentry profile to hit KSC's runway, but it glides a bit like a brick, with the Velocity Vector showing 15-20 degrees down when held nose level, but the glide is long enough to conceivably land...However it does seem to improve once it goes subsonic for whatever reason. Anyways, pics and craft files follow. Oh and a set of SABREs and a turbojet from B9 really makes this thing sing. Plus those SABRE intakes are sweet. https://www.dropbox.com/s/afk3939sa657vbr/Little%20Bird%20stock.craft
  15. Played 250 hours and it's all been rockets so far. They're fun stacks of explosives that are simply great for brute forcing huge chunks of metal into the sky. Decided to finally toy with spaceplanes and the aerodynamic parts are causing me fits when trying to get them to fit together into a decent wing. Once it gets on the tarmac aircraft tend to be very floppy. Struts are unsightly and I can't get wing panels to 'bond' to two different nacelles to the plane's working parts sandwiched between two layers of wing like I've seen on so many SSTO's in the space craft exchange. Can any other rocketeers offer plane construction tips or tricks?
  16. Thought about them, but Kerbal EVA packs have quite a bit of delta-v. Might dock them with KAS and store them inside the cargo bay. I'm sure a better builder could make it look more true to life, but I'm proud. But I do have seats from the DEMV MK2 motorcycle. Here's the craft file:https://www.dropbox.com/s/5f7z3titlype2cp/Toybox%20DS-12-2.craft You'll need B9 Aerospace, the latest version of Kerbal Attachment System, Mech Jeb 1.9.8, Empty tanks, and possibly KSPX. The Nova SHLLV was used to put it into orbit. If you fill the top 3 tanks you might experience some center of mass shift that causes the craft to want to pitch up under thrust. I only fly with the 4 small tanks full as the LV-N's barely sip on them. The LV-45 feeding only from the FL-400 was a happy accident. It rations fuel to it for me so I don't accidentally gobble up a huge amount of fuel while I'm keeping my eye on the Navball.
  17. After the catastrophic failur of a 247 part ship, the Solar Sailer 2, the 100km orbit of Kerbin is in full blown Kessler syndrome. I wanted to see what all this debris would do, that and several parts of a Munar base count as "debris" when not being towed by the Munar Prime Mover, so setting the debris slider to 0 was a bit problematic...until I remembered my favorite space manga: Planetes. Gentleman, Ladies, Kerbals, I give you the Toybox DS-12. The Toybox rendezvouses with debris and uses the Kerbal Attachment System to reel it in. It can be left on the hooks/magnets and then adjusts to a sub orbital trajectory before ejecting the debris and reboosts itself. 3 LV-N engines provide the main maneuvering power while a Lv-45 is available for when larger TWR is needed for say....Reenacting Fee's nicotine deprived heroics. The Toybox has quite a job ahead of it, but for now I'm going to be taking apart a copy in the VAB to determine all the mods needed before posting the craft file. A quick assessment is MechJeb, B9 Aerospace, The latest version of Kerbal Attachment System, Empty Tanks, and KSPX. I should have wrote it down as I was building, but i was on a roll.
  18. If it ain't the Kraken I'm not exactly sure what to call the wierd harmonic wobble that sets up in some of my ships that are masses of trusses and struts, but I do know there are some I can just set on the pad and wait for about 20 seconds for them to shake themselves apart.
  19. Funnily enough that's why I'm leaving all of it up there instead of zeroing my debris slider. Kinda wanna see what it does. The fuel station is on the same orbit, but on the far side of Kerbin. Kerbalcoms are in GKO and the Solarsailer is due to tug something to Duna soon as the phase angle gets where I can start applying the Oberth Effect properly.
  20. That is great. Also captured the aftermath of 274 part Kraken victim in LKO. One chunk it hurled into an orbit 150km higher than the ship was orbiting at the time. The destruction itself was quite a sight. A bit of the ship was wiggling a little, which turned into a harmonic wobble that spread across the ship and intensified into a glorious explosion. Good thing it was unkerbaled.
  21. Love this stuff. Tried the heavy docking port, but I can only ever get one or two ports to lock together, leaving rockets still floppy. A good idea for stock strengthening, but for me Quantum Struts are the solution I turned to. I'd also built something similar to Zeus, but with only six NTR's. I just stick a truss and a decoupler where the center engine goes.
  22. I spend most of my time docking creeping in at something like .3 M/s and burn and ungodly amount of RCS fuel. Also use mods because the stuff people make for this game is just too neat to pass up, but I've been thinking of doing a second install for stock only.
  23. No fancy name for it yet, just kinda refer to it as the Spine. Still building and testing stuff I want it to serve as a fueling station for. The big orange tanks are full, and the nukes on them are there for efficient deorbit for when I'm done with them. It's just as easy to launch a whole new tank and dock it up as it is to dock and transfer, so they've got probe cores and such get them out of orbit. Pondering modules I'd like to put up on it for now.
  24. That looks like a very large engine for landing and taking off of Mun with. Ideally you should have a small stage to do the braking burn for you, basically zero out your orbital velocity cut it loose and just let the lander drop and kill vertical velocity just before landing. Lights pointing towards the Munar surface are good for judging how far you are off the surface. This approach should save the maximal amount of fuel in your lander as possible
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