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Al-Horesmi

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Everything posted by Al-Horesmi

  1. Space Kraken Industries:"Whe have landed a plane on Laythe!" So at some point I decided to record evrithing I do in KSP. And that is what I've got so far. I think that talking in KSP videos is boring, so I usually just put music and some text. Also, most of it is done in 4x time acceleration. I think that this is some good content, so check it out.
  2. Why Mun? Vall would be better. Oh, I see, silly question. Now I don't know how to delete my post...
  3. Hey BobCat, I haven't tested your N-1yet, but in the comments I see that first stage is unstable. There is an easy fix for that. In config file there is a number that determines the sise of attachment node. Oddly, it also changes strength of the attachment. I found that out when I was working on Bull's N-1. Here is how it flyes now. I hope it will help you.
  4. "Argo" reusable heavy lifter So here is what i came up with recently. This craft is capable of delivering 36 tons of cargo to LKO, which is enough for most of your space program needs. But more than that, it is fully reusable! That means that all it's stages can return safely to Kerbin's surface. I was trying to create a reusable launcher for a long time, but all my previous attempts failed or I wasn't satisfied with them. My goal was to create a launcher that is fully reusable, able to lift significant amounts of cargo and relatively easy to fly. So that is why I came up with that thing. I dont like using air engines because they give you all sorts of problems both in KSP and in real world. It has two stages because if it had more, then launch profile would be too complicated, one stage must have freaking a lot of fuel. So here it is, "Argo" reusable heavy lifter. http://www./download/713aryk4jb4oclo/URB-1.craft Launch profile First of all, this mod is required: http://kerbalspaceprogram.com/tt-neverunload/ For obvious reasons. So bevore start you need to activate neverunload modules on first and second stage. So, the rocket goes just like your usual rocket. I usualy start gravity turn at 10 km. At 20 km rocket is 45 degrees inclined, and about here first stage runs out of fuel. Separation is a little bit tricky. You press spacebar, wait until first stage is enough away, than you can start Mainsail of the second stage. You continue your gravity turn and at 30 km your inclination is 20 degrees. When your apoapsis is 80 km, you can warp. Just use phisical warp and watch for the altitude of the first stage. At 2.5 km drouges open, you shouldn't be warping at this point. Usualy here you have to do your burn, so it is not a problem. When you are in orbit, you can switch to your first stage and see it splashing down safely. Second stage is simple. You just need to deorbit it and land. Because landing in KSP is always simpler than splashing.
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