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Posts posted by JebDynamics
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Are you counting control surfaces as wings, because flying without elevators/ailerons isn't controlled flight, rudders are optional.
Here is my easy entry:
13 Parts:
1 Command Seat
2 FL-T100 Tanks
1 Jet Engine
1 Radial Air Intake
2 Structural Wings
2 Small Control Surfaces
1 OCTO2 Pod
3 Landing Gears
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Spreading cheer with parachutes and jets!
6 Gifts (+6) delivered to the Island Runway (+10).
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No proof they landed safely last time, so I ran it again and landed to confirm the system works.
Use your judgement on points but I'm only claiming 16. Happy Holidays!
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Thanks for the new resonant orbit feature of the maneuver planner, I had cooked up my own solution ( before I lost the ability to compile somehow ) for use in launching satellite constellations from one ship.
Thanks a bunch for your work developing and maintaining this mod.
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Habitation: 2 Hab Modules and a science lab for 10 long duration.
Supplies: The converted fuel tanks of the solar arrays are large, strong and only one part.
Safety: A docked crew transfer vehicle serves as an escape pod.
Manueverability: The station core holds all of the rcs and reaction wheels used to orient the station. Control is centralized which seems to help stability and the ability to recover from wobbles.
Usability: The station is a orbital laboratory intended to process samples for return to the surface. The station is intended to be continuously manned and serve as a foothold in space for kerbal-kind and provide unique research environment, developing the technology to expand our frontiers.
All of the components are launched atop identical first stages.
The second stage is designed for pin-point landings. 120 LFO is enough to de-orbit and suicide burn.
A freighter outfitted as a tanker, also carrying a berthing adapter bound for the station, but first a visit to the propellent depot.
I got lots of ideas from this NASA proposal.
Plenty of single solar panels to ward off probe death. I was forgetting to extend panels and time-warping, causing the battery to drain and loss of control, ruining the mission.
Thanks for looking.
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Tested my vehicles and stations with the new version:
<iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/2cSil/embed"></iframe>
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Here is my attempt -
Flight Time: 11 min, 39s
Max Speed: 2153 m/s
Distance From Target: <100m
Payload: 6 RTG
I use MechJeb2's Ascent and Landing Modules as guidance, doing a small amount of manual flying switching from one to the other.
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Banned for looking at me funny.
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When burning from 24km:
LV-T30s give me 215kN of thrust at ~360isp and weigh 1.25t
Aerospikes give me 175kN of thrust at ~390isp and weigh 1.5t
Doesn't that give T30's the edge for this use? ( I'm still a little confused about comparing thrust/isp between engines )
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I had a speed of 1300 m/s at 26,000 and soon after I turned off my two jet engines and turned on my 3 nuclears I started losing speed and altitude
The nuclear engines have too little thrust I've found, I have much better luck with LV-T30's.
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You close the intakes AFTER you attain more than 1,200 m/s with the jet engines, at an altitude of around 24,000 to 25,000 meters. This is why some people can't raise their rocket engine speeds high enough to attain insertion, because they haven't built up their jet speed.
That is what I said, maybe I didn't make it clear enough. Intakes need to be closed when your are burning/coasting to apogee.
Simplify? It just takes ONE keypress to toggle a custom action.I find it simpler to have one hotkey for all intakes on/off. I fly up to 24km as fast as possible without flame-out due to low airspeed.
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Which is precisely why you bind their open/close controls to a Custom Action Key (1...9 keys) so you can ONLY OPEN THEM above 18k meters by pressing the appropriate action key, and up there, where air is thin, drag is negligible, and your jet engines can enjoy more operation time.
I've been leaving them all open to simplify things for myself, but I'm sure there are still ways to optimize the ascent.
It is critical that you close the intakes when escaping the atmosphere, otherwise the drag will prevent an orbit.
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Intakes add a lot of drag. The design I've been using can get 3 tons of cargo to 80km easily, and up to 5 tons with careful flying ( it gets very front heavy making pitching up to escape the atmo difficult ).
It uses about 300 LF to get to 24km on jets, then around 1000-1200 LFO to get to orbit.
Pictured in orbit with cargo behind ( 4.5 ton spacelab )
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Build a comsat network with RemoteTech and map every planet you can with ISA MapSat, that's what I'm on anyway.
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I try to de-orbit stages but inevitably engine fairings and stack seperators get left in stable orbits. I leave them there and .20 does a good job of hiding them, but occasionally I like to admire my debris rings.
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Last night I began a game using RemoteTech. I made extensive use of MechJeb2.
I first put two relays into geostationary orbit ( ~.5m/s surface vel. ) so that Mission Control can be reached no matter Kerbin's rotation. These are manned missions until a suitable network is established or I get the hang of remote control maneuver nodes.
Next, I put a comsat relay around the Mun, landed on the surface, and returned the lander. Then I put the next mission with 3 rovers and an additional satellite in 3Mm Kerbin orbit.
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Memory
( 1 2 10 )
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Routine ( 10 char )
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Dres 8H - Space Lab with delivered payload.
Dres 8R - Lifting off.
Dres 8R - Escaping Kerbin atmosphere. video [6:20]
Dres 8R - Switching engines on too early during reentry. video
Dres 8S - Satellite Launcher in SPH
Includes:
8H - Cargo Lifter ( empty )
8H - Space Lab
8H - Space Tug
8R - Extended Range ( 300km Kerbin Orbit )
8C - Crew Rated
8S - Satellite Launcher
Flight Instructions:
Horizontal Take-off: Cut Throttle ( X ), Stage to release clamp, Stage to activate engines, shutdown rocket engines ( 3 ), throttle up jet engines, at 100m/s ground speed begin controlled pitch up to 70deg.
Vertical Take-off: Activate jet engines ( 1 ), full throttle and allow jet engines to spin up, stage to release clamp.
After: Fly up to below 24km altitude, pick up as much orbital velocity as possible ( ~1.4km/s ), enable RCS, activate rocket engines ( 3 ), close intakes ( 2 ), shutdown jets ( 1 ), pitch to 45deg and burn to escape atmosphere.
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Lab . ( in spaaaace! )
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Gun ( preferably warm )
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Lawyer
67890
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overheat .
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Reentry of a spaceplane.
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Welcome to the forums!
So are you going to use Stimpy's rule set for the campaign, or do you have your own worked out? If the latter, feel free to share details.
The rules I have are inspired by Stimpy's. Here's my notes: link All values are placeholder.
The How Fast can you get around Kerbin-in-a-plane-challenge!
in KSP1 Challenges & Mission ideas
Posted
I can take off, turn west and flying counter to Kerbin's rotation at ~2200m/s and 29km and cross back over KSC in 32:05. I use MechJeb's ascent guidance to fly to cruising altitude and Smart A.S.S. the rest of the time.
Landing is the tricky part, 36:06 is my best with a landing that shook a engine loose.
The current iteration of the plane.
.craft