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ImpulseSpaceCenter

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Everything posted by ImpulseSpaceCenter

  1. Few tips: As everyone says, pratice docking (with all the port, small/med/large). It's very important for docking. For the spae station, start small, and then build it up to bigger. I personally build the whole space station first (with the docking port) to check the light and look of it. Then I disasemble it to send it small piece by small piecces to orbit. This will be my refuel space station (I did copy a bit some of the other player design I liked) And this is the orbit one so far (3 modules one plus the tug) Oh and don't forget to put light!!! especially around your docking port (either on the station or the docker)
  2. It's call fairing (for your futur research) There is lot of mod. I just asked the question on the How to section to make them stock part http://forum.kerbalspaceprogram.com/showthread.php/34502-How-to-make-a-payload-fairing-with-stock-part You can see how people did it with stock, or use http://nathannifong.com/FairingFactory/ or on space port look for fairing.
  3. He mean that after you decouple, you have 2 ships now, so you need to switch from one to the other using the [ and ] key (default key for a qwerty) There isn't any demale/male for docking port, as long as they are facing eachother just like you did it's fine. When you "Dock" two ship in the VAB, you don't see any undock but decouple will undock it. You only see undock after you have docked in game.
  4. It's probably why I couldn't find it wasn't looking at the good youtuber! It's exactly the video I was thinking about! and He has a craft file so it's awesome! Thank you.
  5. Already saw that, cool concept, but it's not stock part so it's not what I am asking for.
  6. Thanks, this is exactly what I wanted I haven't fully understood your explaination, but I didn't thought of the radial decoupler! From the images on your angara family I don't see where it's attached to, but I will have a look at the craft file.
  7. Hi all, I have seen a few craft that have some payload fairing (or even a box around the rover for landing etc;..) that are made out of stock parts (the grey panels). I just can't find out how does they attach the decoupler (it seems tey use a decoupler and separatron). when they eject everything. I sadly can't find either the post or video where I saw those craft! I know scott manley have a video where he lands a rove on duna hidden in a box, but I can't find that video anymore and I have seen a craft that have proper payload fairing with those panels and cant find it anymore! So if you guys know to how make them and/or have the link to one of those craft file, I would be happy! Thanks in advance
  8. The one from the wiki: http://wiki.kerbalspaceprogram.com/wiki/Tutorial:Advanced_Rocket_Design I just want to be able to go to orbit around any planet with it, with margin for error and trial, and return to kerbin. Then it will carry other smaller ship that will go on missions to the moons/planets. So i also need fuel to refuel them. and enough extra Dv to compensate the weight of those ships (20ish tons each, 2-3 ships, 1t rover by as much as I can etc...) There won't be staging, but also no launch Dv needed. What take the most weight are the command modules and hitchikers. I got a smaller design with about 10k Dv, but I need to get a launcher for it as it's in one piece and aronud 200t. my launcher got the struts breaking making everything explode. Edit: Obviously, once I can get refueling station around each planets, it will be easier)
  9. Thanks guys, I played around a bit with all the numbers and stuff, to find what is the max deltav the game can offer (about 17k for liquid fuel), but one think I haven't really figure out is that the equation does not considerate directly how much fuel we have. With Nao graph, if I uderstand well, if I want more delta-V I need to have my fuel taking as much mass as possible.
  10. They are all connected with either fuel line or docking port (which are set for cross fuel capable). I think it's just that the links and ports are disturbing Kerbal engineer. Thanks for the info. I guess I need to decide of the amount of engine depending on the acceleration max I want. I think I need to rethink the design, and may be use less cupolas and hitchikers, so i can free weight for the equipment too. I would like to reach a nice 12-15k Dv, so it would be around 9-10 with the rovers and stuff.
  11. Hi, I have build that massive ship to see if I can use it as a capital ship for my kerbal. But I am not sure of the available delva V I have! Kerbal Engineer tell me it's 1,189m/s but I think it's wrong so I have had a try at the equation myself Mass Full tank: 259.574t Mass Empty tank: 99.574 ISP: 2-6-8 Nuclear : 800ISP 60Thrust Poodle: 390ISP 220Thrust All: 579ISP delta V: 2-6-8 Nuclear: 7519 Dv Poodle: 3666 Dv All: 5161 Dv Are my calculation correct? I think most of the burns will be done with the Nuclear engine as the ship stay in vacuum all the time, the poodle is here in case I need a bigger thrust. How can I improve my Dv? I guess removing mass is best way to do it?! It's mainly fuel in it. Except for the cupola and hitchiker. And this is without all the equipment to bring (rovers, tugs, probes etc...) Also How do I calculate my accelleration? So I know how much I acccelerate with my engine set up. Thanks in advance.
  12. With good lighting (you want side lighting so sun rise/set) and low orbit, you can see some easter eggs on the mun (haven't yet tried other places) The rocket is pointing at a mun arch I found. there is also a mod call Kubble space telescope http://kerbalspaceprogram.com/kubble-space-telescope/ Others way as rovers are quite slow, it's to make a hover craft that would be able to travel greater distances fasters! but will requiere fuel
  13. It's good to know and it make sense. I like how you put the avionic! it doesn't look too cheaty with the clipping and it does have a nice appeal.
  14. I think on the map view, if you bring your mouse to the center top, you should have a GUI appearing that will allow you to select what to display.
  15. ok I tried and it works now! I do start with the mose pointing down a bit (the trim is 1-2 bar [not sure how many degree is a bar, seem small for 5°]) and once I arrive a some point the noise is pointing up a bit (same 1-2 bar of trim). I guess now it's a matter of center of mass moving. I do need however to get the aerospike again and remove the 909 as I do loose my intake at 28km high. (I would love to have a bit more so I can reach those 1500m/s)
  16. I need to try but I went for a quick check in game and I guess we have a winner! Last time I had that problem (when trying to make a VTOL), it did happen at take off not that far long after! I'll try to fix that and try again! also Is there a way to geet better intake without having to stack the ram or put lof of ineficient radial?, I don't really want my ship to be full of 1m tube for air intake!
  17. Thanks RoboRay for the explaination, I would really like a place where I can learn all that! the wiki barely explain anything! And I don't know much about aerodynamic (except for kiting, pull the bar, more drag-> more lift -> jump higher). I will see what I can do to move that CoM, may be switching some tanks around! Would it be a difference between shifting the CoM foreward or shifting the CoL backward? Aviononic-> I would love one that is not nose cone! where could I put it? ASAS -> That's ok but I would like to be in the plane as it move so fast when I try to bring it up or down manual trim -> I have played a bit with it but I feel like it need too much trim at the moment!
  18. Never tried the shielded ports! and I thought a space plane are the best reasons to try them! I'll still be able to switch to a normal one if needed! I will try for the CoM, if it move backward, behind the CoL in my current case, shouldn't the noze go up instead of down?
  19. Hi, After I have managed to put my first simple SSTO into orbit, I am now trying to get a more usefull one (with a docking port) into orbit. I have a problem that when my plane reach 15km high (some of the design it did happen at 20km), my plane just nose dive and loose all of it's speed! I don't think it's my CoM as it should move backward. I have tried to add more control surface without success. more wings for lift without success. avionotic or ASAS fail! It's not the speed as it was doing it at 1500+ m/s with some design and just about 500m/s on this design! Here is a screen of the plane in the hangar Also this may help, Usually i have about half of the intake off, and when I reach 10-12km, I open them (as I reach low intake) and my plane just have a small nose dive (that I can get back on control). ANSWER: CoM a bit more forward for more stability and more importantly, CoT align with CoM!
  20. I guess I will give it a try to low orbit. Mun should be ok, If I remember well what I saw on the wiki, the highest place is 500m on mun. Minmus will be harder so. and then rover time I guess or something a bit faster that hover. I don't know why but I like to keep it vanilla (I only use kerbal engineer during construction to know the weight), but I do hope we will have more science/exploration stuff like telescopes. May be I will have a look at the telescope mod to look around.
  21. humm that's cool. that mean I just need to look really hard, because I was about 9km when I saw the arch, and it was small!
  22. Hi, As I was playing doing low orbiting on the mun, I manage to see one of the easter eggs on it. And I was wondering, at what maximum orbital distance from a planete does the game render the easter eggs? I would like to try to find them using low orbital pass and just the vanilla game (no mod). Since I don't know where they are.
  23. (Sorry my last post went all buggy when I tried to edit it) Hey Kerbans, Let me introduce you to Batty Kerban, Impulse Space Center CEO, and our mission logbook. Our aim is to explore and discover the fabulous space void. We are strongly caring for your fellow kerbastronauts send outter space and make sure they can return home safely. ----- Those are my game rules: - No mod that change the vanilla game or add part (just using subassemblyloader) - Maximum debris in the option - No "end flight" unless we are at the space center - Being RP. Let me know what you think of the logbook idea. You can also follow us on the reddit impulsespacecenter ----- Log Book {WIP} Project Whiteout Commander: Batty Kerman CloudSign I CloudSign II III IV {WIP} Project Protostellar Home Commander: Jebediah Kerman Core & Solar Power
  24. Hey Kerbans, Let me introduce you to Batty Kerban, Impulse Space Center CEO, and our mission logbook. Our aim is to explore and discover the fabulous space void. We are strongly caring for your fellow kerbastronauts send outter space and make sure they can return home safely. ----- Those are my game rules: - No mod that change the vanilla game or add part (just using subassemblyloader) - Maximum debris in the option - No "end flight" unless we are at the space center - Being RP. Let me know what you think of the logbook idea. You can also follow us on the reddit impulsespacecenter ----- Log Book {WIP} Project Whiteout Commander: Batty Kerman {WIP} Project Protostellar Home Commander: Jebediah Kerman
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