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protoz

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Everything posted by protoz

  1. There is some serious issue w. my craft when i use m27 overview cockpit. It took me way too many hours to figure this out but when i replace this cockpit (the most left item in the screenshot) with 2.5 tons (2 kethane drills 1 kethane detector) the craft works just fine. This is a ssto interplanetary rover i have and the issue i had with it is that it kept swaying front and back w. unexplainable behavior until i got rid of the command module. I do have a small probe core which i took control from, so i wasn't even controlling this vehicle from the m27 cockpit and it made the craft highly unstable. The cockpit kept rocking my craft back and forth as stated earlier, is it maybe the orientation of it? I figure that woudln't matter since im not even controlling the vehicle from it. Edit: the best way i can explain the issue is this. Its as if the m27 cockpit is weightless when i first start the launch as my craft tilts backwards basically 90º from vertical takeoff then it tilts frontwards and doesn't stop.
  2. What good are new planets if the existing ones serve no purpose. Would you rather have 10 Muns and 10 Dunas or 1 Mun & 1 Duna where you can colonize( landing a hitchker pod w. 4 kerbals doesn't count as colonization), harvest its resources, or establish a purposeful base.
  3. Theres no colonization in the game its only your imagination, until it serves a purpose stick to building space station.
  4. I got the Dres craft complete but i can't test it as soon as i hyperedit it w. <1 FPS (590 parts) it starts a spasm and blows up, & w. unbreakable joints on it won't stop going crazy. I think this concludes my ion testing, which is limited by this game's engine as it cuts off the ability to create crafts i want to create as they are severely limited by part count which cause unplayable fps & kraken spasms. Also one other thing that frustrates about electricity in this game is there is no middle ground. Lights, probe bodies, wheels, science modules require next to nothing, while ion engines being nearly obsolete require insane amounts. Heres the Dres hovercraft if anyone wants to give it a test, cause i wasn't able to. https://mega.co.nz/#!SMIz0SZZ!PBrHQ2tP4gdxa4tuvPPw23qrsd5bksNsFtPLiqHCqvw I might over overkilled it for Dres one w. 24 ion engines, im gonna revert back to 16 as i used for the Mun one and go from there, 590 parts is just too much for this game.
  5. Mun's not possible the .craft file in this thread for Mun is the best thing you can optimize.
  6. This is how a ion 1hour hovercraft for Dres looks like.
  7. Also with seat + xenon gas + 1 ion engine & not counting anything else. You can only add up to .089 mass for it to hover.
  8. Ya minmus shouldn't be any problem, although you probably don't want to spam batteries, thats a Mun thing for unsustainable hovercraft which i have .craft in this thread. You want to cancel out your power consumption instead of battery spam. On sidenote, I've just completed the Dres hovercraft. 1hour 12 minutes, sustained flight, has seats & docking port so you can recharge it and impossible not to land correctly.
  9. The only drawback to the small panels, which are most efficient, is the part count. Meant to reply in one post.
  10. http://wiki.kerbalspaceprogram.com/wiki/Parts just look at the efficiency for solar panels, i think thats what your looking for.
  11. https://mega.co.nz/#!GMx1Bb7Z!ex-MfHeZqXC8GGd39OziuwbUsyoD2skot10gho2QYas Heres the .craft file, i did some more tweaks on it, its perfect besides the left side in mass/thrust hanger view, i don't know why. If you add anything to this it won't fly, not even .001, you've been warned. Its stock + mechjeb, which i forgot to remove off the craft. Let me know how it handles.
  12. I'm looking at Dres or Minmus, Dress will have 2x more yield cargo space & Minmus will have 3x. I have no doubt minmus will be self sustained stay afloat for hours on end, same with dress just with less xenon gas. I mean Mun... it came down to getting rid of a single light, or a seat, but it turned out mechjeb was giving me .008 off on the weights from hanger to runway, so i was able to keep both w. .005 mass to spare. Solar panels i used are the most efficient, they are more efficient then the 2x3 OX-4 Photovoltaic Panels ones by .0042 for every 2e/s, and yes the, it comes down to those kind of little numbers. The craft i ended up with, if its .005 over, it won't fly until you burn some xenon gas.
  13. After testing this firsthand on the Mun, i have to admin it was a lot of fun. It handles really nice, i did use cheats to get infinite energy to see how it maneuvers. W. cheats off as stated above, it will run for 6 mins, 10 seconds at a time, w. .013 thrust. It the finished product is essentially the picture ontop of this page, i just re-arranged solar panels. Heres it in action. Its somewhat doable on Mun, i have a pretty optimized version, on anything less then 1.63 gravity is what im looking forward to now. Dres's 1.13 will make it 50% easier then Mun, so i think i can make one that hovers for up to hours self sustained.
  14. After some number crunching this is what i came down to. It will hover if you can get rid of .05 mass. That means, the seat has to be removed. So it will hover to an extent of battery life & then it'll require recharge, and its 8 ion drives on 1 xenon gas. It will have .013 thrust, exactly 6 minutes of fuel, and 9-10 seconds of hover before battery needs recharge. Its a lot better since it requires 5x less power.About my previous statement, i lose .08 mass from hanger to runway im not sure whyb but the seat can stay. This is the best thing i could come up with as mentioned earlier.. 6 mins of fuel, 10 second hover + seat + light, and nice rover control while not hovering. Well now thats been done, i think i could probably take on Minmus w. a hovercraft that can hover for hours lol.
  15. I haven't tried KSPX yet & it doesn't seem like theres a wiki for the parts, i don't know what the medium thruster specs are.
  16. Ya i'll make that in a sec, kind of defeats the purpose of having 4200 ISP ion engines if you have to cycle them.
  17. Its not possible, at least not on 1.63 surface gravity or on Unity's single core capabilities. This is what i came down to. 800 parts, not even the bare essentials yet. It literally took a minute to load this thing on the runway, and this rig can run any game on max w.o a problem, i could of swore i played .19 with a +2000 part spacestation and loaded faster then i did just now. But regardless I got 16,000 battery power, 0 xenon gas and .91666 free mass in those screenshots. Unless you think you can fit enough fuel and additional batteries on .91666 mass and willing to play at .005 frames per second, this isn't possible.
  18. Making this thing is not easy, I came down to this layout. 4 ion + 1 xenon gas leaves you .0872 free mass or 19 solar panels this will cancels out gravity on the Mun, any extra thrust will make you float. Given this, it takes 16 solar panels to power 1 ion, so clearly you can't scale this w.o a massive battery storage. Using 8 ion 1 gas setup leaves you with .1361 free mass. I don't want to make a craft that has enough fuel for 1-5 minutes, or one that has enough battery life for few seconds, this requires massive scaling and precise calculations. Possibly the hardest thing i've set out to do.
  19. Easy, put down the landing gear, turn on SAS full throttle, go to the kitchen & come back 5 mins later.
  20. SSTO, interplanetary miner/rover, mobile base, hovercraft, 2 small rover bays, easily attachable & detachable(WITH SEATS!!!!!!) Stock + kethane.
  21. Ya sorry, i thought i was posting in some community megathread.
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