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TheMontgomery

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Everything posted by TheMontgomery

  1. The cargo bays concealing the VTOL engines is a nice aerodynamically-minded touch.
  2. A+ retexture! Giving it a shot despite the possible clash with all the stockalike parts I've got.
  3. You know, I'd almost call this "overpowered" if not for the brilliantly-arranged IVA. Very nicely done. This basically needs to be stock already. Squad, get on that.
  4. Greetings, all. I've just got my feet wet with RemoteTech, and thus now comes the need to build a functional communications satellite network. So far I haven't had much luck in finding a good technique by which to deploy my satellites. I'm hoping to get a constellation of 3 or more in Kerbosynchronous orbit, in a roughly equilateral polygon, et cetera, et cetera. I'm hoping to do it in one flight, for example, having the carrier vehicle attain LKO, raise apoapsis to 2,868.75 kilometers, and transfer to such an orbit as to deploy the satellites at regular intervals... the problem being that I can't figure out, say, where to aim for a periapsis/semi-major axis such that the satellites could be released at regular intervals to cover the entire orbit. So, any techniques for tackling this, whether it be a single flight and the recommended orbital parameters for letting the sats go, or how to schedule multiple successive launches to effect something similar, etc. Thanks in advance!
  5. These numbers should point me in the right direction. Thanks, all! I'm Jool-bound.
  6. I'm curious if there's some approximate figure for the total delta-v needed to visit all of Jool's moon's--at least encountering all of them for science purposes. I'm hoping to design a large probe to visit the Jool system, with a "mothership" to orbit and map each of the moons, and dispatch separate small landing probes to each, as well (except maybe Tylo, given its gravity). Has anyone done something similar?
  7. I've finally created an SSTO that I can reliably and consistently get into a stable orbit (albeit with help from MechJeb)! I call it the Lech CTV (Crew Transfer Vehicle), Mark II, and it serves as a light crew transport to ferry Kerbonauts to and from the nascent Lazurgóra space station presently under construction in LKO. It's a bit airhoggy (2x Ram intakes, 4x circular intakes [i prefer the appearance], 4x scoop intakes for a single turbojet engine), but it performs well enough; I reach just under 1,600 m/s at around 25,000m altitude, and once the LV-909s get me into a proper orbit, I've got between 600-800 m/s delta-v remaining. Excuse the ladders on either side of the cockpit--I find that having egress on either side helps, since I usually find myself on side without a ladder after an EVA otherwise, it seems. A screencap of my apsides and remaining fuel.
  8. Yeeeeahhhh, if you could go ahead and link us to .craft files, that would be grrrreeeeeeaaaaat.
  9. Mine's pretty ad hoc at the moment, but it typically follows a formula with a given model name for some figure of Slavic mythology (Polish spellings or variants in particular, as a nod to my ancestry), and a letter/number combination usually consisting of some acronym for the ship's function, series number, et cetera. Occasionally I'll rename them in flight for specific missions. For instance, the current generation of my all-purpose space tug/construction vehicle is the Kowal OCV (Orbital Construction Vehicle) Mk IV (Kowal being Polish for "smith"). My principal Mun/Minmus/Duna-capable landing vessel is the Jarylo XV-R (Exploratory Vehicle/Rover) Mk VI (Jarylo/Jarilo being the Slavic deity of vegetation and spring).
  10. Well done! I'll update scores once I have a chance. Thanks for all the submissions!
  11. Is the Mk3 Fuselage Cabin updated for .20.X? As much as I love the B9 pack, the crew cabin pieces only have a 2-Kerbal capacity for the reasonably-sized one. XD
  12. Hmm... I'm already scheming up a craft for this, I'm excited to give it a shot.
  13. And I finally got a working SSTO with a bit of patience. Should squeak by with enough delta-V to land... Success! 'Fraid my landings need work, however.
  14. I've updated the scores as best I can. Glad my challenge could be of service to you all!
  15. It'd be the part count at launch. Nice work on the SSTO, especially getting it to Eve!
  16. I never even thought to try that. I've always just used SAS modules, with varying degrees of effectiveness.
  17. That is a WHOLE lot of parts. Impressive! Eve return missions are no mean feat even with the full game.
  18. That'd be a nice mechanic to have for resource prospecting, I think. While I can see where you're coming from on the wait for the time to scan, I recall suggestions that the scan mechanic make use of the persistent universe, and extrapolate mapping data based on the passage of time irrespective of whether the flight is active. Might be complicated, and perhaps add some overhead to the loading of the mod in general, but I can't think of any reason offhand that would preclude that.
  19. I'll update the leaderboards this evening. I'm giving the SSTO another shot, as well!
  20. hermes47 continues to lead the Demo charge. Impressive! Nicely done, sal_vager! Glad you enjoyed!
  21. Well, I'm having trouble just making a working SSTO that can reach orbit. 'Course, I'm not very skilled at building NON-demo SSTOs yet, so I'm not a good measure of aerospace engineering prowess.
  22. Never thought I'd see a successful Tylo lander. Most excellent! But that was a nice slideshow taking off, eh? I'll update the leaderboards shortly.
  23. I'll take SOI, since I didn't specify--and because points are awarded separately for landing and such anyway. Your image links seem to be on the fritz, but sounds decent. As for "The More the Merrier," you can transfer crew by launching additional flights, get as close of a rendezvous as possible, and EVA from one craft to another.
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