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Neotician

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Everything posted by Neotician

  1. This is the largest rocket I've made to date and well, I thought I'd share how it went. This started with me getting some missions for Duna and Ike, I had to: Position a satellite around Ike. Get Science from around Duna Get 3000 Ore from Ike to Duna Plant a flag on Duna Rescue Henster Kerman from Ike orbit and bring him back to Kerbin Now, I already have a station around Ike, and a Miner/convert+Fuel delivery craft on Ike, so all I really had to do was get to Ike in a craft that has enough fuel capacity to make it back to Kerbin. So, I built this monstrosity. At launch, it weighs about 5200 Tons, which falls to about 965 tons once it's in an 80+ Km Orbit. At the top is the Ike satellite, sitting on top of the Lander/return craft, which in turn sits on top of the Duna lander/ore delivery. vehicle All of which sits on the transfer boosters, which sits above the massive launch boosters. *edit* The craft changes name under way because I realized that I had called it "Mars Mission" oops, but the entire trip is done in one take, hence why I made a workaround when an engine broke
  2. What can i say; I saw big, beautiful turbofan engines and i just had to do this, enjoy Craft file: https://mega.nz/#!gMk3GYSC
  3. At first i was messing around, then i decided not to quit until i got a 400+ Ton craft in orbit, Single Stage! It is not optimized, at all. It's balanced enough to fly when mostly empty, but there's a lot of waste weight (read over 10,000 spare liquid fuel) Anyhow, hope you like it!
  4. 548 m/s seems to be my limit in pure stock it can go a bit faster, but the Gee Force will literally tear the plane apart.
  5. Hmm, only rule i see broken is "must use atmospheric engines". Challenge accepted.
  6. There is already "normal fuel" in the jet fuel tanks, they just don't have any oxidizer. IMO, they should add oxidizer-only tanks, or perhaps make mono-propellant that doubles as oxidizer. (I know you can just empty a normal tank of liquid fuel, but the tank still has mass )
  7. MPD Thrusters. They have a crazy high specific impulse and a potential thrust of up to 200N Here's the result from a Russian prototype test: Organization Power (kW) Current (kA) Speciï¬Âc Imp. (s) Efï¬Âciency (%) NIITP 300–1000 6–15 3500–5000 40–60 As for the power source, LFTRs (Liquid-Flouride Thorium Reactors), They're more compact (and much more flexible in size), more efficient and safer than conventional nuclear reactors, they also produce (MUCH) less waste. Well, getting to mars in say, 2 weeks, assuming going in a straight line and closest approach, you'd need to go about 48 km/s on average, that's (very) roughly 80 km/s of deltaV needed ( given that we're not startin from nor ending at 0 m/s velocities). And i'm neglecting a lot of details increasing this number, like the fact that you'd have to go above the 48 km/s to compensate for time needed to accelerate and decelerate, gravity (although that works both ways) and more. Given, i'm also neglecting factors reducing that number, like gravity(again), aero breaking, slingshot maneauvers etc. Point being: I think a trip to mars lasting only days, is very far off
  8. Soo, is this dead? I see that the OP hasn't modified the leader board for days now.
  9. Special feature? Hmm, i'm assuming vertical/water landing using the 4 parachutes?
  10. The Drifter is an aircraft made for fun! It's highly maneuverable and highly stable, it can pull 20G+ turns and even fly at down to a bit below 20 m/s while remaining airborne and controllable. Not sure what else to say, i made a video (that is way too long but ow well,) to show a few of its capabilities both at high and low speeds, i wasn't able to go all out though because even though the video is running smoothly enough, the game was running at about 20 fps (full HD Fraps'ing on a Core 2 Duo processor ) which is not a lot to work with when having to react quickly. Have fun! Click me to download .craft!
  11. When i make refueling stations, i usually make them as simple as possible, due to my weak-arse processor not being able to handle too high part-counts. This time i decided to make something else, some more, aesthetically pleasing. So, i made the Prometheus! Stats: Fuel Electric Charge: 14805 (9 e/s recharge from PB-NUK's) Monopropellant: 6320 Liquid Fuel: 10800 Oxidizer: 13200 Xenon Gas: 16800 Docking Ports: Normal Ports: 12 Large Ports: 6 Partcount: 343 The Dock has 6 Rockomax 24-77's for orbital adjustments. Lastly, the Dock can be taken into orbit in a single launch, given that all liquid fuel and oxidizer is drained prior to launch. Link for .craft including launcher: Click me for download!
  12. Banned for banning a potential dyslexic, for improper spelling.
  13. Well, that's part of the challenge. And in any case, you really don't need a Simulator, you have mechjeb, That and perhaps a little math, can tell you if you're able to pull it off or not, assuming you're experienced in the game. If you're not experienced in the game, taking on one of the biggest challenges the game has to offer, will only lead to tears . I just put a base on the mun, it was made of 3 segments, with mechjeb's numbers, i was able to put 3 things on the mun where i wanted them to be, in 3 launches, no explosions or reverts.
  14. Yeah i realized that when i was actually assembling the base, was rather hard to vtol hover to land the segments where i wanted them. Here, i'll show you the design i'm working on for the Kethane lifter
  15. So, i've been gone from KSP for a while and decided to give Kethane mod a whirl, and planned to make a Kethane-fueled Refueling station in orbit. After quickly realising that Kethane mining on Kerbin would be a complicated and inefficient task, i put my sight on the Mün! After putting a sattelite in Mün orbit and scanning most of it, i started the project: I started by designing a mining base in 3 segments, An extractor(3 drills and 3 solar panels), a storage segment and a landing pad. Then i made a vehicle capable of picking up the segments once they've landed on the Mün, and putting them together; This only worked for the extractor and storage segments though, so i had to add a rover to the bottom of the Landing pad segment, which could then drive it to it's spot and disengage. Getting the segments to the mun was a relatively easy task, since they were all empty of fuel etc. and simply needed to be put down in one piece, in the general vicinity of the Mover-Rover (I really suck at names) While i've gotten the Base up and running, the project is still a WIP, since i still need to get a station in orbit and design the transport craft for the kethane. I intend to upload all .crafts once the project is done, but if anyone want files for the 3 segments and the mover, gimme a shout.
  16. See that Total deltaV figure in the mechjeb window? You need to get that to about 11,000 m/s^2 , and that is the amount you need to have left after you have landed, just to reach orbit. At best you need about 7,000 deltaV to launch from Kerbin and get to eve. Then you need about 2300-2500 to get back. So we're looking at a total of 20,500 deltaV to Launch, get to eve, launch from eve and get back, assuming that you use zero fuel on landing on eve and landing on kerbin. Oh, you also need TWR (thrust to weight ratio) of 1.7 (calculated in kerbin gravity) or more to be able to take off from Eve, since it has a gravity 70% stronger than Kerbins.
  17. I think this has basically been answered in the previous posts, to sum up: A: You have Mechjeb set to Limit to terminal velocity and/or Prevent Jet flameout. B: You have a Joystick plugged in with one of the axis' set to throttle.
  18. Having looked over the stats, i have questions: How much curry can the craft carry? (You may use chicken vindaloo as reference). Also, is curry content taken into consideration when calculating DeltaV?
  19. I despise Modcraft posts. Your post is the exception to confirm the rule, i love the look of it and i can't remember when someone last made a Red Dwarf reference around here! Kudos!
  20. Super long title for a simple plane, it's the kerbal way. I wanted to make a plane for exploring Kerbin, and after running out of fuel a few times, i came up with this. The Spaev is an 0.5 ton autonomous drone, with a max speed of about Mach 4.2, this speed is achieved without the consumption of fuel, using what our scientists call a "Voodoo drive" (AKA infiniglide bug). Basically, you use the two rear mount RCS thrusters to achieve a speed of 70 m/s or faster, then engage SAS! The plane seems to be most stable when operating at altitudes between 5 and 10 kilometers. The .craft : https://mega.co.nz/#!c8dilYgT!Rtrg-U2A7cTxYTR4nnYKs3I4jqhU7b6Bkr4o7MZOV5o
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