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ninjaADude

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Everything posted by ninjaADude

  1. When I first started I cheated a ton, now I'm totally legit aside from the occasional MechJeb usage.
  2. 1 day of screwing off in class to design, and 1 day of screwing off in class to get it there.
  3. When you forgot to turn symmetry on for one strut and all of the sudden
  4. Had the trial for quite a while, finally ponied up and bought the game a few days back in an effort to support the devs. I've been using MechJeb and the B9 parts mod quite a bit, pieces of it like the huge panels should really be added to the actual game. I trust myself building and using most rockets, with the sole exception of interplanetary transfers, which I still leave to MechJeb. I've actually build some cool stuff in my opinion, I hope to be able to contribute to the forums here. Here's a pic of my Laythe base:
  5. Thank you so much, this finally got my saucer space station in to orbit.. 1,700 parts. My i7 was limping at a lovely 1.5fps. Here's a pic of it with the worried yet grateful Dundun Kerman:
  6. By get to Eve I hope you mean orbit it; not land. Eve's atmosphere is thicker than Kerbin's, requiring upwards of 12,000 delta-v to escape. With parachutes a 1-way landing could be facilitated easily, but you cannot reasonably expect to return to orbit. That said, let's go over the basics of interplanetary rocket building. Your rocket will probably need to orbit Kerbin before leaving for another celestial body. Because of this, most experienced rocketeers use lifters to get their rockets in orbit before departing for Kerbol orbit and beyond. You can build a lifter to have one or several stages, depending on how heavy your craft is. When you have acquired a stable orbit, drop the lifter and let your actual rocket do the work from here. Moving between planets requires a good amount of fuel, and since getting fuel in to space is not easy, the best way to do so is to use rockets with higher efficiency (ISP). The most efficient rockets in the game are jet engines, but since they don't work outside of Kerbin and Laythe, they'll do you no good getting to Eve. The best rocket engines you can use are actually the Ion engines, which are incredibly efficient. The downfall of ion engines is that they use quite a bit of electricity and have virtually no power. Unless you are using a very small probe or are incredibly patient, ion engines won't work either. The best engines for moving around in space are arguably the nuclear engines. While they don't have a lot of thrust, their ISP is very high in space, making them perfect for inter-planetary travel. Remember that they do not work so well in the atmosphere though, their ISP is less than half! If you have empty tanks on your ship, remember that you can bring up fuel from other ships, dock and refuel your main ship before departing, potentially increasing your range by vast amounts! Assuming you've gotten this far, and you have an encounter with Eve, you will need to get as close to Eve as possible. To be captured in Eve's orbit you will need to slow down quite a bit. Unfortunately, slowing down uses quite a bit of fuel, so instead of using fuel, you need to get your periapsis over Eve as small as possible. When your periapsis is lower than ~96,700m, you will enter Eve's atmosphere. This sounds scary, but not to worry! You will use the gasses inside of the atmosphere and the drag of your ship to slow yourself down to orbit without expending any fuel at all! The recommended periapsis to be captured in Eve's orbit is 72,500m (KSP Wiki). Try not to go any lower; if you go too low, you will simply crash in to Eve! Once you are captured in Eve's orbit, use a little fuel at your apoapsis to increase your periapsis over Eve's atmosphere (96,700m) so you won't slow down any more. Hopefully this gives you the basic idea of how to get to Eve efficiently. While it doesn't come close to covering everything, it should cut your fuel usage down by quite a bit. Have fun!
  7. Figured I'd sign up and contriboot my best ship. Behold the interplanetary craft, the Korvette K5-2D- 'Kerbus' Stock she gets ~7,000 delta-v fully fueled and in orbit, which is theoretically enough to go anywhere and back, assuming your or mechjeb is capable of it. She's equipped with a towing Clampotron Sr. docking port on the rear and a refuelling port on the underside. Inside her cargo bay there is room for 18 Kerbals, and/or well as small probes with the provided docking ports. 1 toggles the solar panels and 2 toggles the underside docking port. Once put in to orbit (not an easy task) it will most likely need to be refueled with ~2000 units of liquid fuel/oxidizer, as with the stock lifter, the central fuel supply is used for additional fuel. She can technically carry an unlimited amount of weight, but will slow down as more weight is added. Mods used: B9 Aerospace release 3, Mechjeb 2.0 dl: With lifter (kinda cobbled together, but gets ~6000 delta-v) https://docs.google.com/file/d/0B6Jc6t1iaRrwaklSQk1zc0hXeFk/edit?usp=sharing without lifter (design your own!) https://docs.google.com/file/d/0B6Jc6t1iaRrwc0txM0xUX1NZb28/edit?usp=sharing Some pics: (with a small lander in tow)
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