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Aanker

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Posts posted by Aanker

  1. Hey there!

    I'm right now busy building a spaceplane SST-Laythe (Single Stage to Laythe, in case the term is too novel), and while I have managed to get there and take many beautiful pix, I only had roughly 300 m/s of dV left and my approach velocity was close to 6 km/s. Suffice to say, the struggle was too hard on the spaceplane hull, and an explosion ensued.

    So. For my second attempt, I'd like to at least be able to land on Laythe. My spaceplane has, after insertion into a 100x100 Kerbin orbit, roughly 1800-2000 m/s of dV (I think, if the maneuver node dV is anything to go by). I want to approach Laythe at a survivable velocity. Do I absolutely have to build a new spaceplane with more fuel, or can I a) make a more accurate/efficient Kerbin-Jool transfer which puts me directly on a lower speed encounter with Laythe, B) use an easy gravity assist to cut my fuel consumption and save some dV for a retro burn or c) a combination thereof?

    I find it especially difficult to get the encounters accurate enough, perhaps because as part of weight saving measures I've not included RCS/monopropellant. But I don't really have an idea on how to use accurate gravity assists either.

    Thanks!

  2. That's an interesting suspension design, though unfortunately, not applicable to the Dawn Racer. It's just too heavy and fast. :(

    I'm curious as to why it's so springy though. Might have to take it for testing...

    Thanks!

    It's probably down to the fact that there are three layers of suspension:

    1: the wheel parts themselves have some suspension, which isn't very springy, but enough to negotiate small bumps in the terrain smoothly

    2: the stack decouplers extending from the main frame of the vehicle out to the wheel nodes. The lower set dampens lateral movement of the wheels (preventing them from drifting off-direction and causing a crash) while the upper set is the main 'vertical motion dampener' and is most efficient at high speed impacts

    3: chassis suspension, which is very springy, and gives the vehicle a very 'elastic' feel. It's mostly seen in high speed impacts as well, and dampens the shock of landing on the lower parts of the vehicle

  3. That's strange. You mean Cyan's website and links are old? One would think that an active site like Cyan's would keep up to date. Here it is: http://cyan.com/games/

    I've always enjoyed the "series". Lately I've played "realMyst: Masterpiece Edition". Here is what Cyan is working on now; supposedly due out at the end of this year: http://obduction.com

    What I mean is that you can't buy Myst III or Myst IV anywhere, so I've been unable to play those games in the series. Myst III and IV were developed by another studio at Ubisoft if I recall correctly, and so the ownership is uncertain between Cyan (who owns the Myst franchise, I think?) and Ubisoft, who developed the games. Cyan has released Myst I, II, Uru and V, but the other two are on Ubisoft's end to make available on Steam and GoG.

    You might want to see if the onsite links work (I didn't check them). Good luck!

    Interesting! I'll be sure to check it out.

  4. Myst: Riven

    It's too bad I can't find Myst III/Myst IV on Steam or GoG, they're in something like ownership limbo... :(

    459387-riven-the-sequel-to-myst-macintosh-screenshot-lagoon-below.png

    I've read complaints about the plot, the acting, the empty environments... But to be honest, as old as this game is, it's one of the few that has really managed to completely absorb me and made me care for the characters.

    It's equally bad that I can't seem to find a modern, good-looking equivalent.

  5. Foxster,

    KSP is a game all about creativity, about realizing your most wild and untamed dreams and expressing your inner mad scientist. At the same time, it comes with the consequences of those purposes and goals, namely explosions, rapid unintended individual component flight, dramatic crashes and more. Some of us have grown especially fond of this latter aspect, especially in the real world: you could say that we are explosion admirers. In the same way that an art admirer must also learn his artists and appreciate them on a personal dimension, so too must we explosion admirers learn to appreciate things that blow other things up. This means becoming intimately aware of weapons such as tanks, artillery, fighter jets and other items. To return to the likening of our particular movement to that of art, there are also particular and interesting submovements (we could draw parallells to those who collect rennaissance art), which tend to focus on one particular group of things that make other things blow up. Some seem to prefer modern era things that blow other things up, whereas others are drawn to the World War II 'dieselpunk', if you will. Now, given that KSP is a very practical tool for creating all things - literally - between the heavens and the earth, some choose KSP as their medium of expressing their appreciation of things that blow other things up. And so they build weapons of war, such as tanks, artillery, and fighter jets.

    What I'm trying to get at is, let's just appreciate it for what it is, regardless of our personal approval of machines of war in KSP.

  6. The most dramatically apropriate outcome would be for the probe to malfunction right now.

    All these questions, and no mission scheduled for another 20 something years. At least.

    Part of me wants to jinx the probe now.

    And think of the amount of bs that will be spewed out by idiots who will claim there are 'faces', alien pyramids, death stars, visitors, and if we're lucky maybe even a mass suicide cult. The potential is enormous!

    It's not often that i think science should shove off in the name of entertainment, but the more i think about it, the more my IQ seems to drop.

    Die New Horizons?

    Well I guess this guy jinxed it.


  7. Prowler C4C ATV
    The Prowler C4C ATV uses an advanced suspension system to give it superior terrain negotiation abilities. Powered by two RTGs and solar panels, it can transport three kerbals and any load attached to its two docking ports across any surface.

    Information
    - Six-wheeled all terrain vehicle
    - Capable of negotiating a variety of terrain obstacles
    - Safe. The crew is protected by an impact tolerant shell (see video, where the crew compartment survives disassembly)

    Operational Guide:
    1 - activate six wheel drive mode - best used for high speed long distance driving over fairly even terrain
    2 - activate rear wheel steering - best used for low speed maneuvering

    Do not activate staging, as this will lead to the rapid disassembly of the vehicle

    To enter the vehicle, drop down the rear ladder after activating the parking brakes. This will allow access to the front driver's seat.

    Link:
    http://kerbal.curseforge.com/shareables/232370-prowler-c4c-atv-all-terrain-vehicle

    r2E45Sm.png
  8. xolIe8r.png

    NRAM Project Laythe Prototype 2

    Engineers at NRAM have long aspired to build an SSTO capable of reaching the Joolian system without refueling. The NRAM PL P2 is as close as they got, before funding was cut from the project due to other, emerging priorities.

    Quick Facts

    - if flown correctly, the NRAM PL P2 will allow for a transfer all the way out to Jool and Laythe

    - the craft is not capable of adequately slowing down in the Joolian system however, as it only has 300 m/s delta-v left while buzzing through

    - the NRAM PL P2 is difficult to land by virtue of its minimalistic wing design

    - by adding a small docking port, it is conceivable that a user could extend the range or even allow a longer stay in the Joolian system

    User Manual

    1. Toggle (atmospheric) engines

    2. Toggle nuclear engines, switch RAPIER mode, close air intakes

    3. Shut down RAPIER engines, jet engines

    Ascend quickly to altitude while in the atmosphere and do not toggle the nuclear engines/switch RAPIER mode until - due to air depletion - the velocity of the craft stops increasing under the jet/atmospheric RAPIER thrust.

    The NRAM PL P2 only contains enough oxidizer for the RAPIERs in closed cycle to 'kick' the spaceplane up to a safe apoapsis, after that, the nuclear engines bear the brunt of the task of putting the craft into a stable 100x100 orbit. It is recommended to keep firing them after the oxidizer-fed RAPIERs burn out, and not try to 'coast' to apoapsis.

    Link

    http://kerbal.curseforge.com/shareables/232330-nram-project-laythe-prototype-2

    Album

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  9. http://kerbal.curseforge.com/shareables/230783-nram-griffon-p3-stock-ssto

    sL8j4K2.png

    The craft itself is 327 tons, with two full orange fuel tanks loaded (the maximum cargo load) this is 407 tons to orbit. No staging, no external fuel tanks, just a whole bunch of engines (and thereby parts). Landings are a bit tricky though, since you have to be incredibly soft and gentle on approach, especially when you take into account the reduced framerate.

  10. 7KEGmAD.png

    Kesserschmitt Ke 262

    During ze Vorld Var, zere vas a tendenzie für flight maschines to go faster und faster ja, and wiz zat development came ze JET ENGIEN from ze Kesserschmitt engineer korps. Now, wiz one JET ENGIEN one does not go zo fast, zo ze Ke 262 uses two für best effect. Und it looks absolutisch über kool.

    Inspired by the Messerschmitt Me 262.

    Operational Guide

    Takeoff

    Although it is necessary to rotate with precaution on takeoff, the craft is remarkably stable on the runway and almost takes off on its own.

    Flight

    The Ke 262 is not very maneuverable, but is easy and intuitive to fly.

    Landing

    Approach the runway at between 80-120 m/s and attempt to land as horizontally as possible with minimum flair. Owing to the excellent handling characteristics of the Ke 262, this is not very difficult. Be as gentle as possible, but keep in mind that the airframe does tolerate some moderately rough landings.

    Link

    http://kerbal.curseforge.com/shareables/232165-kesserschmitt-ke-262-stock-replica

    Albüm

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