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Bean

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Everything posted by Bean

  1. If you only have a single central engine you could hold a fixed pitch and just let it flameout and restart when it gets low enough again. About the only stock-only method I can think of, but you do need to periodically adjust pitch on the ASAS due to the horizon changing relative to the plane.
  2. OP reads as if there are 2 engines in the plane stage, not that the two types of atmo engine are restricted (though that is also implied). I would assume that you get one intake per engine, and as OP says, the Kerbals have to do it bigger and better, meaning that you need to get to orbit, not just suborbital hops. Beat the competition, don't just match them. Edit: I would like clarification on the engine/intake rules, can I put 10 engines and 10 intakes then turn off 8 of the engines and still not lose points?
  3. Nuke: Considering just how much of a memory hog Windows 7 + programs tend to be, 2GB of ram may not be the better choice, 16GB vs 8GB of lower latency I'd understand, that said RAM doesn't make nearly as much of a difference as CPU/GPU. There's a fair chance the point is moot though with that mobo as it looks like it supports a max of 4GB. KerbMav: I don't think you can do any damage without overvoltage/overclocking the RAM, so if it works with 6GB you can then try tweak, memtest86, etc.
  4. It would be nice to have clarification regarding the special conditions, do you need to get 4 uniquie for platinum, or do you need the 4 from randoming numbers, even if that includes a 0?
  5. Didn't notice the voltage, if the 1066 stuff is the 2.1V stuff you'll probably get away with it at 800MHz, again, if that is your mobo, 4G is the max, and make sure you check your bios and make sure it's 1.8V 800MHz if you try, otherwise you're in with a chance to fry the 1.8V stuff, or get instability due to the 800MHz stuff running overclocked
  6. 9,3,7,2,0,4,7,2,7,7,9 Grand tour with orbital ship manned, no nuclear, polar orbits, no special, 70k budget, polar orbit, no nuclear, no nuclear, no Mechjeb. (I kept going until I got 4 unique specials, if that's not the condition then its just no nukes, polar and 70k budget) I think that this is impossible given the 70k budget.
  7. I painstakingly learnt how to manually rendevous and dock, then I let mechjeb, then at 0.21 I went back to doing it manually, and after paying attention to how MJ did it I became a hell of a lot more efficient.
  8. Yeah, just make sure you installed them colour coded, so both 2G sticks in one colour, both 1G sticks in the other. If there are any indications as to which is slot0, I think the 2G sticks should be 0 and the other corresponding colour. (Or slot 1 if it's labelled 1,2,3,4 instead of 0,1,2,3) Edit: if this is your mobo: http://www.asus.com/au/Motherboards/P5KPLEPU/#specifications Then it says max 4GB RAM Also: 4 x240-pin DIMM, Max. 4 GB, DDR2 1066(O.C.)/800/667 Memory Dual Channel memory architecture *Support max. 2 DIMM modules only for yellow DIMMs when over-clock to DDR2-1066 *When installing four DDR2 DIMM modules, install only single-sided memory modules. In which case using the 4G would be your best idea, as it is within normal spec for the mobo and more ram trumps ram speed in most cases at/under 4GB And install the 2x2G in the Yellow, regardless of if you try for 6G or not
  9. So the challenge is to land from a low altitude? Am I missing something? Could you not just go ant -> oscar b -> okto2 -> Mk16 or similar? Well here goes my attempt, 774m max altitude, parachutes open at 106m ish, land safe an intact 69m above sea level, so parachutes 40m from the ground.
  10. I find the new SAS works brilliantly for keeping a ship aligned, though you should try a North/South alignment to minimize the runaway you get with an orbit.
  11. I had a big moonbase module with rocket lander stages at the edges, with RW, they almost tore the ship apart, like twisting a straw from both ends in different directions. Definitely need them close to the CoM as xub313 says.
  12. I got to page 8 and I just want to contribute, one area I think would be interesting is control systems. So you start without Reaction Wheel, RCS, or SAS (ASAS), that way you have to learn to fly, then using mission data, (heading, control input, accelerometer data) you can research better control systems that can be built into parts, so a pod is just a pod, no torque or ASAS, until you've learnt how to fly a rocket/plane, so you need 30 minutes of atmo flight to figure out SAS style damping, manned orbit to figure out reaction wheels (Jeb likes to spin in his pod), that sort of thing, and that can extend beyond the current limitations, like "Heads up display" that lets you see your apogee/perigee without "Calling mission control (Map view)" And you have to do one docking before you realize how much RCS is required for anything other than 2 orbiter craft docking. Again you can extend so you can see the relative orientation of a target ship without switching or picking arbitrary alignments (5 dockings or something)
  13. Could you post your save? I'd love to have a shot at trying this, perhaps you should post it as a challenge.
  14. I had a good read regardless, I'd be interested to know if any more progress is made on the subject
  15. That's part of the challenge, the design was an orbiter, so as long as it gets up and orbits it counts, I didn't vote for those that did too much. Some entrants were more fitting for a lander replacement. I voted for the Dragonfly Orbiter 2A, it does a lot, looks good and even though it can do landings it's really good for practicing getting to orbit, rendezvous and docking. And as a basic crew transport. Simple enough for newbies to learn from too I think.
  16. Mines 36.63T and there's a 2x nukes, one on each side for balance, they are there for the circularisation burn mainly, I could probably do more fuel and aerospikes are get the same result.
  17. Here's my entry: 1. Must be Mobile. Needs to be able to drive around like a car or rover. Check 2. Must be able to obtain orbit. Check 3. Must be vertical take-off and landing (VTOL). Check 4. Must be able to dock and be refueled in space. Check 5. Must be able to land on Kerbin being refueled in space and then go back up for more fuel. This is to simulate landing on Laythe and going back up for return trip. This means SSTO. Original intention is to explore every Laythe Island. Check 6. Must be able to land and take-off from moons/planets that don't have oxygen or have no atmosphere at all (only planets or moons with 1.0 G or less are required). Not sure yet, the rocket stage has a TWR of about 1.5, so should be possible. 7. Must carry at least one Kerbal inside a capsule, outside seats are allowed but Kerbals must ride inside for re-entry. Check (2 Kerbal Capacity) 8. Stock parts only. Check Extra Kudos for extra accessories that aren't required (more power, more antennas, more lights, sciences, etc.) 2x Giant solar for extra power, 1 of each antenna, 2 lights front back and down, 1 light either side, all the science equipment. 36.63T.
  18. Here's mine, transfer stage has about 3.6km/s dV left once in LKO. 100 parts 21T for hanger and rover. Craft without LV Craft with LV
  19. I've had issues where in VAb or SPH trying to place a part after changing symmetry settings stops it working, have to exit to space centre and go back in. Nothing gamebreaking though
  20. Very helpful, I don't like doing intakes like that though, but I'll have a shot with some other points you brought up
  21. The best I could do is about 30m/s (108kph), faster than that I had to add RCS to keep it upright during jumps, can sustain 40m/s when I'm concentrating. Took me a lot of iterations to make sure nothing breaks when it goes flipping.
  22. Here's my attempt to get things rolling: The Orbiter 2B It is simple ( less parts than the original ), has a sane amount of landing legs and a ladder (Comes down with landing gear). Flight is pretty simple, hit space to launch, throttle up before the end of the boosters and space when out of fuel. Makes orbit with plenty of fuel to spare and has working abort function. Big battery in case of forgetting to open the solar panels the moment you're in orbit (Action group 1). Docking port at the front to dock with things, as an orbiter is a good shuttle vessel to future station, or just dock two together for practice. (Action group 2 to open/close) Apparently I cannot post attachments, so I'll upload the .craft somewhere: https://docs.google.com/file/d/0BwhymaaHM0RsUWhsX3VrSlhIZzA/edit?usp=sharing It's also good to go, since we can't mix and match payloads with launch vehicles I figure any stock craft should be ready to launch. Gallery: http://imgur.com/a/Z1tYe#0
  23. OCTO2 - 230 8x Z200 - 1280 4 x Rovermax M1 - 1800 Themometer - 200 (10 points) 6x OX-4L - 1200 2x OX-STAT - 200 Total cost: 4910 Mass: 0.51t (20 points) Speed: 20.9 m/s (10 points) Terrain (3 points): Getting up that hill was tricky without breaks, had to go sideways from time to time but I made it up there, if it's not good enough I'll take the 40 points Total 43 points. Gallery: http://imgur.com/a/whaeF#0
  24. SAS computer is the bit that makes SAS hold a heading for you, the pods only give you torque, but no course adjustment. That is my understanding anyways
  25. Also a week to do this is pretty harsh from a fairly newby perspective, have a look at the stock craft replacement challenge. http://forum.kerbalspaceprogram.com/showthread.php/40224-Better-Stock-Crafts
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