N3Coalition
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Everything posted by N3Coalition
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I probably still used it incorrectly but when I wrote that, I was think about how precarious things floating at each other relatively quickly was. Though this whole thing has been pretty tedious. Engineering hindsight-the comm tower is in the way. DX so I lifted up an extender, so that port will be used for refueling. But I will try to be more careful with those two words in he future. c:
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I've been trying to avoid use of asparagus staging for more realistic ascent lifters, unfortunately this limits the tonnage that I can lift into space. And for some reason the VAB doesnt like my two docking modules idea. I tried to replicate it first by building the whole thing to see if two sr docking ports would work but... I don't think the VAB liked it. XD The only other advantage I can think of is that with it being highly modular, if it ever gets damaged, you can simply send replacement modules instead of a whole new ship. Other than that, I guess it was also a learning experience for how to multidock, lol. The thing should have roughly 9,000 m/s of Delta V without any payload, so I think this might be overkill for Duna. Oh well.
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So I've been waiting for a Duna Launch Window and since I couldnt imagine a space agency just sitting around... we've been building. And test landing on the Mun and Minmus. Which brings me to Projects Aquila and later Draco: It currently (*as of the edit*) has two landers: The N-A.D./A. Vehicle (Non-atmospheric Descent/Ascent) to be used for the Mun, Minmus and potentially Ike. and The G.L.A.E./A. Vehicle (Gravitationally Low Atmospheric Entry/Ascent) to be used for Duna. And a Wyvern Crew Transfer Vehicle, which is capable of returning crew back to Kerbin safely.
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The New Stock Repository Version 0.21
N3Coalition replied to Maxed-Rockets's topic in KSP1 The Spacecraft Exchange
Camulus777, if you mean for the Salene I: With Ascent Lift Vehicle - 332t The Landing Module and Command Module by themselves - 39.41t If you meant something else, please disregard. -
The New Stock Repository Version 0.21
N3Coalition replied to Maxed-Rockets's topic in KSP1 The Spacecraft Exchange
The Salene I, capable of ascent to LKO, Orbit Rendezvous with either the Mun or Minmus, and safe return transfer (v 0.21.1): Using clusters of 9 engines, there's no need for this asparagus staging that's all the age these days. Raw power gets you into orbit! In orbit around Kerbin. Lander Module on Minmus. Caution: has only been tested on Kerbin's moons (the Mun and Minmus). Land at other celestial objects at your own peril! Has not been tested with direct vertical dive landings. All landings have been done by "skimming" near the surface to minimize gravity losses and fuel consumption. Docking is a nescassary skill set, as the Salene I requires its use to redock with the command module. Once redocked, one can choose to ditch the landing module if required as it has a probe that can deorbit it into the nearest celestial object available. Craft file link via Drop box: Salene I -
Operation: Munshot is a series I'm making of my first mission done in version 0.21 of KSP. It was conducted with no mods and no quicksaves to make the experience realistic and was the first thing I did when I got my hands on the update. This also means it was done before the 0.21.1 SAS fix. So you might notice some difference to gameplay. The spacecraft was designed to be apollo-esque, though it is a single ascent lander module, so its not completely the same. Part 1: Part 2: Part 3: Part 4: (coming soon) Craftfile for Salene I via Dropbox.
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Inline Clamp for docking?
N3Coalition replied to N3Coalition's topic in KSP1 Gameplay Questions and Tutorials
I think the final model will use the more classic use of the docking port on its nose that I've seen. It now makes way more sense to me why people would do that. >_< Probably way easier to control lol. Plus this inline clamp is heavy! D: Why did I use it, lol. And yes, I was totally scared that I'd destroy some solar panels. :x -
Inline Clamp for docking?
N3Coalition replied to N3Coalition's topic in KSP1 Gameplay Questions and Tutorials
Thanks So I reloaded and attempted this again with sleep under my belt. I noticed the reticule was kind of weird but I ignored it and went with my chase camera intuition. I also oriented myself so my fins wouldn't hit things. Success! Jebediah looks pleased. Thanks to everyone's help and assistance, I'll mark this as answered. Lessons learned: inline clamps are evil! and sleep solves everything. -
Inline Clamp for docking?
N3Coalition replied to N3Coalition's topic in KSP1 Gameplay Questions and Tutorials
I'm starting to think my tail fins are uh... Messing this up. >_>. I tried docking to the clamp o trons near my solar panels, too, thinking it might be a incompatibility issue. Once I get back from the store I'll also check my dock's statuses like rryy suggested. -
Inline Clamp for docking?
N3Coalition replied to N3Coalition's topic in KSP1 Gameplay Questions and Tutorials
It looks like I only took 1 screenshot last night. I also attempted to dock with the normal sized ones. I guess a revision in my design will be more mono-propellant, lol. I guess I'll hop on and see if maybe my problems were deriving from lack of sleep. >_< Thanks for the help though. PS: I've had such an easier time with the normal and sr docking ports I might just switch it to that too. Though I think my station has too big of a part count. XD Next time we'll go with smaller. -
So I've finally got my first spaceplane into orbit and decided Jebediah needed to see the newly constructed spacestation thats parked in a roughly 120km orbit. Unfortunately I decided to use an inline clamp as the docking module. I tried marrying it with either the normal or sr docking clamps with no success. Also the targeting reticule appears way off when looking at through the chase camera mode, and when the station tries to target it it seems to place the reticule in odd locations that are nonsensical. Now I've blown through all of my monopropellant and I'm literally a breath away from the station. Does the inline clamp simply not dock with these other modules and this was a huge lack of foresight, or am I experiencing a weird bug? Thanks for any insightful knowledge or assistance! The only plugin I'm currently using is Subassembly, no other mods.
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I no longer use mainsails or skippers. Instead I've found that an engine cluster of 5 LV-T30 and 4 LV-T45s provides about 300N more thrust then the mainsail with better Isp. I use the airplane tails and radial attachment points in 4 symmetry to attach the engines. The only problem with this design is part count.
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What's the first thing you did with the new patch?
N3Coalition replied to Whackjob's topic in KSP1 Discussion
I managed to get Bob, Bill and Jebediah to the Mun and back. Well, Bill didn't get to land on the Mun as it was an Apollo-esque mission, save for the fact it was a Single Stage lander module. Everything worked pretty good though. Even landed within walking distance to the KSP complex. I'll eventually get around to posting my video. -
Just went to the Mun and back. Hell, I landed about 2 to a 5 minute walk from the KSP complex. Landed right at the beach, lol. My closest landing to the launch pad yet! Also one of my best Mun landings to date, I was concerned the craters would be a rather harsh challenge. Not sure about all these SAS problems people are having, it just doesn't act exactly like the old system is all. There's no more "space magic" torque from nowhere. My ascent stages also flew straight, I just had to add a reaction wheel to the lower half and ensure it was strutted properly as not to sheer itself apart. Oh and add a few winglets for control surfaces. I think people are just too used to the old way and will need time to adapt.