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Thorbane

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Everything posted by Thorbane

  1. Uh, you have sepratrons pointed directly at your very fragile solar panels.
  2. Tylo Lander delivery. There's two of them on that transfer stage, they're actually pretty light as Tylo landers go. Here it is mining. I didn't get any shots of it landing, I was too busy thinking Mechjeb was going to lithobrake at several hundred m/s. Turns out that having an acceleration of 50-60 m/s^2 makes for a crazy suicide burn. One moment you're heading towards the ground at 200 m/s and a little over 3 seconds later mechjeb is setting the lander down at a nice .5 m/s. Not sure It'll still work with the changes to the Kethane drill though, the drill is pretty far off the ground. It's delta-V margins are really thin, landing with about 50-30 left in the tanks.
  3. Kerbin. First aerocapture was Jool. I'm lazy and don't want to quicksave/quickload alot so I use Mechjeb to calculate the right PE. Also my craft may or may not be using a standard transfer, my Duna science probe I launched today got there in 17.5 days and used an 8k periapsis for breaking, and still had to burn to make capture it was going so fast.
  4. Use Launch Escape Systems. You can make a stock one with Sepratrons or download one of the mods that has them. Run your larger craft through shakedown cruises to the Mun to check for excessive wobble during burns and test exo-atmospheric landers. Test your Duna, Eve, and Laythe landers on Kerbin, but keep in mind parachutes won't help you as much on Duna. If in career mode check to make sure you packed all your instruments. Realizing you forgot your atmospheric sensor halfway to Duna is not fun.
  5. Downloaded Ferram's new Kerbal Joint Reinforcement mod. Built a Proper Saturn V. 198 Parts, ~650 tons and only minor wobble. http://forum.kerbalspaceprogram.com/threads/55657-0-22-Kerbal-Joint-Reinforcement-v1-2-Properly-Rigid-Part-Connections
  6. Cutting the decoupler force on the Novapunch LES Tower in half from an insane 2000 down to 1000 seems to have fixed the exploding/detaching docking port issue for me.
  7. "Received JUL 7 1969". So someone in mission control probably used this during the Apollo 11 mission? Wow. Piece of history there
  8. At least they're better than the old ones right? Those things were craft-phobic. anyway have a look at one of my lifters dropping it's first set of boosters
  9. Damnit Ferram, I need sleep but I simply must test this out...
  10. I crashed into my own station trying to rendezvous. Forgot I'd set mechjeb to limit the throttle while fine tuning things, so when it came time to brake, I couldn't. Somehow everyone survived, which was incredible considering it was a 150~ m/s collision.
  11. How do you get 4 Kerbonauts out of orbit with only a 3 man pod (and KAS)? Like this Hang on Rayrim! erm... oops... eh he's got a komex suit he'll be fine. Looks happy to be going home annnd another oops moment
  12. Pretty crappy, even though it only had 450~ parts IIRC. Engines are a big strain on the physics engine compared to other parts.
  13. I was playing around with stretchy tanks and put probably over a hundred 1.25 meter engines on the bottom of one. It was going well until things exploded. Here's the aftermath All those bits flying away are engines.
  14. Stock? Probably this thing, the incredible flying pancake 14 orange tanks to 100km orbit. (the 7 small tanks on the bottom have 3.7% fuel left)
  15. Dude that's insane how did you get it moving that fast? Also if you're going that fast you probably want to aerobrake at Jool first; its larger size will spread the acceleration out over a longer period of time. That aerobrake had to hit a couple hundred g's, my kethane probe going half that fast pulled over 70 going direct to Laythe.
  16. I got an impactor to Jool in 31 days. It hit at 27.1 km/s. Here it is Launching Orbit. Post- 16.5 km/s ejection burn. intercept Impact Strange things happen when pulling 1400 drag g's Still in one piece. Somehow. Anyway check the max drag g's there and the mission clock And all three major moons lined up for a photo. How does one link an imgur album?
  17. Played with insanely fast planes. This one is so fast it has to pitch down to stay in the atmosphere. I knew it could be done I just now got around to building one of these nutty things for myself. annnd I didn't pitch down quite enough. Also just found out that you can double click on a window in IVA to look out of it.
  18. Playing with Rovers for my Jool mission. This thing started as simply a way to run KAS lines out past 50 meters. Then I stuck the SAS unit on the bottom and found it'd make a great 1 man buggy, and so I added a seat. If you turn SAS on it will stay like that, it has the control torque to roll the rover around without the wheels. It's also nigh indestructible, I've only managed to break the docking port off. However any kerbal in the seat will get ejected if you roll it.
  19. You need to put the super strong struts to attach the tanks and engines to anything. I put 4 of them tying the double stacked tanks together, have the engine attached to a 3.75m novapunch reaction wheel on the bottom of the tanks and supported by 4-6 struts like this and then about 15 struts connecting that booster to everything else on that rocket.
  20. The Novapunch update broke it. It now invariably flies apart upon craft load due to the new engines clipping into eachother. I haven't gotten around to rebuilding it.
  21. This exercise in excessive design. About 8400 tons at launch with 19 of the biggest Novapunch engines. There's the equivalent of 95 Mainsails on the thing. Payload to orbit ~1000 tons
  22. Any chance of getting longer LFO tanks to match the long fuselage sections to cut the strut count?
  23. That's probably the new precision landing thing, It put me within a meter of the center of the launchpad at the cost of ~400 delta-v. Would be nice to be able to tell it to just land within x distance from target, if your target is say a kethane mining rig landing directly on it is, well, not good.
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