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Rysq

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Everything posted by Rysq

  1. Thanks ! Found this all this time later while googling ksp Spotify playlist, and low and behold. Will follow =)
  2. Thanks for the help Gaarst and Stoney. I'm not sure about cubed struts being the culprit, I have used them in so many designs, but never seen this before. Definitely appears to be a problem with Docking Port, I re-designed with Docking port Sr and had no troubles.
  3. Overheating. Its non-sensical. Play the ship, you will see for yourself. If I quit an re-load the game, it delays it for maybe one or two time accelerations, but even half way to Jool, while simply dropping out of acceleration, it explodes due to "overheating" Edit: As a side note, the struts are not mounted on the docking port, they are on the structural adapter that its mounted on, about 8 of them. Add more if you like, no difference, take them away, and it simply wont hold together. - - - Updated - - -
  4. The attached save is an example of where a docking port (fastidiously supported with more struts than I can count) suddenly explodes when detaching a stage at the other end of the craft whilst in orbit. It also happens a lot right after time acceleration, for no reason. Simply floating in orbit and time accelerating will cause it. The only Mod I have is latest version of mechjeb. Quicksave: https://app.box.com/s/1ziok43i7dqmrpdabmamhni6ksodlbtc Ship File: https://app.box.com/s/hnrdipnzqwqqf484yoejstvn1t5niu2n
  5. Gain Surface Velocity, climb to 12k, more surface velocity, stay just above prograde marker, aim for 600m/s+ before 20k in altitude.
  6. Wow, simply impressive fleet of SSTO's. I cant beleive these are stock ! I've recently built my first reliable 3 man shuttle SSTO, but clearly I'm still an amateur after seeting these. Cant wait to try them.
  7. My first 3-Man SSTO today, enough fuel for orbital insertions, rendevous and docking with space station @ 200km. And safe return, little finiky on landing but stable enough.
  8. Lol, Mun Lander engineered and brought to you by Wal-Mart. Intersting experiment though, well done
  9. SSTO-KX1 (v0.21) Spaceport: http://kerbalspaceprogram.com/stock-ssto-kx1/
  10. Kerbin Clouds would be cool. Its a polish feature, so not a priority at the present time, but hopefully considered at a later date. Note: Sorry if this suggestion has been brought up, conducted a quick search, did not see anything in suggestions.
  11. SSTO-Phoenix (v0.21) Spaceport: http://kerbalspaceprogram.com/ssto-phoenix-stock/
  12. Everything is awesome, I've heard it said many times "KSP is the game I never knew I always wanted" And I could not agree more. 500 Hours of playtime so far and I feel like I still have much to do and learn. Cant wait for more ! Thanks KSP Team, for making one oif the all time favorite games ever. Pretty sure I will be playing for looooong time.
  13. A Multi-Stage version of my SSTO-Phoenix. Meant to give it some more range, tested to munar orbit and back with fuel overhead to spare (not much though) Features: 6x Jet Engines 2x Aerospikes 1x Rocket Engine MkI and Mk2 Command Modules = 2 crew Inverted Docking Port Tri-plane Design in early stages Ascent Profile: -First Stage = 6x Jet Engines -Second Stage = 2x Aerospike -Third Stage = 1x Rocket Motor -Take off should be easy, just pitch the nose up as you go along the runway. -Aim for 45 Degress, and just stay there -10 km activate 2nd stage Aerospikes (trust me, you want them to overlap) -Once air intake approaches 0.1, kill jet engines, close air intakes with action groups -Just remain at the original angle you had after take off , roughly 45 degrees. -Burn out the aerospikes completely (this will take patience, dont fiddle with your pitch, if you retained your original angle, you should be near 60 degrees pitch by the time your 50km in altitude) and activate third stage rocket motor -You will hear "bangs" when seperating outer stages, thier just struts and fuel lines, no damage. -fine tune your apoapsis as desired. Download Link: http://kerbalspaceprogram.com/stock-multi-stage-phoenix/
  14. SSTO-KX1 Features: -X-Wing Design -4x Jet Engines -Carries only 1 Crew -Inverted Docking Port Ascent Profile: -Get surface velocity to around 900+ m/s at air breathing engine ceiling -Kill jet engines, close all air intakes, and activate liquid fuel engine (action groups) -Bank nose up as steep as you can without pitching over (generally i aim for around 55-60 degrees) -Once you pass next layer of atmo (around 32+km) can start leveling out and easing off throttle gradually to fine tune apoapsis as desired. Download link: http://kerbalspaceprogram.com/stock-ssto-kx1/
  15. SSTO-Phoenix Features: -2 Command Modules, Mk1 and a Mk 2. Therefore crew capacity of 2 -Inverted Docking Port -Easy flight characterisitics throughout all sequences General Ascent Profile: -Get as much airspeed to somewhere around 900+m/s at the ceiling for air breathing engines -Cut them and close air intakes with action groups -Active Rocket Motor -Angle up to around 50 degrees and burn full throttle until around 38km altitude -Start leveling out and easing off throttle slowly to fine tune apoapsis as desired. http://i.imgur.com/HnEkBxJ.jpg' alt='HnEkBxJ.jpg'>[\img] Download link : http://kerbalspaceprogram.com/ssto-phoenix-stock/
  16. This was great, i had no idea you could do that with air intakes to get more from jet engines, very helpful. Thanks !
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