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defiler86

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Everything posted by defiler86

  1. Wings as lander legs... BRILLIANT! Kudos, man. That is a perfect use for wings now.
  2. Here is my Munar orbiter candidate... KSP R&D haven\'t figured out a nice way to land yet, so I ain\'t trying yet. (Plus, I like to keep a vanilla build.) Behold, the Deimos II: Take off: After initial launch stage separation: Separation of second portion of initial launch, commencing orbiting procedure: Finishing orbit: Commencing burn to Munar orbit: Munar orbiter stage seperates: At this altitude, the orbiter will position itself in a orbit around the moon. (Projected to take 0.25-0.5 tank of fuel.) Munar returns to Kearth orbit: (Projected 0.35-0.75 tank of fuel.) Return to an orbit around Kearth: Plot reentry around the KSP center: (The whole rentry orbit and burn-out took only 0.5-0.6 of a tank.) Landing pod seperation: Final stats: Actually landed in the lake behind the center. Near the center of the picture.
  3. Well... scrapped my last rocket candidate, and killed the designers to it as well. Currently, just working on designs for Munar survey till lander parts are vanilla. The Deimos family is proven to be quite successful. The first successfully doing a large elliptical orbit up to 14000km high and returning safely while the second variant increasing the payload with successfully getting a large quantity of fuel (around 3-4 tanks) to the same distance. Each rocket able to land in visual distance of the launch site.
  4. Here is my candidate (or I later find out the first of my family of candidates): The Selphi class rockets This is the MK1 Using stock vanilla parts only is a bit of a challenge... especially on the lander part. The MK 1 however, on the first run was able to get in orbit with the space vehicle having 1.75 tanks of liquid fuel left. However, this is only due to error since the lander legs (boosters) fired at the wrong time. With out the misfire, it doesn\'t achieve the orbit, so back to the drawing board but I attend to keep the same style to the design.
  5. That might be how I\'ll do it... pure vanilla Jeb-approved parts. But using RCS engines to aid in landing and maneuvering in Mun-orbit... ingenious! 8) Definitely gonna play with the ideal as well.
  6. I\'ve been getting some good results, but making a rocket to aim for 120km (aka: Mun) with fuel to spare sounds like a fun task. I\'ll give it a go tonight and see what I can get.
  7. Rocket#2 From this to this. More fuel, and could be even more if i'd launched it slightly better (that's 10 and 3 halfs by the way) I'm jelly.
  8. Well, good to see another rocketeer/firework technician. :3
  9. Congrats man. That's amazing. Mind showing the rocket you done it with?
  10. I do worry a lot about mass/thrust ratio... especially a beginning stages. Often attach 3 engines with a tri-coupler to a single stack of tanks. It's really gets me going, and all my designs reach 10k in the first stage... if it doesn't make that, the rocket is scrapped. I haven't played with ion engines or anything, usually stick to vanilla parts. But it's always fun to see Kearth get smaller and smaller and then returning them. 8)
  11. Thanks, Cap'n for the welcome.
  12. Closest I got to the center is about +-1000 m. Landing it off shore, and the center was in view distance. It was dumb luck that it happen since it was the first mission I was practicing Hofmann Transfer orbits. XD
  13. I stayed out in space for a good hour and half, transferred up to 1500 km up and then safely returning back to Kearth. Anyone can shot a rocket at escape velocity, the challenge I find is returning them home after going deep into space. (Good practice whenever the moon comes around. )
  14. defiler86

    Heyo!

    Hey, just saying hi to everyone out there... finally got on the forum (after resending several activation emails XD ) Totally looking forward to seeing this game continue to develop, and it's always fun to send little green men into space. And to some... another bronie is here. ;D
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