

ihtoit
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Everything posted by ihtoit
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Least fuel to Kerbin orbit challenge
ihtoit replied to Ocirne94's topic in KSP1 Challenges & Mission ideas
ion=electric, so I'd guess the answer to that one would be "no". (edit: I have sent up clusters of very simple comsats consisting of a flat OKTO core, one antenna and an RTG, for a payload weight of next to nothing. Pretty sure I can get it lighter. -
I'm thinking SSTM with a claw-equipped Rover... will have a go when I get back to base...
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one thing I found about those flat oktos is that when I started the constellation, once each satellite had lost contact with the ground, it couldn't be used as a relay until I waited until it was in line of sight to the KSC then switched to it, thereby reconnecting it. As it drifts around, it then passes relay connection via the next available satellite and maintains its connection. Hopefully I'll only have to do 16 revisits the once...
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Space Shuttle only jet engines!
ihtoit replied to notsodeadjeb's topic in KSP1 Challenges & Mission ideas
yeah, you'll get suborbital in a jet but not orbit. See, they stop working when there's no air. -
Yet another simple challenge: Launch a network of satellites to create a continuous relay around Kerbin! The Rules: - Restriction: ONE launch. - Satellite payloads must be identical. - RemoteTech required. MechJeb recommended. Otherwise, *stock*. - Minimum coverage: 5,000km altitude. - At least one of your satellites (it may be the payload main stage) must be able to connect anywhere within the bounds of the Kerbin system, thence to the relay, at any given time after deployment. No scoring (yet), let's see your deployment patterns and more importantly, your designs! (Challenger's entry: 16+1 on a three stage launcher)
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imagine the mess if she sneezed!
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KSP 1.0.5.1028 blank sceeen
ihtoit replied to ihtoit's topic in KSP1 Technical Support (PC, unmodded installs)
I'll try that, and let you know. Thx Quick update: apparently my "up to date" graphics driver is older than the laptop! How that happened I have no idea, loading the latest now... Update to the update: The driver that was installed for some reason was the old Vista32 Catalyst driver. It SHOULD have been the 64-bit Crimson driver which I KNOW I had installed. How it managed to fall back to a driver I had not even knowingly downloaded, I have NO idea! Update #3: it works! -
Hi, long time lurker, etc., I have an issue with the aforementioned build (and having tried, every other build I still have!), in that starting the client.. .well, doesn't. I don't even get the splash screen. My screen just blanks and all I see is a sea of white. The log file isn't much help either, the contents of which are reproduced in its entirety here: -- Kerbal Space Program - 1.0.5.1028 (WindowsPlayer) OS: Windows 7 Service Pack 1 (6.1.7601) 64bit CPU: AMD E-350 Processor (2) RAM: 7783 GPU: AMD Radeon HD 6310 Graphics (2184MB) SM: 30 (Direct3D 9.0c [aticfx32.dll 8.17.10.1063]) RT Formats: ARGB32, Depth, ARGBHalf, RGB565, ARGB4444, ARGB1555, Default, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf Log started: Tue, Feb 23, 2016 15:42:00 -- Installation is the standalone client, no mods, clean install.
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I think this is in the wrong section
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Challenge: Build the Viper Jet Mk2
ihtoit replied to Triop's topic in KSP1 Challenges & Mission ideas
D'oh! I suppose I could mount some hardpoints on top of the wings... -
Challenge: Build the Viper Jet Mk2
ihtoit replied to Triop's topic in KSP1 Challenges & Mission ideas
close enough? It's only missing wingroot intakes (using an inline instead), other than that it's entirely stock apart from BDA and MJ. Oh, and this one's loaded to the gills with AIM-9s (14 of them!) and buzzcutters. It's my standard short range interceptor and it's beaten everything it's gone up against. -
OK, well, in testing my bomber with a AGW loadout, I've found that the engines aren't enough and neither are the wings, but to correct this problem means going well over the 100 part limit. I'll still post it here for gits and shiggles, 'cos I think you'll like it. It's a direct inspiration of the BV38 Flying Wing, as seen in Raiders Of The Lost Ark. The difference between that and mine is the bomb bay (mine doesn't have one, the bombs are loaded on wing hardpoints) and the wings on mine are more spread over the CoM to bring the CoL forward (essentially to force it to be a little unstable). Oh, and I forgot to add tail fins forward of the props. Other than that, it's basically 1:1 scale. Armaments (testing loadout): 8x500lb bombs 6xcluster bombs 2x2 Vulcan turrets (front and rear) (2400 rounds*) 4 hidden cannon (just outboard the wingroots in front of the landing gear) (2600 rounds*) ECM jammer module *Might have this the wrong way round, it's 5,000 rounds altogether. I'd check but the game keeps crashing on me. Here's a model someone made earlier in that other Virtual Lego game... Screenshots and .craft file will soon come just as soon as I've figured out the bit about it FLYING.
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interesting challenge, basically you're asking for a ultra-low-velocity tethered glider?
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Kerbal Dynamics: Limited Fuel Lifting
ihtoit replied to ihtoit's topic in KSP1 Challenges & Mission ideas
https://www.youtube.com/embed/Lnvh08GBOII Here ya go -
Kerbal Dynamics: Limited Fuel Lifting
ihtoit replied to ihtoit's topic in KSP1 Challenges & Mission ideas
the Pendulum Effect is where you can move your orbital track by pumping fuel between two tanks at either end of a spinaret. Scott Manley demonstrated this effect by pumping fuel and bringing a probe from high orbit to a Munar lithobrake - without once firing the engine and without using the RCS system. -
Kerbal Dynamics: Limited Fuel Lifting
ihtoit replied to ihtoit's topic in KSP1 Challenges & Mission ideas
is that another fuel tank?? To explain why I disqualified it, I have two words: Pendulum Effect. -
Kerbal Dynamics: Limited Fuel Lifting
ihtoit replied to ihtoit's topic in KSP1 Challenges & Mission ideas
I wouldn't recommend staging since you've only got that one tank with precisely that amount of fuel on the pad. nice! What's the dark component? Ore container? it's part of the payload. I will make a rule clarification. -
Very simple challenge: what's the heaviest load you can lift to stable Kerbin orbit with just one Rockomax Jumbo-64 tank full of liquid fuel and oxidiser? Very simple rules as well: - Monoprop RCS prohibited. - Entire fuel supply is the aforementioned Jumbo-64 tank (that's the 2.5m orange one with 2880 LF and 3520 O). SRBs prohibited. Drop tanks with extra fuel prohibited. ISRU units prohibited. - Stock chemical (LFO) rocket engines only. No nukes. No jets. No nuclear jets. No electric rotors. No propellers. No ion engines. No warp drive. - No decouplers or any other type of staging mechanism. You don't need it. - Other than that, any other part mod is valid as payload (eg ore containers, hab modules, science bays, batteries, solar plant, nuclear reactors, microwave relays...). - No physics cheating - that's Hyperedit, infinite fuel, or any other shenanigans including but not limited to Kraken drives. Even the scoring system is very simple: Score is your mass on orbit. Leaderboard: 1. Nefrums with 22,767t .. Skylar with 18.463t (DISQUALIFIED because you used another fuel tank!) 2. Foxster with17.609t
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There is a Venus Return/RSS/Stock on Youtube (I haven't got the link, sorry), it uses a meatpuzzle of a ship with LOADS of fuel, assembled in Earth orbit, shot over to Venus, top stage lands, flag planted, return stage launches off the launchpad it brought with it (kicking SRBs over that the builder used as structural supports=epic), picks up the remainder of the fuel from the fuel stage then burns for home. The capsule is the only bit that makes the end of the journey and splashes down right off the KSC shore.
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Stock Weaponry Challenge
ihtoit replied to superstrijder15's topic in KSP1 Challenges & Mission ideas
yes, they are. I actually managed to drop a load from the Beast which peppered KSC. If we'd had destructible facilities back then that would have been a spectacular show. -
Stock Weaponry Challenge
ihtoit replied to superstrijder15's topic in KSP1 Challenges & Mission ideas
there are four mounted on each wing The basic missile is just a stack separator, ant motor, and the diddy little fuel tank. Probe core would consist of the Stayputnik or Qube sitting on a small reaction wheel or a Firespitter planton stabiliser (I actually used the planton in the guided model since it's physicsless) with a stock RTG clipping up through the middle of it. More complex missiles would use four Seperatrons mounted equiradially with the fuel tank as explosive payload, and a nosecone over the Qube or the Stayputnik would serve as well as an airpunch. For added complication, a MechJeb and fins! Part count was getting ridiculous by that point (like the missiles as seen weren't complex enough, they pushed the part count just for the plane to over 100!). Some of the semi-smart missiles going through ballistic testing: rail mounting - Firing - They do eventually separate and go off on their own tracks (yes, that is 18 missiles flying formation on their own there), linear spread is about 200m, angular spread about 3km. I did build a very large ship with about fifty such rails (of 6 missiles each rail) but that was an absolute BEAST of close on 1800 parts! No images that I can locate of that one, I'm afraid. If I find one I'll chuck it up. That particular station went up in two launches. The donut and upper pylon went up first, the lower pylon with the power plant afterward. That also carried auxilliary solar plant and ladders as well as batteries. The engine pod followed, that was later retasked for the Spinaret (another station) to move it to Munar orbit then back to Kerbin orbit to move Ragnar (about three times the size of this one):