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ihtoit

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Everything posted by ihtoit

  1. Beast of a challenge! You are provided with: 40 units of liquid fuel - no oxidizer, no other source of fuel 1 C7 Mk. 1 cockpit with 1 Kerbal one stock C7 turbojet engine or one F119 Turbofan (B9 Aerospace required) - no other propulsive unit one pair of active control surfaces of your choice from the PX - no more control surfaces than this one pair of matching wings from the same parts mod as your control surfaces came from (ie if you use B9 control surfaces, you must use B9 wings) - no more wings than this Two (stock) Kerlington Delta Deluxe winglets ONE intake Simple challenge: How far can you fly, given the above constraints? Can you beat 282km, with a safe landing?
  2. My F5 Warraider. Stock SP+ wings and Luvodicus nuke engines. Possibly too modded for this challenge with the engines, but it will make orbit and has full crossrange capability, it can spin on a penny at hypersonic speed (I cut the bridges with it before going vertical) and it is capable of midair sliding. Plenty of undercarriage clearance for hardpoints (not installed on this prototype). I reckon it'll hold six FL-T400 tanks underwing. (EDIT: when I'm not doing crazy aerobatics, MechJeb AP is an absolute necessity, as this thing is extremely unstable over 6km altitude) Look familiar yet? (this is actually an earlier prototype) How about this?
  3. Half-sized Concorde (yes, it carries 50!) My take on the F117 Stealth the Stealth sitting mext to its larger cousin (which has two bomb bays!) side view of my Delta Flyer. OK, it's not "real" real, but I likes it. There must be a full sized version of one of these - an EDF Starfighter from Buck Rogers in the 25th Century - because I had a radio controlled one that actually flew very well
  4. ok, how's this for a variation? You'll need the B9 mod, specifically the HX parts. I just got through thowing together a 242-part ship, including struts, which not only got to orbit, but did it with a pad mass of OVER 6,000 tons and yes, because I was using the awesome plasma engines (I have a new favourite engine!) used 96% of the fuel it went up with - final orbital mass (hence payload) at 100km was 980 tons. Physically, even on the pad it's mostly space (as designed, I wanted a traversible internal space which I got with the hollow structural parts), so when I say it's BIG, you'll need to use LOTS of launch clamps for launching ANYTHING HX. No screenies this time, but when I get round to a big ship mission in my 365 campaign, HX is where I'll be going! Awesomely big, awesomely powerful ships (I mean, 27MN!? And 6k tons??) for fewer parts than a decent shuttle mission.
  5. I wonder... will it go supersonic at <10km?
  6. OK, here's the idea: perform an IVA recon of any Easter Egg artifact on Kerbin *except*: KSC, KSC Monolith, Island KSC. Basically you have a choice between four Monoliths, a temple and a flying saucer. If you don't know where any of these are, better to send out a Googlebot to hunt them down. Easter eggs haven't changed in several revisions of the game. The lower the pass the better (and the higher the score). HOWEVER: You must perform the capture while flying *supersonic*. How to tell if you're flying supersonic? There is still as yet no way to tell in stock KSP. From reading around I've managed to determine the closest I can get to a guess, and conclude that the assumption is 345m/s at sea level (surprisingly, the same as it is on Earth). Aerodynamic mods seem to agree with this value, at which point values relative to altitude diverge dramatically. I will say, therefore, that whether you use stock or FAR/NEAR or whatever aero mod, the speed of sound for the purposes of this challenge will be 345m/s at all altitudes up to 10km. RULES: - Aircraft must be manned. - ANY part or mod valid. - Challenge ceiling is 10km. - Capture is valid only if the artifact is captured in IVA mode and at (or near, as in partly within) the centre ninth of the frame. Terrain altitude (most mod flight aids will have this, if not: not to worry, I may have to plant flags at the various artifacts and determine base altitudes) and airspeed *must* be shown in the same frame (for scoring purposes). Scoring: For each metre above terrain: -1pt For each m/s above 345m/s: +1pt Example: 100m above terrain at 345m/s scores -100. 100m above terrain at 445m/s scores 0. 100m above terrain at 545m/s scores 100.
  7. that's an old stock delta wing, the new version delta wings are just the SP+ ones in two sizes.
  8. wonder how much this would cost? (yes, I know it needs wheels!)
  9. yep. I've done Kerbolar missions (see my sig for the Starflight One Tube Rescue, for instance, which had a 30 day death clock on a terminal sundive), they do take planning and LOTS of fuel and/or ridiculously efficient engines (I used the Super Atomic and the Poseidon's Revenge by Luvodicus. My favourite engines and I still use them in 0.90).
  10. Yep. Sscreenshots of a non-entry that I think should qualify for a Gatecrasher Award since I did manage over 4 miles a second IN ATMOSPHERE! Basically, stock cockpit, stock LFO tank, stock wings, MechJeb for info, and my 320kN nuclear engine thanks to Luvodicus and his incredible foresight in building a version agnostic part! This is the plane at 20km already burning over a mile a second, I'm having to pitch DOWN by 5 degrees at this point to try and keep it from pitching straight up! Just in case you can't see that, the odometer does in fact read 6799.5m/s, at 60km altitude, and that's surface speed not orbital velocity. The final resting place for the spaceplane is a rescue orbit around Kerbol of 3.4Gmx23.4Gm. There is fuel left but no power so I can't orient the thing.
  11. The United Kerbal Defence Directorate has tasked the Boffs with a design challenge: a viable low altitude parachute ejection system. Low Altitude Parachute Extraction System (LAPES) is a tactical military airlift delivery method where a fixed wing cargo aircraft can deposit supplies when landing is not an option in an area that is too small to accurately parachute supplies from a high altitude. THE CHALLENGE: Build a Rover and deploy it using a LAPES from the REAR of a fixed wing aircraft. THE RULES: - Stock parts ONLY. - Normal 'sploits rules apply. - Rover is a land vehicle with four electric wheels in two-by-two arrangement. - The Rover may be piloted by a Kerbal or by a probe core. The aircraft, however, must be piloted by a Kerbal. - The Rover must be loaded onboard the aircraft using a rear loading ramp prior to takeoff. ie, launch the rover first, move it aside, then go back to the SPH and launch your aircraft, load the Rover then do your takeoff roll. Alternatively, build your rover mounted on an improvised pallet (which must also carry a parachute) - Flight profile is as follows: Takeoff, fly 5km from the runway, minimum attained altitude MUST exceed 500m, LAPES launch altitude must NOT exceed 10m from terrain; this must occur AFTER minimum profile altitude is attained, and the launch may not occur from a landed profile - the aircraft must be in flight. - LAPES launch speed must NOT exceed 67m/s (130kt). - Rover MUST survive and roll in a controllable fashion at least 100m from its point of impact.
  12. ...remembering also to turn off ALL your attached A/SAS and RCS systems, otherwise you'll start seeing oscillations even in your wonderful new uberstrutted-to-snottery Worldship way before you hit the physics limit...
  13. (Note: for this challenge, you may pre-position a marker flag at the target which is located to the North East of the KSC runway. You can't miss it, it's a floating black monolith). THE CHALLENGE: From the West end of the runway, roll or fly a vehicle of your own design (anything goes!) as fast as you can, buzz the Monolith by making one complete counterclockwise orbit (keeping it to your LEFT, go round the monolith until you are facing the East end of the runway) and return to the complex - parking safely between the VAB and the SPH. THE RULES: - Vehicle MUST be manned. - No restricted parts or propulsion. HOWEVER: - No infinite fuel. - No nuclear reactors (eg Interstellar), this is OP and cheaty (notwithstanding the insane weight as a handicap). If you want to use plasma electric or ion drives, figure out a lower tech method of generating power - for instance, neutrally-thrusting jet engine pairs. - No unbreakable joints or parts welding. - No jettisoning parts, anything breaking off ends your attempt (including launch clamps). - Maximum altitude permitted for air attempts: 90m ASL (approx. 25m above terrain). - Scoring: Timing, based on propulsion methods as described. LEADERBOARDS: Wheeled, ground: 1. 2. 3. Jet/Prop/Rapier, HTOL Air: 1. 2. 3. Rocket/SRB, HTOL Air: 1. 2. 3. Jet/Prop/Rapier, VTOL Air: 1. 2. 3. Rocket/SRB, VTOL Air: 1. 2. 3. ION: Special category, for Captains Slow: 1. 2. 3. INSANE DIVISION: Special mentions for insane yet utterly redundant power systems: That's pretty much what you're looking for.
  14. ok, went for a 6-engined behemoth (with about 100 fuel between them, and 12 intakes), hit Kerbolar escape before I hit 50km, went for a screenshot and ksp had the weirdest bitvomit ever. Will try again.
  15. 0.243t dry - with useful payload - 0.865t on the pad and a Rockomax stock engine, gets into orbit on 4370m/s dV - one more Oscar B tank and it's on a Kerbin escape. You're welcome. Part count: 14. I haven't actually taken this interplanetary for the simple reason that I use RemoteTech and silly-range antennas with their requisite power plants weigh a LOT.
  16. the Romfarer laser makes short work of those structural plates, for sure. I use it to clear space debris.
  17. yes, subject to the restrictions (no terminal guidance system or "Bunker Buster" style Grand Slam drops)
  18. um... yeah, a plane thread with no B9 or Firespitter is like a Jool probe with no rockets.
  19. All that surface area (and shy of 1400 parts) and only 836KB.
  20. I still have a model somewhere of a rack of Sputnik pods sporting LFO tanks and Sepratrons I was using to demonstrate a cluster munition (and later a Kessler weapon). Oh, goody, time for some mischief! Simple challenge: FROM BEYOND THE SHORELINE, fire unguided ballistic missiles at KSC and destroy as many buildings as possible using just ONE VOLLEY. Rules: - use as many missiles as you like, they must however be unpowered on descent (boost stage powered only). - Missiles must be fired from the water surface (ie craft must be landed on the water, use floats of some description - some have found success using stock intakes, I prefer Firespitter seaplane floats) - NO NUKES! Really, it's really easy to fire a Romfarer with a ring of Sepratrons and vapourise the entire complex with one shot. Not acceptable, put some effort in. - That said, if you can fire an antimater container and have it detonate at the right moment, you can do some substantial damage if you have antimatter in it! - No preloading normally empty containers (eg kethane, antimatter), if you use these you must fill them in the normal, non-cheaty manner (ie go find kethane and antimatter and pump it across) - Other than that, normal "no 'sploits" rules apply. Um... that's essentially it. Rules subject to change, etc. Scoring: Fewest missiles used for most buildings destroyed. Leaderboard: Player:__________Buildings killed:_____Missiles fired: 1. 2. 3. 4. 5. (Challengers' Note: I'm still downloading .25, but having done the Zeebrugge challenge a while ago and had some success with it, now we have destroyable buildings I think we should turn the tables on KSC... so I'll be having a go)
  21. two of my smaller stations. The fat one is my crew waystation (no name), has space for 158 Kerbals in 24 ring pods (S2 crew fuselages) and two Taurus command pods. It has low power engines on the underside of the base ring for orbital manoeuvering/correction burns and 25 docking ports (there's a Clamptron Senior under there, trust me on that). Station mass: around 540t on orbit (330 dry) To connect to the Gossamer, which has a hybrid power system to feed the single laser, crew capacity of 24, went up in 6 launches for a station mass of ~320t (145 dry). Fairly sizeable project, had to ditch it though because life.
  22. they're not quite as efficient as the new plasma gear. But I still love 'em because I don't have to futz around with nuclear reactors to get them to fire...
  23. The Deceptively Simple Challenge: Using NO delta V whatsoever, achieve (or prove) an escape orbit from LKO. THE RULES: - ANY part mod valid (excluding partwelding). - NO infinite fuel or other things that break classical physics (except stock massless parts and ASAS units). - Engines must be shut off or better yet, jettisoned, before departing LKO. This includes warp drive, ion, monoprop, RCS, or any other form of thrusted or wave propulsion known or unknown. SCORING: 1,000 points for supplying a proof. 1 point for changing (and circularising) orbit using your proof, score per km of delta-a (change in semi-major axis). Score achieved on completion of circularising manoeuvre only. 1,000 points for achieving escape trajectory. (Before you come back with "It can't be done!", yes it can. You see the effect every single time you launch).
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