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derhp

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  1. Firstly I wasn\'t trying to be rude, once again I fall into the trap of talking to you like I talk to my clients. However, I still think the Munar module is overpowered. With 10% more fuel I could use it as an SSTO. This trivialises the doing a mun return. Yes you\'re not forcing me to use it, so I\'ll just stick to using the Soyuz rocket itself to launch satallites from novas packs, which it does very well.
  2. Well this pack is presented as being realistically modeled. I take issue with that when I can achieve 1400m/s on the munar module alone, that is NOT realistic even by Kerbal standards. As it is I\'m dumping this pack until I see the munar module get a rebalance. At the moment it feels like a cheat part.
  3. In regard to the Munar module, what are your thoughts on it\'s delta V budget? It just seems a bit too much to me. Maybe cut away some of the fuel in it\'s tanks? After a succesful mun run, I still had a bit over half the fuel left when I jettisoned the munar module. The TWR on the rocket stages seems spot on.
  4. Love this, glad you finished it Deus. Though I did ignore your warning about compatibility. I\'ve been having fun lobbing probodobodyne satellites underneath nova\'s payload shrouds on this rocket. Works well, not thrust starved at all imo. TBH I think this pack and nova\'s 'feel' quite similar in terms of overall power to weight ratios. Is making this pack compatible with novas part values possible? Also
  5. Got a chance to play with 0.9 this weekend. Did a mun shot to see how the mass tweaks affected things, found I had a bit more delta v than before. Sent myself to the Mun, got there and... :\'( :\'( :\'( :\'( :\'( :\'( :\'( :\'( :\'( :\'( 8) ;D 8) 8) ;D 8) 8) ;D 8) 8) I TOTALLY MEANT FOR IT TO DO THAT! :\'( The idea was to tip use RCS to move myself to a peak, and carefully tip myself back up. Went to fast, got some air, and boom. Also...
  6. 0.8 is out and the fuel tank chang...upgrades mean funtimes needed an overhaul. A kerbalised delta II, Edit: Re-purposed for satellite deployment! If only the satellites did something.
  7. That rocket is giganormous. If you lost some of the fuel mass, I think you\'d have a much easier time getting it to the mun. If you\'re dead set on it, connect your engine to fuel tank with struts to stop it coming loose and changing your thrust vector.
  8. Aye that\'s a good idea. Less is more, especially when playing with this pack. The double length 1m was a welcome addition, and I wouldn\'t stop you from making a longer 2m tank to help those of us with shitty work PCs. Functionally though, this pack has everything it needs as it is. Also: Props.
  9. Silisko edition is great. The Satellite construction kit made it better. It allows you to make rockets for almost any task, while retaining a 'that\'s Kerbal!' quality. So I made this thread to show off your Silisko edition crafts. Whether it\'s designed to take you to the mun, orbit the Sun, or head out into the Deep Dark, post it here. Compliments and constructive criticisms are welcome. If you\'re posting a rocket, make sure to say what it\'s purpose is (IE, mun shot, sun shot). I\'ll go first. This is a successful Mun candidate. I have dubbed it the 'Funtimes' for it is fun times. Design concept was thus, 'My computer runs KSP like shit with a high part count rocket, so make a Mun candidate with the least amount of parts'. The pay off was this is by far the lightest mun candidate I\'ve made with any pack. With proper throttle control it gets to LKO by the time the core stage LFE has burned out.
  10. I\'m pretty convinced nova\'s pack is 'where it\'s at' as far as packs go. Having a lot of fun making vehicles with barely enough DV to get the job done. This one made it to the mun, without going over 130m/s for the first 15000m. LFE lights first, big SRBs light to get it off the pad, little SRBs air start after jettisoning launch SRBs. The double length fuel tank are Silisko compliant
  11. ^^ Neither. The lander sounds fun, but I\'m REALLY looking forward to re entry with the kliper. Hey Deus, question RE: balancing. How are you balancing your engine and fuel tanks, are you using the 1:11 kerbal : RL ratio or blancing against stock parts? I\'m going to love your Soyuz either way, just mildly interested.
  12. That is awesome. Just had a quick play with the pack. Visually it looks great but overall I don\'t see myself using this pack. The values feel wrong, and I foresee myself wasting a lot of time trying to sort them. The strap on boosters should be liquid, not solid fuelled. Also from a quick look at the CFG tell my engine gimballing is not enabled. I turned it on and it shook the thing to pieces.
  13. I just want to be friends with animals.
  14. I\'ve made it in various formats, but this was the most straightforward. KW challenger pack fuel tanks and engines, moaches SRB with the KW pack 1m core SRB CFG file, KW lander, Sunday Punch decouplers, and 1 stock SAS. Engine gimbals causes it to shake itself apart if you use an ASAS. The long core stage has almost exactly the right amount of Delta V to orbit kerbin, then accelerate to a mun intercept. The second stage fuel tank is solely for mun orbit insertion of bleeding off velocity before landing. Props to Kyle and Winston for their packs. The lander is very nice. While you\'re locked into one format with it, combining descent tank and lander legs means no chance of a leg snapping off if things go awry just before touch down. Launch pad pic without fairings.
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