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Starwhip

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  1. Album uploading, challenge restarted for Version 1.0!
  2. The CRN-05 Spirion II was made for the Elcano Circumnavigation Challenge, and is one of the best craft I have ever built. Capable of 160 m/s on land (576 Kph), 90 m/s on water (324 Kph), and 100 m/s in the air (360 Kph), it is truly an all terrain vehicle. When retracting its gear, the Spirion II has no problems, but careful when extending them! It does experience a bit of glitching, but modifications have been made to keep this effect to a minimum. Instruction Manual: 1 - Toggle Extra Intakes. The Spirion II has a large number of intakes when it only requires one to operate. This feature seems to be buggy (Sometimes it doesn't work) Have SAS on at all times. When in rover mode, the only keys you really need to use are Q and E to control its roll. You may want to keep it pitched down just a bit to stop it from flying into the air. Limit downwards velocity to under 10 m/s for safe impacts. Even on moderately hilly terrain, full throttle is possible. Your own judgement is the Spirion II's speed limit. 160 m/s is generally safe. Warranty void if craft is piloted parallel to a slope. To take off, accelerate to top speed on water, and over 100 m/s on land. Gently and slowly pull up. It can take a few seconds to get airborne, but it will get there. To land, keep the engine ON for now: high speed is the only way to keep it flying. When you are close to the ground, (100-200 meters) pitch up so that you have 0 vertical speed. Extend the gear if you haven't already, and then cut the engine with X and click the Brakes button on the HUD to engage the airbrakes. (Optionally, you can hold B, but the button is much easier.) Keep your nose up so that you hit the ground as level as possible, at around 30 m/s surface speed. It is possible to land on water in the Spirion II. You do not need the gear out for this. To go on water, enter the water at under 25 m/s, the slower, the better. Raise the gear and ladder if you need to. You can go to full throttle at first, but limit your speed to 90 m/s or so. Faster speeds are untested. SAS should be on. To exit water, slow to under 25 meters per second. The Spirion II's airbrakes will help immensely (Activate with the B key or the Brakes button). Deploy gear and thrust to get back on dry land. Download the CRN-05 Spirion II
  3. KSP Version 1.0: Challenge Restart EDIT: http://forum.kerbalspaceprogram.com/threads/118288-CRN-05-Spirion-II-Kerbin-Circumnavigation-Vehicle-%28Air-Land-and-Sea%29 If anyone wants the craft, they can have it. EDIT: Heads up: the estimated range is WAY off. Kerbal Engineer Redux was mistaken.
  4. I assume one of them is something like "Thermal_Mass" and the other one is "Max_Temp"? The one that isn't thermal mass is the one you want. (Haven't looked at the .cfg, one sec) EDIT: Oh. I think it's the second number, not sure. EDIT: Stupid me, that second number is commented out. It does nothing. First one.
  5. I don't think I would like to be immortal at all. And technically speaking, the answer to "How would Immortality change you?" is "it wouldn't change you at all". Unless we're not talking halting the aging process. It is not a pretty sight to be a sentient desiccating corpse. Being young forever, that can really give someone some crazy ideas. At the optimal age in one's life, when they are most fit and mature, would have its own advantages. Too young and your mind cannot develop any further. Too old, and you will soon lose all of your memories. Really, I'll tell the guys selling me the miracle pill to go and... well, you know.
  6. [Logic]How can you launch a rocket when you don't have any fuel left on Kerbin?[/Logic] Sounds interesting, but convention states that you submit an attempt for any challenge. Or at least state that you recognize the rule and will do one soon, and then actually do one, not just leave it for later again and again.
  7. Welcome, jerdrb! Hope we can have a great rivalry I mean time no, frien Oh, just kill me now.
  8. Again, I think that a rocket's payload is supposed to be smaller than the rocket.
  9. It also may be your fault for not testing if the parameter was completed on Kerbin, where one generally tests for such things. Put the base on the pad next time. Though it is most certainly misleading. Putting "rover wheels" or "powered wheels" would be better.
  10. Everyone seems to be having problems which I am not. PC slowdowns, nukes overheating, SAS malfunctions. I wonder if it's somthing with my designs? In any case, I had made a test SSTO with an LV-N as the secondary propulsion system, and it never overheated in the six or seven minutes that it was on at full blast during circularization. If I discover this problem later on, all I can say is that it must be a design characteristic that one must fix and/or overcome.
  11. The aerodynamic quality of the boosters, coupled with a higher CoM, led to instability in the rocket. Remember, drag is actually correctly calculated based on your profile now. Before it was based on mass. Lift has also been redone. Lift can now occur as a result of drag.
  12. Given that a correct reentry trajectory slows you down plenty, I wait until 1 or 2 kilometers before deploying, making the 4x timewarp trip about 45 seconds or less.
  13. True, but if all you've got is the Stayputnik drone control, you're not gonna have a good time. Though it should still be possible.
  14. The tailsitter design coupled with downforce on takeoff gives you landing gear buckle, and that, as we know, is not a good thing.
  15. 0.90.0 was my favorite version. Not that I don't love 1.0, in fact, it is still the best version by far! But 0.90.0 had the old aero model, and I do miss its exploits and quirks, though this one is far the better.
  16. Thought so. Those darn rear canards are giving me hell. Here goes nothing with taking them off! I might have missed a bit. Almost got the VAB to do the job for me. I then promptly oversteered and hit the ground. This isn't so much of a "Drunken Plane" challenge as it is a "Get used to the realistic drag forces" challenge. The thing flies great until you try to change direction, then it dies. EDIT: Oooh, there be airbrakes! I'm gonna deploy those and see what happens. Also, what the heck?! I crashed and it took me to this.
  17. Oh, dear, what have we here? This might be interesting, downloading .craft now. - - - Updated - - - Wow. This thing doesn't go the way you want, and the opposite way also doesn't make it go the way you want. Define "Modifying"... Can we do stuff to the ship in-flight? EDIT: WHOAH, Nellie!
  18. Noticed this as well, but it's inconsistent. Perhaps it selects a random ship to lock up, or is a glitch?
  19. Seems that for some people, KSP runs slower than before on the same hardware. Haven't noticed this myself, it seems to be running faster for me. That machine should run it just fine, except that I think KSP is still only 1 core.
  20. For those confused, drag has increased with the square of velocity, while lift was linear before. Now both are the increased with the square of velocity.
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