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Mathman

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Everything posted by Mathman

  1. Use the pop up tweek settings (right click) during construction in VAB. Three colours are available. All on = white. Red on and Green and Blue off or very low = Red... etc. This can not be changed after launch. hope this helps.
  2. First, my apology to folks I have confused by not posing on the right part of the thread. I still may be doing it wrong, but this post should be closer. re: Why should Sirine just use any old space station with any old adapter? or What does "stock" have to do with the garden? ---------------------------------------------- The "stock" applied to the tug, not the target so the garden module is only an example of something to which a stock core is to be attached to, assume the garden module is to be considered a "pre-existing space station. I have no problem with the garden module not being stock. However, the wording of the mission was that the space station core had to be maneuvered. I quote "Make a craft that demonstrates a space-tug that can dock either two stock Space Station Cores together, or dock a stock Space Station Core to a pre-existing space station. This does not include docking a non standard item to a space station core. I don't, however, see why you complain. Redesigning to have a standard port is no big thing. just do it. It doesn't matter to me if you have all three sizes or just one on the end item. See my flying gold plated pig if you want to see and omnibus tug with all 4 docks/grapers. ;-) https://www.dropbox.com/s/xrrwjs2sdmd2xc7/FP%20Tug.zip https://www.dropbox.com/s/zz2cbzxbwz3njhg/FP%20Tug.zipBe inventive. Have fun. However! if we are not going to follow the established 'rules' of the competition, why bother compete? As for bringing up other competitors disqualifications - perfectly fair in competition. Get used to it sir. Get used to it. Mathman Edit / Delete Edit Post Quick reply to this message Reply Reply With Quote Reply With Quote Multi-Quote This Message Blog this Post
  3. I had an even more unbalanced conglomeration in another personal challenge. The main propulsion module was nuclear powered for high efficiency but I was hanging a spaceplane on the side with almost half the mass of the main module. I had designed the spaceplane and nuke module with a good bit of torque (over 50 Nm each), which helped. What also helped was to keep the thrust from the spaceplane from overriding the thrust from the nuke, I set the thrust limiters on the spaceplane engines to a value which balanced the thrust. iT CAN BE DONE. Something to keep in mind when making modular mission craft. (sorry, no photos left)
  4. I like it. The launch platform even looks smooth. Has every size dock but an AGU, and who needs to attach asteroids to space stations?. The mission illustrations are detailed. The mission does not illustrate either of the two challenge missions but it is clear that the Adaper Tug MKIII would be able to do that too. As long as the people being towed behind the nuclear engines don't mind glowing green that is. Oh.. they already do. Mathman
  5. Sorry advil, to your's . It's big and does it all and than some. Impressive. Definably on the large side of the entries.
  6. Nice going bro. compact, simple. Not like some of the entries. Seems like some people here want a flying swimming gold plated pig. One that can dock with all three sizes of docking ports, carry an asteroid arm, have detachable tugs for fine detailed work in cramped quarters, and a nuclear thruster capable of putting a payload into Duna orbit. And look good too. [i did the flying pig thing for the fun of it, does all the orbital transfer and tug work with asteroid arm and all but it is UGLY and I did not post it. no way. ] Hey folks, this dude not only plays KSP, he is the editor in chief of a great electronic science fiction magazine - digital sci-fi.. Look him up. The dude is awesome.
  7. This is an impressive piece of work. Orbital transfer vehicle, multiple construction/docking assist tugs, and so on. It certainly goes well beyond the challenge, which based on the original premise (space tug, a.la.http://upload.wikimedia.org/wikipedia/commons/3/32/Space_tug_in_earth_orbit.jpg ) of a simple tug for beginners to learn on.
  8. Ok,very nice set of pictures. Well documented. Does a nice job. Very useful Sr. size docking port. But where is the regular sized Clamp-o-tron? Challenge required docking with a standard space station core. I may be repeating an earlier post but it looks like it is unqualified.
  9. That second photo isn't very clear but I guess that suffices. Can it do a controlled de-orbit too?
  10. This challenge, instead of rebuilding the stock craft to be better, will focus on building new stock craft and subasseblies to compliment and improve on the systems of the current stock craft. Focus is kept on educating new players with building techniques such as Center of Lift must be behind Center of Mass, and how asparagus staging works. And yes, these rules are essentially a Copy/Paste of Xeldrak's BSC1 Rules. [*]Your craft MUST NOT use any mods - 100% stock [*]You need to show us at least four Screenshots [*]You need to make you .craft file available [*]You MAY NOT use a craft previously built [*]You MUST be able to actually perform at LEAST one of the example missions, and the vehicle must be capable in theory of accomplishing the other missions with relative ease. Mission Goal: Make a craft that demonstrates a space-tug that can dock either two stock Space Station Cores together, or dock a stock Space Station Core to a pre-existing space station, then either de-orbit or dock to another node on the station. You must ACTUALLY fly this mission. ---------------------------------------------------- OK, I got it. Keep it Small & Simple (KISS). Your mission goal was a bit open. Not sure if the tug must be de-orbitable. Don't know why it should be but I built it to be able to dock to an open node at an orbiting platform (which is what a tug is supposed to be for - providing maneuvering and docking of delivered supplies/objects that join the orbiting platform. It can be launched by itself (.craft file is available but I need help in posting it). It can be attached to other cargo being launched to provide rendezvous and docking assistance even for items with no self guidance. It can pick up an item in orbit, make orbital changes, rendezvous, and dock. The limit is rcs fuel but if the cargo has rcs fuel, the tug can use that too. An all around beast. I have designed a long range add on (extra fuel, ion propulsion, lights, jr size dock adapter, etc.) to prove it could be done but have left that for others to have fun with. So, enter A.R.M. (Autonomous Recoverable Mover). It is small, simple, uses stock parts, and is capable of moving around objects many times it's size. A.R.M. and upper stage after orbital entry burn. Some specifics. Keeping it simple. Total of 29 parts - 1290 Kg - 2 gyro sections (one 20 Nm and one .5 Nm) to handle large deadweight targets like fuel tanks. Remote control, 12 RCS motors, and 400kg rcs fuel. The 1290 kg includes a detachable re-entry module consisting of heat shield, extra batteries, docking port and parachute. [note: reentry module has been tested with the Deadly Reentry mod, but no special parts were needed. ] Starting Position of challenge targets [2 stock Space Station Cores] and A.R.M. SS Cores aligned and ready to dock. Cores docked and ARM tug at storage location. Having 2 docking adapters, using up a port on the station does not decrease the total station ports available for other parts. One can dock right on to the back of the tug. Getting ready to de-orbit by coupling with the re-entry module. Success! Soft landing after re-entry with Deadly Reentry mod (I like to do things the hard way) That is it. Really a simple little tug for beginners to use for space assembly, or experts to add on to their existing in space craft to increase flexibility. Really flown, Really used stock parts. Really simple. PS - two action groups. Group 1 - toggles remote guidance unit gyro, Group 2 toggles Inline reaction wheel. Sometimes the two cause feedback and vibrate. shutting down one or the other will cure this. Craft files https://www.dropbox.com/s/kfv3o8dry08qpjv/Tug%20I.craft (add this to your subassemblies folder for the tug alone. https://www.dropbox.com/s/k1uqw8zw0avnzq2/A_R_T_.craft This is the tug on top of a launcher for orbital insertion. The nose cone is necessary when using Ferram Aerospace mod but it will separate with the final stage.
  11. I hope this works. In the meantime my computer crashed once (software) and my backup file servers twice (dead drives). There is nothing left of the mission other than this one picture. It was awesome though. [note - 4 of the 7 main fuel tanks have been jettisoned by now but a soft entry (no unreasonable aerobraking of a craft with no heat shield and not stressed for high-g deceleration) has been accomplished and the mission of orbiting and than landing probes around all moons and Jool and than conducting manned return missions to the surface of all moons has all the crew excited]
  12. Well, I just finshed off a contest with my twin brother to come in with the lowest cost solution to a "Permanent" Duna colony. To cut to the chase.. refuling via Kethane mining was key. But why oh why bother trying to refuel from the bottom of a deep gravity well? Also, since kethane to monopropellant and kethane to liquid fuel and liquid oxygen is really inefficient why cart kethane around? My solution was Orbiting Fuel Depots. A bunch of empty tanks with docking ports and one stabalizer module with nothing more than gyros, batteries, a few solar cells and a docking port to keep the tanks from tumbling so they can be docked with. The Duna lander has a small drill, a small kethane processor and the tiny kethane tank. It lands on Ike with an extra empty tank or two from the depot attached at ports. (Low gravity, you can hang on more things and still land and take off). It mines kethane and converts it simultaneously without storing any but a minor amount of Kethane. Once loaded up the lander boosts to orbit, transfers excess fuel (main and RCS) to the fuel depot. Three or four round trips are enough to load enough fuel to completely fuel the lander twice, and leave the lander with a full load. How to get from Ike to Duna? Not much effort but to save fuel I use a nuclear powered tug to push the whole thing into Duna orbit. (I follow KASA guidelines in the use of NERVA units and never use them to land anywhere or in an atmosphere) I end up easily with a full lander and more than enough in orbit fuel to refuel it twice. BTW - I try and land on DUNA where I can refuel for the return trip which cuts down on refuling in orbit. Then after detaching unnecessary fuel tanks from the lander I have a lean and mean Duna lander ready to land. So... Simple. -Don't land on DUNA to get fuel to use in space. Land on Ike. Oh, this was done with stock parts asside from the Kethane mod. Same for Kerbin system. Land on Minmus, not Mun or Kerbin. .... Soooo, I have a pair of perfectly serviceable Duna Ike kethane mining landers, but still need a way to get kethane or fuel up from Duna somewhat efficiently, preferably unmanned. P.S. My first Duna flag is "We Come in Pieces" "You should see the trail of parts we left getting here!"
  13. Sorry for delay but I have been out of the country and away from my main computer. Yes. I will post them shortly. I was hoping that some other people may have done the grand mission (manned mission to explore the entire Jool system) as well. Haven't seen any, but I haven't looked too far either. In any case, images to follow.
  14. THE ARGUS For those who say it can't be done, orbital construction with multiple interlocking pieces can be done. Takes patience is all, and the use of tugs to nudge things around. I've seen many missions to Jool posted, but I did not see any that would do multiple missions and few Kerbed return missions. So I did it myself. For anyone who wants ideas for a multi mission ship, here it is. (when the IT folks fix whatever error I am making to allow me to create a photo album and post links here from there I will post photos. ) Stock, ver .22, career mode (level 5 technology) ARGUS - 42 meters long, 255 tons - fully fueled and outfitted. (148t main fuel for raw delta V of 6815 m/s) Room for 9 Kerbals – Normal crew of 4 While it has a max sustainable acceleration of only .11g fully outfitted, The ARGUS is not intended to enter orbit in any moon of Jool and will not go into low Jool orbit. It is a carrier for landers and probes. It is too fragile for aero-breaking or capture but has enough delta v to enter Jool system without aerobreaking. Total of 13 launches to assemble, 3095 tons total launch weight. Check it out: Fully outfitted it has 6 ea 2800 m/s delta v class science probes (one with auxiliary parachute for Laythe entry) 1 single stage (re-useable) shuttle with 4400 m/s delta v (3 moon landings planned and rescue operations on demand) 1 heavy return lander for atmospheric entry of 5800 m/s delta v (Laythe lander) 1 heavy return lander for non atomospheric entry of 6800 m/s delta v (Tylo lander) a set of accessories and spares to include a rescue capsule, extra drop tanks for fuel, and a spare parachute for mission flexibility.
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