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ttnarg

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Everything posted by ttnarg

  1. Worked for me. You have to recover the pods. I just stacked mine 4 high with a probe core at the top and recovered the whole stack in one go once they landed.
  2. 1) no there are stock helicopter, its 2 crafts, well one that been staged, you use wheels to hold the 2 parts together then spin one of them with more wheels: 2) sorry, you could ban taking off after landing or do a sub challenge based on how far you can go on a zero fuel Hop. I'll give this a go tonight. Edit: or just ban powered wheels that fixes both problems.
  3. Non-cheating crafts with infinite distance capability would be: 1) electric helicopter (I could not build one but people have) 2) light weight glider that can lift off at rover speeds glide for a distance land and then get more speed from electric wheels. this would have to have 0 control surfaces to make sure it was not making use of the infiniglide bug.
  4. Mmmm old thread let me dig up an old mission: http://forum.kerbalspaceprogram.com/threads/57197-The-ultimate-Jool-5-challenge-land-Kerbals-on-all-moons-and-return-in-one-big-misson?p=789853&viewfull=1#post789853 Went to Eeloo on the way back from doing Jool-5
  5. Love it. I'm so using something like this when I need to move Jeb around KSC
  6. My eve lander: http://i.imgur.com/JJB1XX2.jpg The lander is asparagus staged to hell and some what tested. the main rocket is not. not even 100% sure it will take off. The staging still needs to be sorted out but I'll do that on the pad and count it as part of the flight. If I get Jeb back from eve it will be a first for me. Will test it tomorrow.
  7. lol, I was thinking of doing a grand tour and limited myself to about 80T(max 100T).... That's payload not rocket...... and I would need 5 maybe 6 of them. :-P A grand tour challenge in it's self some one should host a grand tour challenge the same way Ziv hosted the Jool-5 challenge.
  8. seeing as people have proven that they can jump all the way to the see and sea landings are not possible (with out parachutes) this has become who can get closest to the coast. maybe we should find a ramp facing inland. and maybe change the survive rules to be anything you can drive away from is fine? Edit: Maybe you have to drive back to the ramp to prove your car is still drivable.
  9. Oh thats ok then. Maybe the start of rule 3 could be clearer. My mission will have 14 Kerbals so that should be fine (I will not be having a dedicated lander:sticktongue:). If it ever gets past the planing stage I'll post it here.
  10. I was thinking about doing a Grand Tour but was not going to post it here as you seemed to had quite a harsh rule about needing to land 3 Kerbals on each planet and moon. But if your accepting Jakes entry then maybe mine would be fine too. I like the way Ziv did the Jool5 challenge there where 4 levels you could enter but no score board. If you did something cool it would be noted on the list of winnings, infact Ziv found something nice to say about every entry on the link to them in the first post. Scoring it by science could make it a bit grindy when you driving around each to get each biome.
  11. I would just like to take some time to that Ziv for running and judging the best challenge for over a year. Spending time to read each and every entry checking them fairly. I took a long break from KSP and when I came back I could not believe this challenge was still going strong. Thank you Ziv.
  12. Dose MJ Keep the the stages loaded when they are apart? if so thats a big advantage over stock. I was thinking of using the "Flight Manager for Reusable Stages" mod to do this. The reson why I used such a big engine on my upper stage is so that I could get the burn done in time to sech back to the first stage and land it.
  13. yes if we where aiming for a higher orbit then 2 stage would be easyer. But I still say 2 stage is the way to go for non jet crafts. Even if you need a large engine like the KR-2L to get get to orbit before switching back. I knew about Kerbin turning, in my 102.5 t lifter I tryed to cope with that but we talking about fractions of degees a few times I ended up in the sea when I turned too far. Would be intressing to use this mod maybe even do gravity turns and then boost back with first stage (SpaceX style). I have not tryed it but it looks good. http://forum.kerbalspaceprogram.com/threads/80292-0-90-0-Flight-Manager-for-Reusable-Stages-%28FMRS-v0-3-01%29
  14. Fueled Lifter with payload = 438,016 unfueled Lefter with payload = 394,826 fuel cost = 43,190 playload mass = 102.5 fuel cost per ton of playload = 421.4 Edit: I should of put a reaction wheel on the second stage. Targetting the landing was hard. Maybe I should of done the wheels thing on the second stage. The flight is quite hard. You have to turn the first stage to about 1 deg east to cope with the turning of kerbin, if your not landing on the flat the first stage breaks up on landing. Once I stage I roll hard to 80 deg. The single KR-2L brealy has the thrust needed to get into orbit before I have to switch back to the first stage. At which point I deploy the gear hit the shoots and then seperate the cores which inculdes Sepratrons to push them apart. All in all not MechJeb Compliance.
  15. There was no turn with the first stage. which is why it landed so close but with out more fuel for the landing I had no way to target a landing spot. But dont worry that was just a prototype and I've fixed my landing problems for my 100T craft I'm building. The probe cores out on the slide because there is no proble core of the largest size and even if there are the larger probe cores have more mass anyway. By putting them on the side I can use the smaller ones unless I'm missing somthing.
  16. Cost of craft = 154040 Cost of payload = 12800 upperstage empty = 39581 first Stage empty = 81096 Payload mass = 36Tons Cost per Ton = 571.2 I feel a bit bad about claming 100% recovery for the lower stage as there is no where I could get that one at 100% (I got it at 98% i think) upperstage I could of got at 100% with a few more trys and if I remembered to put some solar pannels on. (had to land this one quick as I was running out of power so didnt even try to land it at KSC) This was built more as a test to see what I could do with a 2 stage rocket with a single "S3 KS-25x4 Engine Cluster" lower stage.
  17. There an option for that when you start the game which this challenge dose not forbid :-P but your right I was not counting a short blip of engine power right before touch down. 245.99 ton? Nice. I was looking at a 2 stage craft for 100ton+ this lunch time but didn't get it to fly before I had to go back to work.
  18. Getting 100% with out a powered landing is hard: Aim to fly over the runway (it long so much easier then the launchpad); Quick save a little way out; Then it just a case of timing your parachutes. (I landed on jets which has it own problems but does mean I can fly around a bit to get my landing where I want it.) PS I've been thinking of doing landings on wheels then having a solar powered truck with a Klaw to pull it onto the runway to get 100%.
  19. I didn't read the bit about having to get to 75k so I guess this dose not count. If I had known that I thing I would of had the fuel to make it but it would be very close. It would of left me with such a week deorbit burn that I might of needed an orbit or 2 of air breaking before landing and that would of made it all but imposable to get back to the KSC. But this was my first try with this craft if I try again I think I could do it just need a little better flight up. Here are the pictures anyway. Might try again if I have time.
  20. So I had a go at this, didn't get an amazing cost per ton (for jets) nor did I get into the 100+ ton range like I was aiming for :-(. I used Jets but no wings. Had a flight path of a rocket not a space plane. If you recover @ 100% then the cost is the fuel you use I'm guessing space planes use a lot less fuel. Which is why my cost per payload ton is not amazing. Here are the numbers. Will try and post pictures tomorrow. Total Rocket Cost 452,867 (190 parts) Payload cost 22,800 (1 part) Lift cost = 430,067 ( 452,867 - 22,800 ) (189 parts) Recoved Funds = 409,868 (189 parts recoved for 100% at the runway) Net cost = 20,199 ( 430,067 - 409,868 ) Payload Ton = 82 Cost per Ton = 246.33 ( 20,199 / 82 ) 100% stock, no MJ, Landed by hand using 12 Parachute and Jets.
  21. Landing at KSC from a Mun trajectory is not easy I don't think its fair to can claim 100%. I think the lowest you can get is 10%? If Jasonden accepts this then it would be OK to claim the 10% giving you the score of 7330 - 3573 *0.10 = 6973
  22. The challenge as it stands now is to lift a Mun capable lander to orbit with a SSTO craft. I dont think that can be done at tier 0. I'll rewite the challange tomorrow to make this clearer. But basicly what I'm asking for is a 2 stage craft that can do Mun and back with the first stage making atlest orbit and returning to the KSP. I think your the first one to mention Spaceplanes in this thead. You'll note the point system has the same point for both the Launch pad and Runway because I didnt want to limit people options but I'm quite sure a rocket is the way to go in this. I dont think it's do able do it with out unlocking the basic jet engine but then I didnt think you could make orbit with Tier 0 till SRV Ron told me.
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