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KingBean

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    Bottle Rocketeer
  1. It makes them a bit more robust, but if you were to just roll off it's still very apt to either knock the panels, the xenon tanks or the rover wheels and batteries off. Rockets worked more reliably and gave it jetpack capabilities to get over cliffs and such, a little technical to make them work right but useful.
  2. Decided to play with a few things, originally started as a nuclear ion hybrid designed to improve range, worked better as a full electric lander and rescue/return ship. This is my 16 ton ion Mun/Minmus lander with rover, Mun Dancer 2.3 http://www./download/3m47uom9mweno3n/MUN+DANCER+2_3.craft Comes with a basic launcher that gets it to orbit and then some, stupid easy to fly and all that. Note that the navball says up is down and vice versa, this is because the Kerb inside is upside-down controlling the ship. This is normal. Once you get to orbit, "1" opens all the big solar panels which have just enough power to run the engines at full power when pointed directly into or away from the sun. It's fairly easy to get it to the body of your choice. (Mun or Minmus, this hasn't been tested elsewhere but my goodness it has a lot of xenon) If you decide to go to Minmus no problems it's a fairly standard landing just try to come down soft. If you however decide to go to the Mun, take some notes. DO NOT let your speed get too high, bring it down and keep it down, while it can stay on a long time its thrust to weight ratio is sad and you be too when you go careening into the surface full throttle retrograde at 500m/s DO the landing at about Munar noon, you will need most of your energy to counteract gravity, not your orbit. This time just means you have as much power as possible. DO NOT worry about conserving fuel. You have plenty to get there and back. KILL YOUR SPEED. DO come in for your approach at about 35,000-40,000m this is a butter zone where you have enough time to kill your speed but you aren't lazily drifting down at 50m/s for a good half hour. Gets boring after a while. Hopefully by this stage you've landed and are feeling good about yourself for doing your part to save the environment driving an electric lander. But the fun doesn't stop there! You've got a spacecar! How do you properly detach this wonderful thing? Here are the steps; SPACE to detach Raise thrust SPACE to activate engines Fly to reasonable height above lander X to stop thrust Flip over, wheels down now! "2" to activate landing engines Land the spacecar, try not to knock any of the solar panels off your return ship. "4" to activate wheel motors (turned off initially to save power during flight) "3" to toggle landing engines As always use docking mode for driving spacecars SPACECAR! You have 2 seats on the return ship so this could also be used for single man rescue missions. Enjoy!
  3. Kill count by body; Mun: 3 (was a botched rescue mission) Minmus: 1 (The immortals are on permanent exile here) Moho: 6 (3 stuck in orbit) The delta V is a harsh mistress. Duna: 1 (the parachutes, they do nothing! 4 stuck safely on the surface) Dres: 0 (1 stranded) Laythe: 1 (1 lives on the beach as well) Vall: 3 (poor inclination) Eeloo: 0 (3 just to prove I could go there) I don't count anything that does not leave atmosphere in the first place as a death due to reverts, but in this game I have never quicksaved/loaded it just feels like cheating to me and it ruins the quick thinking I have to do. That's what makes this fun. Kerbin: 3 (Parachutes ripped off, there was no plan
  4. Being new-ish to the game, and brand new to the forums (Hi by the way!), I found myself quickly outclassed by many of the people here. "Just finished my trip from Moho to Eeloo with my SSTO VTOL heavy lifter and landed right back on to the runway, I think I'm starting to get better at this game!" ... I have a slightly more modest goal, I wanted to land a Kerb on Duna. The rocket I built for that rose a little more up to the challenge than I thought it would. Last flight, I went to Laythe. "So you built a 700 ton 300 part monstrosity that looks like an angry mob of struts and rocket fuel?" Not exactly, I admire those ships mind you, takes a lot of time, effort, and planning to heat your CPU to fusion levels. This is a ship for the modest. This ship is for those of you trying to run this game on a Pentium 3 (please no), this ship is economical. This ship, if you let it, could save your soul. (no.) Coming in at a meager 33 parts and under 90t, MATRYOSHKA 2.2 -Light Lander- It's minimal to say the least, and launches on a single mainsail. Does it have; RCS? No. ASAS? Good old fashioned SASsy-pants. A docking port? Nope. Extra batteries? 50 should be plenty. Landing lights? Try to land it "sunny side up" Solars? I am a reasonable man. Landing Legs?!? Little ones. The lander portion weighs under 1.5t A Parachute? Just for you. Flight Notes: Don't even try to steer the 1st stage. It's not worth it. Just SAS and throttle to taste. Try to get it in a low orbit, (70-80km) You will end up with some fuel on your third stage to burn in the right direction if you do. Because it is so light and mostly made of fuel, the cruise stage is forgiving in the delta V, I don't have a number for you but, Cruise Stage: 8.6675t - 60kN Thrust So that's something. In any case, I would personally trust this thing to land on anything but Tylo. You could try though. On smaller bodies re-orbit is possible after landing if done efficiently. The jury is still out on Moho, Eeloo and Vall but hey, maybe. I hope you enjoy this ship in all of it's skimpyness, KingBean Download: http://www./download/3hp5ns3usqhqv35/MATRYOSHKA+-LL-+2_2.craft
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