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sjwt

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Everything posted by sjwt

  1. Very slowly, and over a week of development. With 18 light engines and tanks, it landed straight pritty easily.. Though I have had to add more RCS nozzles, but haven\'t given that one a new flight as I am on to bigger and better and cooler looking things!
  2. Engines will radiate heat to a tank, that will radiate heat to another tank, that\'s why with my big ships, I always have stacks of 3 tanks on the first stage, my last attempt at a big one with a single tank fist stage needed about 200 *extra* struts for cooling on top of the 200 already all over the ship!
  3. That\'s very Kerbal of you! ;D But, I have asked Kosmo-not if he would post a Vid of his trip to and back, i am hoping to pick up some tips!
  4. You put in the \'ships\' directory , I cant remember where it is supposed to be(possibly just hte normal KSP installation directory), but mine is found in C:\Users\'USERNAME'\AppData\Local\VirtualStore\Program Files (x86)\KSP_win\Ships
  5. I only got 350m/s off the Mun, but others should be able to, having made it with the same tanks on heavier ships.
  6. I once had a massive round craft, and I had to balance it out with different sized and strength rockets and tanks so it didn\'t hit the launch tower..
  7. The easy way is to move the mouse over the part, then look at what it is highlighting on the list down the side(it helps to move your mouse over the part, then over a different type of part and then back again) this will show you where that tank is located on the virtual list, then you just move it in the list to where you want.
  8. I have the web page listed in my hotlink protection bypass, I cant think of anything, but if you still have the problem, I could upload them somewhere else for you.
  9. No, the fuel liens only effect LFT, just use the VAB and move them around in the priority list.
  10. The craft file is at the bottom of the post!, but ti dose lag the system badly!
  11. Very nice, just put it on my stock Mun base lifter over hear and it would easily get to the Mun, with most of its fuel left over! I doped 37 full half sized tanks on the Mun with that baby! http://kerbalspaceprogram.com/forum/index.php?topic=9947.0
  12. Most of the 275 <G> I cant remember how much fuel I had left, but it would of been less than 6 tanks.
  13. Indeed, I hear the space Kraken is looking for a new place to hide, and under the launch pad sounds about right.
  14. Ever tried balancing 80 Fuel tanks + Engines on top of a single Decoupler? Its the Kerbal thing to do!
  15. You need to check this topic out! http://kerbalspaceprogram.com/forum/index.php?topic=8069.0
  16. My entry as bellow, One Mun base, 46.25 units - Main base (37 x small tanks- FL-T250 1.25) 3 units - 6 deep space transmission discs(LV-909 small engines 0.5) 2.4 units - 6 wide band transmitters (Redial decouplers 0.4) 1.2 units - expanding large radio wave receiver( 12 Landing legs 0.1) Total retune of 52.85 grams of common sense! My Kerbals might be able to balance the budget with that much CS! More info on the lander and launcher over at http://kerbalspaceprogram.com/forum/index.php?topic=9947.0
  17. Rather than the biggest, lets see who can get the most payload mass to touch down as a Mun base with a return of the crew.. Back Story: A recent Mun expedition has found a large stock pile of an extremely rare element that is not normally found on Kerbin, CS or better known as common sense. This rare element is highly sort after. CS is extremely hard to mine, the amount you can mine will be equal to 1000th the weigh of the base you take up, ie a total mass of 10units will return 10 grams of CS. This element is unstable, and wont stick around for multiple launches/Rendezvous/Docking, so get it before its gone! Rules: Happy to run a Stock and a Mod, but I don\'t know mods, so please suggest what should be fair game. Total mass = Unused virgin parts left on the Mun after your safe return., that decoupler you use for your return stage dose not count. The RCS jets that were used at all do not count, if you have two tanks of RCS left behind, but one was even used for a second, you can only count one... Lander legs used to touch down do not count. Struts do not count. Empty or partly used fuel tanks do not count. Parts placed for purely ascetic reasons do count if unused. Parts brought in from a Rendezvous/Docking do not count.
  18. I have just posted a stock Mun base and lifter in one, over at http://kerbalspaceprogram.com/forum/index.php?topic=9947.0 . I haven\'t been brave enough to venture into mods yet!
  19. I have finalised my Mub base abd lifer over at http://kerbalspaceprogram.com/forum/index.php?topic=9947.0 , and as such shall now post pictures of the earlier version that was maxing out at 210ish struts! I present to you the MCESHER Mk VII And a close up shot, showing the struts to support the single Decoupler in-between stages, I find a single decoupler seems to drop the stage away quicker and safer then multiples! So now I don\'t blow up when I change stages! The 210 Struts was an over kill, but it was still a ship in development, and It did brake at the drop of a hat, all versions after this one ran on less struts.
  20. Nice, one day I shall venture into Mods, for now I have just launched my stock base!
  21. I cant get back, but I can lift off! I just go for a time warp and launch when the Mun is 45 off straight up via the map!
  22. It was still lagging when I landed the single half tank return craft!
  23. I present for your lifting pleasure, MCESHER Mk XIV, a Payload mun base lifter, this baby is capable of getting over 52 units of Munbase payload mass to the Mun, landing it and launching a return craft. I am now enjoying my Kerbin/Mun/Deep space communications station! I am sure this is horribly inefficient, but hay it is after all a big dumb lifter, and it is good for heating your house! Your CPU and graphics card might just melt. For the Base I used a large round style base (37 half fuel tanks in a solid circle, all full when dropped off), 6 transmission discs for earth/deep space transmissions(small Engines), 6 wide band local transmitters(Radial decouplers) and 12 extension units to provide a large radio wave receiver (Lander legs) Base as left on the Mun, all those half tanks are full to simulate a payload! Second image Lifter Stats 2 main lifting stages, 1 orbit/decent stage and a return. 12 tanks of RCS, 135 Engines(19S,116M) , 175 Struts and 275.5 tanks of fuel. One SAS, one ASAS. Image of this heavy lifter! Dropping down towards the Mun, its a hard craft to slow! A slightly explosive touch down! 3 Images Deep space radio wave receivers deployed! If only they would stay their! This is a dark image, sorry. Please find the craft file at http://ksp.sjwt.org/2012-04-04/MCESHER%20Mk%20XIV.craft , I have made a slight change from the image above, I have doubled the RSC nozzles as they were too week, and moved the para. to a higher stage number..
  24. I like it, very similar to my first one, but I found the detaching was buggy, though I was using the lander legs to detach and also to land! It worked, just not often enough. http://kerbalspaceprogram.com/forum/index.php?topic=9191.msg135225#msg135225
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