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DeadlyPear

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Everything posted by DeadlyPear

  1. That might be the magic boulder... QUICK, SLAM YOUR KERBAL INTO IT.
  2. I'm pretty sure things that aren't under your control still do SOI changes, for example I can some debris in an extremely eccentric orbit that went a little past Mun orbit, and sometime the debris would get thrown off because of switching SOIs. The orbit 'lines' did seem a bit glitchy though, so it's best to test it out. On Topic: Nuclear-Thermal Engines, that is all.
  3. Well I mean, we already have a low thrust/high efficiency engine, that little landing one. But there is a possibility of them adding a lower thrust one with "special" fuel that makes it ultra efficient. I'm just personally hoping they adding empty pods than allowing to control the ship when you decouple it.
  4. Better pack a parachute, and then add about 3 more. Just in case.
  5. Well, I googling "space sandbox games" (because those are always fun) and stumbling upon this game before the Mun was added (.12 I think?)
  6. IF some of the new parts are a working empty capsule, then that would make a return trip much easier. Because you could then have an Apollo-style mission with a small lander.
  7. I've also done some testing and have created a craft capable of getting a ship with four full fuel tanks and a small one tank lander into a slightly larger than Kerbin orbit. And during this test I got the craft into a circular orbit of what a Mars analog in the Kerbol system would be at (about 22,200,000,000 meters, based on the system being a 1/10th scale) and then I burned back to try and return to Kerbin... But failed quite horribly because I forgot I would accelerate while I was going down to the 13,500,000km orbit. with a bit better of planning I would've hit home. I do plan on making changes to this craft thought, like possibly adding another tank to the travel stage (as to most certainly not run out of fuel escaping the new system [it would probably also be best to park in a high orbit, as to minimize fuel for the escape{I think}]) and an empty capsule on top of that to actually be able to return to Kerbin seeing as how the lander will NOT have the fuel necessary to do so. So the lander with have to meet-up and EVA the crew over to the travel crew. Hmmm... maybe I should have the lander have the empty pod, as to not run into any staging mishaps. Plus it feels more like the Moon landings and such.
  8. Here, you guys can have this. It can get into orbit, but I\'ve failed at landing. Someone try to successfully land with the beast of a craft.
  9. Alright, I\'ve done it! I present, the Lunacy SSTO! It\'s a simple craft (kinda) with two jet engines and a radial spike engine attached to 4 tanks of liquid fuel. It can get into an orbit of 100kmx100km easily with enough fuel to de-orbit in the desired continent. (Not a 100km by 100km, but close enough) When you deorbit, you are left about half a tank of jet fuel to each engine, allowing for the ability to go a short distance if you are near KSC. Here\'s somemoar pictures.
  10. Alright guys, I need some help. This is my craft, it can reliably get into orbit with about 3/8th\'s of a tank left, which is used to de-orbit. That\'s the problem though, when it de-orbits. It tumbles out of control until it hits the ground. Any tips for making it back through the atmosphere safely?
  11. Landing from orbit is hard with mine D: It just tumbles until it hits the ground
  12. I was thinking more a craft that can soft land with thrusters on the surface. Like my design, but with bigger engines.
  13. Well, since that mission failed. I decided to do some testing at home. Pod is clawed: Liftoff: Pod seems snug: Release system works: The only part I can see going wrong is if the pod being recovered is not with a parachute. So you might just have to put it into orbit with a craft that can de-orbit with the pod in it\'s grasp.
  14. I think I made a good design for ships stranded on the surface, I will post results once I complete the mission. Edit: Mission failed. There should really be a 'Are you sure you want to end this flight' thing :\'(
  15. That\'s kinda why I put the staging so that you can use one, two, or three. (or activate/deactivate while flying) depending on what you want to do with it. (Also, forgot the craft file, whoops)
  16. It\'s pretty simple, use the least amount of stock parts and get to Minmus and then return safely to Kerbin. Rules: 1.) Stock parts only 2.) Using KSP .15 (Duh) 3.) You must survive the entire trip, you can\'t just be a smear on Kerbin. LeaderBoards: 1.) Apotheosist - 7 2.) SkyRender - 36 3.) Scrapmaster87- 40
  17. The A-173 is a fairly large craft using the Mk3 fuselage and swept wings. As you can see in the pictures below it has 3 sets of swept wings on top of the craft, the longest set having 3 engines on each side. The craft Can be flown with only one pair of engines going, although it won\'t be going too fast. The recommended is having all three pairs running (more speed!). The craft, for it\'s size, is rather maneuverable. To land just find a big open, flat piece of land and land as you normally would. Except try not coming down as hard, the plane\'s a rather fragile thing when landing. Screenshots: Front-view in SPH: Back-view in SPH: After takeoff: Flying between the water tower and launch tower:
  18. Try placing the gear on the wings. From my testing crashing it seems to be rather unstable of a craft. Oh, and speed them out to about mid-wing or so.
  19. Here I have created a new space plane that I have dubbed the 'A-9 Lunacy'. A standard two engine craft with a top speed of Mach 2 at an altitude of 14,750 meters. This plane gets some of its inspiration from the A-10 Warthog. (I say some rather loosely though, doesn\'t look like it at all.) Screenshots: It in the SPH: Nearing it\'s top speed and altitude: Not responsible to the tail wiggling off in the lower atmosphere*
  20. My brain cannot handle the amount of awesome in this post.
  21. 14.1 is out! Let\'s rev up them engines!
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