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Laythe Colony Ship: The Community project!


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Also, didn't you build a lander?

It was Mk3, and sorry if I didn't get a good look at it but we're buying a house and I only had a minute to look at it.

All your posts have been replaced by ..........

Why though?

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If you can

Wait if I can build the Antenna?

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If you can answer to some you can answer to all.

Now if you don't mind I've better things to do too

?

C'mon, that's unfair!

I only replied when I got home, and your posts where ......... by then.

Really, not cool.

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Also, I'm not mad at you or anything, and you can leave the project if you like, but that's kinda rude to also delete your posts, we could have used them because you are an awesome builder.

I understand you are a real person to and you also might be going through a difficult time, and I am fine with anything, completely fine.

I'll leave on that note, I hope my outburst didn't make anyone mad.

Peace Out, DMSP gone.

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Huh, funny, post #666 was not bad.

Take that "Number of the Beast"!

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?

C'mon, that's unfair!

I only replied when I got home, and your posts where ......... by then.

Really, not cool.

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Also, I'm not mad at you or anything, and you can leave the project if you like, but that's kinda rude to also delete your posts, we could have used them because you are an awesome builder.

I understand you are a real person to and you also might be going through a difficult time, and I am fine with anything, completely fine.

I'll leave on that note, I hope my outburst didn't make anyone mad.

Peace Out, DMSP gone.

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Huh, funny, post #666 was not bad.

Take that "Number of the Beast"!

No idea what you're talking about in your 2nd §, but for the rest I accept your apologies, I guess it wasn't intentional.

But you need to communicate more about the global plan of the total craft so I (and others) can build useful modules.

Speaking of which I've actually completed some parts, take a look,

HUB module (56p):

sTM8zke.jpg

Propulsion module (81p):

P0199O6.jpg

Cargo Bay module (27p):

p2G6Aj8.jpg

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Will this project be in need of vehicles for the colony's location? Such as utility ( transport/cargo) VTOLs?

The more, the merrier!

Apart from part count.

Yes, VTOLs would be cool!

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No idea what you're talking about in your 2nd §, but for the rest I accept your apologies, I guess it wasn't intentional.

But you need to communicate more about the global plan of the total craft so I (and others) can build useful modules.

So I've actually completed some parts, take a look,

HUB module (56p):

http://i.imgur.com/sTM8zke.jpg

Propulsion module (81p):

http://i.imgur.com/P0199O6.jpg

Cargo Bay module (27p):

http://i.imgur.com/p2G6Aj8.jpg

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No idea what you're talking about in your 2nd §, but for the rest I accept your apologies, I guess it wasn't intentional.

But you need to communicate more about the global plan of the total craft so I (and others) can build useful modules.

So I've actually completed some parts, take a look,

HUB module (56p):

http://i.imgur.com/sTM8zke.jpg

Propulsion module (81p):

http://i.imgur.com/P0199O6.jpg

Cargo Bay module (27p):

http://i.imgur.com/p2G6Aj8.jpg

Looks great! I like the hub especially.

Here's my OMEGA lift vehicle, can lift a full big kerbodyne tank to 100x100 orbit:

http://forum.kerbalspaceprogram.com/threads/113356-It-s-here!-The-Omega-good-looking-heavy-lift-vehicle?p=1791423#post1791423

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No idea what you're talking about in your 2nd §, but for the rest I accept your apologies, I guess it wasn't intentional.

But you need to communicate more about the global plan of the total craft so I (and others) can build useful modules.

So I've actually completed some parts, take a look,

HUB module (56p):

http://i.imgur.com/sTM8zke.jpg

Propulsion module (81p):

http://i.imgur.com/P0199O6.jpg

Cargo Bay module (27p):

http://i.imgur.com/p2G6Aj8.jpg

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No idea what you're talking about in your 2nd §, but for the rest I accept your apologies, I guess it wasn't intentional.

But you need to communicate more about the global plan of the total craft so I (and others) can build useful modules.

So I've actually completed some parts, take a look,

HUB module (56p):

http://i.imgur.com/sTM8zke.jpg

Propulsion module (81p):

http://i.imgur.com/P0199O6.jpg

Cargo Bay module (27p):

http://i.imgur.com/p2G6Aj8.jpg

Thanks man, great ships! We have a chemical stage and the mica might lag a little, but everything else is awesome!

Also, about workload, everyone build what they want, and I'll make it effective for the project and try to even out everybody's creations.

Glad to see everything is good.

Everybody keep posting creations!

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Oh, and also, everybody post download links!

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Updated the title, anyone have ideas for a more effective or catchier one?

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Looks great! I like the hub especially.

Here's my OMEGA lift vehicle, can lift a full big kerbodyne tank to 100x100 orbit:

http://forum.kerbalspaceprogram.com/threads/113356-It-s-here!-The-Omega-good-looking-heavy-lift-vehicle?p=1791423#post1791423

Thank you, the 8 antenna on the hub prevent wobbling from the big cargo bays.

The smaller nodes could be used for docking mk2 cargo bays maybe.

Thanks man, great ships! We have a chemical stage and the mica might lag a little, but everything else is awesome!

Also, about workload, everyone build what they want, and I'll make it effective for the project and try to even out everybody's creations.

Glad to see everything is good.

Everybody keep posting creations!

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Oh, and also, everybody post download links!

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Updated the title, anyone have ideas for a more effective or catchier one?

No probs, what's the mica? Have a pic of your chemical stage?

Thread title sounds good.

Here are the links for what I've already listed above.

Cargo

HUB

Propulsion

You can send me a pm if you need anything specific.

Edited by RevanCorana
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No probs, what's the mica? Have a pic of your chemical stage?

Thread title sounds good.

Here are the links for what I've already listed above.

Cargo

HUB

Propulsion

You can send me a pm if you need anything specific.

Alright, crafts being downloaded ASAP!

My phone turned Nucs into Mica.

Don't ask...

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Look for engine clusters made by Temstar, I used one on my Laythe capable ship - on one 2.75m tank it was 9 nuclear engines.... Gave good performance.

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Guess going nuke or chemical will depend on the final weight of the other modules - and the part count. (Especially with the new heat mechanics - as we'll need lots of wings to keep the nukes cooled down)

Even with 9 nukes per pod, with 6 pods, that's only 3640 kN of thrust - for 102 parts only for the engines + engine mounts. And that's not counting the fuel tanks and cooling systems)

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Alright, I really think we need to use a chemical stage.

Now, the problem is wobbling.

So, what if we get the rockets to pull, not push!

I have an idea for that.

Also, with VTOLs, we need a reusable Laythe SSTO dropship. It would mean less partcount for the modules.

This is my most popular thread by far!

DMSP

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Mmh - with a puller design, if we keep the energy / communication module in the same configuration as on your picture, we'll need to go with a 4 pod configuration in a cross pattern :) (so the solar arrays / antennas are not hit by the exhausts)

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If we put the coms and bridge in the front we can pit the engine pods in front of the cargo/habitation that way we are pulling the heavy stuff and maintaining the look and power of the engine since we can go 6+ pods

Bridge-Comms-Engines-Habitation-Cargo

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Mmh - with a puller design, if we keep the energy / communication module in the same configuration as on your picture, we'll need to go with a 4 pod configuration in a cross pattern :) (so the solar arrays / antennas are not hit by the exhausts)

Having just 2 engine arms is enough and better for part count.

@ DMSP by going chemicals you double the power but you also add the weight of the oxydizer, and still lose half the deltaV. Wondering why do you think its worth it?

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If the whole giant ship only has to go to Laythe from Kerbin orbit, it doesn't need that much dV anyway. Probably only 2500. Chemical rockets are so much better on part count for a ship that large. You could have a smaller emergency return craft for the crew and colonists.

I could help out with some surface vehicles for the colony if you still need those.

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@Sdj64 it will depends if we aerobrake or not :) - if we don't aerobrake, we'll need around 4000m/s of delta-V :) (with a modular puller design and the new aero, it might not be recommended to aerobrake ^^)

now, between chemicals and nukes, the problem will be to have a TWR high enough to not having to sustain hour long burns :) - so if it's achievable with nukes without needing a huge amount of parts, why not (though having 9+ nukes on a pod creating heat, i doubt adding a radiator made of wings would be low part count :P else, chemicals ^^)

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Having just 2 engine arms is enough and better for part count.

@ DMSP by going chemicals you double the power but you also add the weight of the oxydizer, and still lose half the deltaV. Wondering why do you think its worth it?

sdj64 said it perfectly. Your nuclear motors are incredible, but we're already looking at a massive part count. However, the Nucs are not out of the picture yet, because the final craft isn't out.

A puller might be tough to make but it would decrease wobbliness.

Again, Delta V is not really needed because this is direct to Laythe, but what I'm worried about is Aerobraking.

If we did that, we would need a heat shield.

Maybe we could use the massive fairing in front.

*Back to testing*

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@Sdj64 it will depends if we aerobrake or not :) - if we don't aerobrake, we'll need around 4000m/s of delta-V :) (with a modular puller design and the new aero, it might not be recommended to aerobrake ^^)

now, between chemicals and nukes, the problem will be to have a TWR high enough to not having to sustain hour long burns :) - so if it's achievable with nukes without needing a huge amount of parts, why not (though having 9+ nukes on a pod creating heat, i doubt adding a radiator made of wings would be low part count :P else, chemicals ^^)

Yes, Delta V could be another problem.

Maybe not a big one though.

We could sacrifice some cargo modules for fuel pods and use fuel tanks for the structure.

The burns with Nucs would be challenging.

If we make the fairing big enough, we might be able to use it during the Aerobrake(s).

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One way to increase our delta-V with chemicals would be to have drop tanks :)

Exactly. RevenCorana made a wonderful dropship for base modules, and I can change it to make a fuel version (No rockets or cargo bays) and pipe it down the structure to the Propulsion Stage.

That strategy would:

a) Save parts

B) Increase DeltaV

c) Get rid of modules we don't need, keeping the colony to the minimum. (A good thing, it becomes more playable and enjoyable).

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