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Rune's Slightly Used Vehicles


Rune

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An age of declining budgets is upon us:

b2nEc0Q.png

101 parts and less than 100 k√ to put on the ramp (99,991, to be precise ;)), a ridiculous 65 parts on orbit, and basic science capabilities (a lab, doubling as airlock inside the cargo bay). Whomever said that rings are not a thing for a career palythrough?

 

Rune. The drag is strong with this one, though... 4.4km/s to make a lousy 75km orbit.

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2 minutes ago, Frozen_Heart said:

Just like the good old days! :)

Yup, it really makes you remember the good old souposphere... it was quite the chore to tweak it into behaving, it kept wanting to burn all of its dV in fighting the lower atmosphere.

 

Rune. Low TWR FTW.

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Just now, Rune said:

An age of declining budgets is upon us:

 

Whomever said that rings are not a thing for a career palythrough?

 

 

I know it looks cool, and the rule of cool often wins over in your design decisions but if you are saving money in career why use rings at all? Isn't it just wasted cash? *removes pedant hat.

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You made a slight mistake with your post, there. "Whomever" is incorrect in your case, as "whom" is the objective case, while the verb "thought" necessitates that it be in the subjective case, that is to say "whoever". Whee, I'm a fan of obscure syntactical rules.

 

That's a pretty small station. I'm using your Low Part Station currently, and have defeated the point of the low part count by docking up a bunch of fuel tanks and drive pods. If I were to launch a new station, say, one besides a LKO depot, I wouLd prefer the Von Bruan MkVI, as I am not going to be doing that blasted assembly unless I know it'll be trivial to do. Won't be this one, as budget is a lesser concern at the moment,and the tech tree has been fully unlocked so I need ISRU equipment more than I need a lab. I still say the Mk2 rings were cooler, though, not to mention more useful.

 

 

 

 

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21 minutes ago, Majorjim said:

I know it looks cool, and the rule of cool often wins over in your design decisions but if you are saving money in career why use rings at all? Isn't it just wasted cash? *removes pedant hat.

Yup, it makes no sense at all. Rp'ed artificial gravity considerations? Nah, you can do that with a long cylinder of docked 2.5m modules. Caught, I guess! :)

12 minutes ago, SingABrightSong said:

You made a slight mistake with your post, there. "Whomever" is incorrect in your case, as "whom" is the objective case, while the verb "thought" necessitates that it be in the subjective case, that is to say "whoever". Whee, I'm a fan of obscure syntactical rules.

 

That's a pretty small station. I'm using your Low Part Station currently, and have defeated the point of the low part count by docking up a bunch of fuel tanks and drive pods. If I were to launch a new station, say, one besides a LKO depot, I wouLd prefer the Von Bruan MkVI, as I am not going to be doing that blasted assembly unless I know it'll be trivial to do. Won't be this one, as budget is a lesser concern at the moment,and the tech tree has been fully unlocked so I need ISRU equipment more than I need a lab. I still say the Mk2 rings were cooler, though, not to mention more useful

You taught me english there! So thanks. :)

As to your stations, I'm glad that you have found in the R-SUV catalogue something to suit your tastes. I moved away from fuel tanks as ring elements because all the clicking around tanks was driving me crazy, mostly. :blush: But yeah, the MkVII will come in two flavors, a small one like this to expand/serve as habitation ring on bigger builds, and it's larger brother with everything integrated like the Mk VI (and twice the part count and cost).

BTW, you hit on the main reason I am always trying to bring part count down: one of my individual builds might be very lean, but that is only because I always have a lot of them on the screen at any one time. I eagerly await 1.1 to see if I can make a single stack with a VB, a base pack, and an Orca, pulled by the same tug, and have the clock run smoothly (circa 400 parts).

 

Rune. That would be my "let's colonize a rock" pack.

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  • 2 weeks later...
15 hours ago, Gilph said:

Sorry for being such a dunce, but how do you download the smaller ring stations? 

Like everything else here (still), it must be a borked mediafire link because of the ban. Just re-add the domain name to the URL of the download and the link will work (can't write it for you or the forum would censor it, but google's domain name is google.com, so not a big leap for you to find out).

 

Rune. If it's something I haven't yet released, that's because I am holding to know for sure that it works in 1.1.

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  • 2 weeks later...
Quote
On ‎3‎/‎20‎/‎2016 at 5:53 AM, Rune said:

Like everything else here (still), it must be a borked mediafire link because of the ban. Just re-add the domain name to the URL of the download and the link will work (can't write it for you or the forum would censor it, but google's domain name is google.com, so not a big leap for you to find out).

 

Rune. If it's something I haven't yet released, that's because I am holding to know for sure that it works in 1.1.

Got it, thanks.  Was somewhat obvious to the whole thing was using the domain name incorrectly.  Now, starting to play with the Christmas presents you shared. Appreciate it.

 

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  • 3 weeks later...
6 hours ago, ibanix said:

I am sad because the links in the original post seem not to work. :/ 

Any other DL location?

I don't ask much, but... read the post above you at least?

On 19/3/2016 at 10:53 AM, Rune said:

Like everything else here (still), it must be a borked mediafire link because of the ban. Just re-add the domain name to the URL of the download and the link will work (can't write it for you or the forum would censor it, but google's domain name is google.com, so not a big leap for you to find out).

 

Rune. If it's something I haven't yet released, that's because I am holding to know for sure that it works in 1.1.

 

Rune. Still on pre-1.1 hiatus.

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24 minutes ago, Rune said:

I don't ask much, but... read the post above you at least?

 

Rune. Still on pre-1.1 hiatus.

Funny you should mention that, as 1.1 just went live. You'll probably need to fix the wheels in most of your craft, and make sure they survive under the new suspension system.

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9 minutes ago, SingABrightSong said:

Funny you should mention that, as 1.1 just went live. You'll probably need to fix the wheels in most of your craft, and make sure they survive under the new suspension system.

Yay! *runs off to the store so fast he forgets to sign off

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1 hour ago, Rune said:

I don't ask much, but... read the post above you at least?

My apologizes. 

To make it easier for future readers, I've downloaded all the craft files, repackaged them, and hosted them on a stable platform (google drive). Here's the link: https://drive.google.com/file/d/0B4Rt7Cyo760PSHBTU0piUmozZzg/

 

 

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1 hour ago, SingABrightSong said:

You'll probably need to fix the wheels in most of your craft, and make sure they survive under the new suspension system.

Well, so far the heaviest bird, the Claymore, takes off if you are gentle on the forward lading gear. But I do take your point, some landing gear testing is certainly in order before I present the 1.1 lineup.

1 hour ago, Frozen_Heart said:

I quite literally think that this is the first Rune post I have ever seen without that signature comment.

Don't worry, the frantic mod DL cooled me down and I'm back.

48 minutes ago, Hobbes Novakoff said:

The apocalypse is upon us.

1.1 is a momentous occasion, but let's hope not that momentous.

1 minute ago, ibanix said:

My apologizes. 

To make it easier for future readers, I've downloaded all the craft files, repackaged them, and hosted them on a stable platform (google drive). Here's the link: https://drive.google.com/file/d/0B4Rt7Cyo760PSHBTU0piUmozZzg/

 

 

That could be useful, thanks. especially when I revamp the whole page in the following weeks...

 

Rune. I anticipate minimal changes, mostly limited to the Claymore and maybe the Orca, but I do have a couple of things waiting.

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  • 2 weeks later...

So, 1.1's been out for a week or so now, and I've been wondering if you've had any success on your "Let's colonize a rock" pack. I expect that the payload runs fine, but the launch vehicle might be a little more tricky(assuming a single launch).I presume that it uses your new refactored base modules? The new refinery module, strictly speaking, is cool as heck, from what I can see in that one screenshot you posted. Very clever to attach the drills just behind the Convert-o-Tron pipes like that(thank you offset gizmo), almost as if they were made to be together.

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Rune, your spacecraft are really impressive. I love the aesthetics of them all (particularly the Mk3 spaceplanes) and I also really like how modular they are. It's inspiring me to try to do similar sort of things in a mostly-stock playthrough. And the Apollo-style mission was pretty cool too.

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14 hours ago, SingABrightSong said:

So, 1.1's been out for a week or so now, and I've been wondering if you've had any success on your "Let's colonize a rock" pack. I expect that the payload runs fine, but the launch vehicle might be a little more tricky(assuming a single launch).I presume that it uses your new refactored base modules? The new refinery module, strictly speaking, is cool as heck, from what I can see in that one screenshot you posted. Very clever to attach the drills just behind the Convert-o-Tron pipes like that(thank you offset gizmo), almost as if they were made to be together.

Yup, I'm going to take some time this weekend to hopefully test just that, the new Base Pack launcher. Turns out it's not that difficult to launch, actually, the whole pack is a mere ~40mT when empty. But I want to launch it with style... and that actually needs checking the new wheel fixes on the .1 patch. Then maybe I have enough to redo the front page with 1.1.1 things by... monday-ish? If I can stop the Claymore from blowing up on reload... fortunately that is the only serious glitch I've found so far on the 1.05 ships, the rest is just a bit of frontal landing gear substitution for the new intermediate ones.

1 hour ago, eloquentJane said:

Rune, your spacecraft are really impressive. I love the aesthetics of them all (particularly the Mk3 spaceplanes) and I also really like how modular they are. It's inspiring me to try to do similar sort of things in a mostly-stock playthrough. And the Apollo-style mission was pretty cool too.

Well, thanks! I'm really glad I got you thinking about ways you can improve your own stuff. I've always said that's the best kind of compliment one can get. :)

 

Rune. Sorry about the slow going lately, RL has me real busy these days.

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6 hours ago, CrashTestDanny said:

Hey Rune!  I'm back.  Loving 1.1...  Tested the Foil, Trident, and Orca, all working good for me in 1.1 (after I learned how to fly again...).

Hope all is well on your side as well. :)

Danny

The Orca didn't need a landing gear replacement for the nose? Well, I went ahead and gave it one anyway, after seeing how the Claymore blew tires on the takeoff run. Still, good to know they also don't blow up on reload for no apparent reason. :)

 

Rune. The Claymore issue is frankly baffling me, I guess I'll have to rebuild.

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Well, I learned a long time ago to keep the nose off the runway as long as possible - maybe that's helping me?  It couldn't be that I cheat and land things with HE because I don't have a joystick and keyboard flying has been out of style for 30+ years... :wink:

Danny.  Claymore issue?  I hadn't tried that one... yet...

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Ok, so on the Claymore issue...  If we're talking about the exploding nosewheel issue, which I can reproduce at will, I can also avoid it at will:  Here's how I fly it to have my nose wheel stay intact:

1 - I use MechJeb2 Smart A.S.S.
2 - SURF:SURF, Head 90, Pitch 15, Roll 0, EXEC
3 - parking brake on
4 - Z <SPACE>
5 - parking brake off 
6 - correct heading as early as possible, EXEC
7 - she should rotate around 72 m/s, which saves the nose wheel
8 - around 80 m/s she will lift off
9 - retract - no turns below 200m (who are we kidding, we're not turning, we're going straight to space!)

Well, maybe not.  I have not managed to get it to space (as-is) because the Mk7 nose cone is (IMHO) a big steaming pile of poo and it explodes at about 1300 m/s.  It's either not giving us the advertised temp or it heats up faster than other parts.  I tried replacing it with a 2 to 1 adapter tank and a shock cone, but that prevented rotation at 72, so I used a Rocko 2 to 1 adapter (yuck) and shock cone and I got it to orbit with about 500 dV to spare, but I had to use the cargo in order to do that... Hope this helps.  My flight plan for this is about the same as all the others:  Initial pitch 15, drop to 10 around 1km, around 4k drop pitch to keep VSI between 5 and 10, around 7k get VSI as close to 0 as possible while building speed.  As soon as I get a temp guage from the nose cone, pitch up to 25 and hold there.  When the Rapiers drop to 50 kN thrust, set attitude to prograde, switch to closed cycle, and burn until my Apo is 70-72km.  Circularize at 71-72km.  I'm going to play around with that nose a little and see if I can't come up with something that looks better and can take the heat... :)

Danny

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So here's what I've done to your Claymore...  I took off the Mk7 nose cone, cause you know how I feel about it...  I replaced it with A C7 2.5 to 1.25 adapter tank, full of fuel, and a shock cone intake.  I moved the tail fin canards forward a tiny bit to give them some more authority and then I replaced the mains with the XL landing gear and the nose wheel with the medium  landing gear.  I also added the smallest antenna to the TCan in the back.  I expected that these changes, as they were adding weight would make it harder to get to orbit, but I also ammended my flight procedure to use a pitch of 8 from 6km until I switch to closed cycle, at which point I lock the plane into a prorgade attitude.  Although neither KER nor MH report any dV from the forward 3 tanks, I made it to a circular 72km orbit without touching the cargo and had about 120 dV left, which would have been plenty to rendezvous with any of my three 80ish km stations.  I chose instead to bring Val up to K250 to pay a visit to the two lonely Kerbals up there.  I used about a thimble full of the cargo (maybe 10% out of one of the three tanks) to get there and rendezvous and dock with the station.

So I don't think you have much of a Claymore issue, but we can solve it with a minor landing gear update and a nose job... :)

Danny.  Plus I like the looks of the shock cone intake on the front!

 

P.S.  could you give us better download links please?  Maybe KerbalX? :)

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