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need help with launching a rover.... tank...


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hello, can someone please help me with my rover? or rather tank?

it is capable of VTOL, fast cross terrain and can withstand a punch... it is however big and heavy, i almost got it into orbit but failed, if someone can help me then i would appreciate it due i want it to go to the mun then eve and beyond if possible...

le tank:

6jiz.jpg

82ts.jpg

nt65.jpg

ready to launch:

sp5m.jpg

to download the .craft files for both the tank loose and ready to launch version: http://www./?tf7nw8890re7ueq

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I'll give it a try, mate. I need some questions answered tho:

1) Do you have any mods installed? Which ones?

2) Is the hover fully stock? If not, which mods' parts are used?

3) Should I only use stock parts? Or can I use parts available in mods you have installed (if you have any)?

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I'll give it a try, mate. I need some questions answered tho:

1) Do you have any mods installed? Which ones?

2) Is the hover fully stock? If not, which mods' parts are used?

3) Should I only use stock parts? Or can I use parts available in mods you have installed (if you have any)?

it is completely stock, no mods are used at all, and since i dont have and use mods there arent any other parts then the stock ones you can use.

thank you for trying :D

you should add parachutes for eve
That thing is gonna land HARD on Eve

even though it has 4 aerospike nozzles for VTOL actions, (which includes landing), plenty of fuel, RCS, 4 500mtr deploying XL chutes and 2 high altitude chutes?

i dropped this thing from about 9000 mtr at kerbin (failed to get in orbit) and i got it down without as much as a scratch and a very light bump :P only thing annoying is the SAS....

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Ok...A few things that need to be (re-)worked on:

1) Your controls are upside-down! :confused:

2) You will >NEVER< get to orbit while your thrust center is not somewhat (vertically) balanced to your drag and weight center.

3) The stacking ports for your lifter should be at the center of your cargo! Why?!? Didn't you read #2?!? :P

4) Don't build things intended for vertical lift in the SPH! (Or at least convert the .craft file for the VAB properly!) :P

Anyways...Here is my first attempt: http://www./?uv3ea6j0a6b26oy

...I'm using the FAR mod and the modified drag mechanics are making the whole thing flip a few seconds after launch (aaaand I was too lazy to uninstall FAR and test without... :D)...BUT! According to my calculations (the calculations made by MechJeb2, KerbalEngineerRedux, and a few other mods I have installed), the launcher should be able to get to a 250km orbit with more than enough spare fuel to circularize (In fact, the top part is actually meant for finishing up circularization, as should be clear enough when you look at it).

Since, if left unchanged, the drag-to-thrust vector will inevitably be unbalanced due to the position of the stacking ports in relation to the hover's hull, I added an RCS-tanks counter-weight to the front of the hover...Don't worry, it is stack-separable...But you might have to try a few different settings on it before you make it to orbit.

Give my (first) try a try! :D

Edited by AlmightyR
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I think your weight is tripled on Eve, that slight bump is gonna be an earthquake

ouch then its literally death from above XD, anyways the bump was just the wheels touching down without the suspension going in to deep (soft landing)

Use this if you want to calculate parachutes

http://ksp.freeiz.com/

thank you

I used that website estimating the weight of your rover and it says that landing on Eve is impossible.

nothing is impossible...

Ok...A few things that need to be (re-)worked on:

1) Your controls are upside-down! :confused:

2) You will >NEVER< get to orbit while your thrust center is not somewhat (vertically) balanced to your drag and weight center.

3) The stacking ports for your lifter should be at the center of your cargo! Why?!? Didn't you read #2?!? :P

4) Don't build things intended for vertical lift in the SPH! (Or at least convert the .craft file for the VAB properly!) :P

Anyways...Here is my first attempt: http://www./?uv3ea6j0a6b26oy

...I'm using the FAR mod and the modified drag mechanics are making the whole thing flip a few seconds after launch (aaaand I was too lazy to uninstall FAR and test without... :D)...BUT! According to my calculations (the calculations made by MechJeb2, KerbalEngineerRedux, and a few other mods I have installed), the launcher should be able to get to a 250km orbit with more than enough spare fuel to circularize (In fact, the top part is actually meant for finishing up circularization, as should be clear enough when you look at it).

Since, if left unchanged, the drag-to-thrust vector will inevitably be unbalanced due to the position of the stacking ports in relation to the hover's hull, I added an RCS-tanks counter-weight to the front of the hover...Don't worry, it is stack-separable...But you might have to try a few different settings on it before you make it to orbit.

Give my (first) try a try! :D

1) controls are upside down, yeah thats why there are these round probe bodies on top... just switch control :P

2) how do you mean, the vtol part is perfectly balanced, it wont flip.... i agree on the aft thrusters though they are a mess (but more for more speed on land or in space not for in the air :) )

3) ? if you mean the rocket was off center... yeah the rover is slightly heavier at the front then it is at the back, so i pushed the rocket attachments a little forward...

4) i built only the rover in the SPH, the rocket was made in VAB, however how do i convert properly then ? since it was rather annoying to build to say the least...

however i shall try your build and see what has been changed and if i can get it to orbit now, or straight to the moon if im lucky :P

thank you, ill give results ASAP.

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nothing is impossible...

Indeed! Here, hold my beer! ... *Politely asks Chuck Norris to help prove a point* *Defeats Chuck Norris in a fight* *Politely thanks Chuck Norris for his cooperation* (Note: The truth is a matter of highlights...)

1) controls are upside down, yeah that's why there are these round probe bodies on top... just switch control :P

Poor kerbals...Their heads will turn from green to red with so much blood being pushed down to them...I'm calling PETA! :mad:

2) how do you mean, the vtol part is perfectly balanced, it wont flip.... i agree on the aft thrusters though they are a mess (but more for more speed on land or in space not for in the air :) )

I mean the lifter! How do you expect to reach space if the bloody thing gets all dragged up in it's own unbalanced thrust and drag! :0.0:

3) ? if you mean the rocket was off center... yeah the rover is slightly heavier at the front then it is at the back, so i pushed the rocket attachments a little forward...

You need to offset the uneven weight towards the lifter's center (the lifter's attachment points' center) using a counter-weight, >BEFORE< attaching the lifter! Otherwise it will either start unbalanced or get unbalanced as the lifter's fuel weight decreases! Which in turn (unless you have a mindbogglingly powerful RCS thrust to counter the imbalance vector...I personally have tried on purpose sometimes and never succeeded) will cause the whole craft to spin, which in turn causes destroyed vehicles and dead kerbals. :0.0:

4) i built only the rover in the SPH, the rocket was made in VAB, however how do i convert properly then ? since it was rather annoying to build to say the least...

It's a simple text-edit on the .craft file: Open with any text editor (but I recommend Notepad++), and edit the line "type = SPH" to "type = VAB" (or vice-versa). It gets rid of the "End flight" sequence trowing you to the wrong building (SPH instead of VAB, or vice-versa) in this kind of hybrid-built vehicles.

however i shall try your build and see what has been changed and if i can get it to orbit now, or straight to the moon if im lucky :P

thank you, ill give results ASAP.

I hope you succeed, mate! My non-existent credibility is at stake after all! :sticktongue:

Edited by AlmightyR
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Success:

https://www.dropbox.com/sh/r0qvs4u3oksp7h0/wk2pqrUw9X/screenshot73.png

Dropbox folder for a couple pictures and the .craft file: https://www.dropbox.com/sh/r0qvs4u3oksp7h0/SUdjIyHQcF

I corrected the balance issue by removing the twin decouplers, and planting a centralized I-beam. Placed a Sr. Docking port on that so that you can later use it to pickup fuel or connect to a different transfer stage. I added 2 low-wattage lights to help light up the docking port.

I attached a 4 Nerva transfer stage. It could use some work, but it got the job done.

I discarded your Lift system and instead replaced it with Temstar's Super Nova The Exploration Tank only weighs 56Ton or so, so really, the 160T capable rocket was a bit overkill. But I like overkill.

Once landed, It handles like a dream. I used the 2 boosters to accelerate to 20m/s on the ground and then just apply brake as needed to maintain 22-25m/s. I found things get a bit rocky over 27m/s. Kinda hypnotic watching the suspension do its thing at 24m/s.

Thanks for the good time.

Hook up with a glider-based landing platform in space, and I think that'll help you out at Eve. It's got plenty of gravity, but it's thick atmosphere seems to help generate alot of lift as well.

I'll let you know if I ever do it myself.

Edited by prysmatik
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Indeed! Here, hold my beer! ... *Politely asks Chuck Norris to help prove a point* *Defeats Chuck Norris in a fight* *Politely thanks Chuck Norris for his cooperation* (Note: The truth is a matter of highlights...)

Poor kerbals...Their heads will turn from green to red with so much blood being pushed down to them...I'm calling PETA! :mad:

I mean the lifter! How do you expect to reach space if the bloody thing gets all dragged up in it's own unbalanced thrust and drag! :0.0:

You need to offset the uneven weight towards the lifter's center (the lifter's attachment points' center) using a counter-weight, >BEFORE< attaching the lifter! Otherwise it will either start unbalanced or get unbalanced as the lifter's fuel weight decreases! Which in turn (unless you have a mindbogglingly powerful RCS thrust to counter the imbalance vector...I personally have tried on purpose sometimes and never succeeded) will cause the whole craft to spin, which in turn causes destroyed vehicles and dead kerbals. :0.0:

It's a simple text-edit on the .craft file: Open with any text editor (but I recommend Notepad++), and edit the line "type = SPH" to "type = VAB" (or vice-versa). It gets rid of the "End flight" sequence trowing you to the wrong building (SPH instead of VAB, or vice-versa) in this kind of hybrid-built vehicles.

I hope you succeed, mate! My non-existent credibility is at stake after all! :sticktongue:

poor kerbals?! bah, they went through extensive g-force training for a purpose :D.

anyways, i tried your design and while it handles much better and somehow uses less fuel or has more fuel then my design i had to adjust a couple of things, 1st was the mainsails, you forgot to add 2 thin tanks under the orange tanks to prevent overheating, at my first 2 tries i blew these engines up without realising it was heat, then added the tanks at the 3rd try, i strutted the small tanks due they became to wonky... at the 4th and 5th try i got it around 30000/25000 mtr but then everytime the stage seperation destoyed 1 of the remaining mainsails, still gotta look into that, i looks like the earodynamic tip tipping the engine off....

2nd was the balance you mentioned, while it handles much better now you added to much tanks of rcs at the front, still playing around... either im removing a bottom and a top rcs tank, or just the most frontal one, because it instead of tilting backwards as it used to it tilts forwards, most likely its drag but... as i said, still playing around...

also i didnt think i did such a bad job, i ran out of fuel or it shook itself to death or i lost some parts at seperation... didnt have to many balance issues imho...

as for the edit info, thank you very very much, made life easier.

EDIT: i think i will go with prysmatiks design as it is a centralised design, though you helped me really a lot :) thank you very much.

Success:

https://www.dropbox.com/sh/r0qvs4u3oksp7h0/wk2pqrUw9X/screenshot73.png

Dropbox folder for a couple pictures and the .craft file: https://www.dropbox.com/sh/r0qvs4u3oksp7h0/SUdjIyHQcF

I corrected the balance issue by removing the twin decouplers, and planting a centralized I-beam. Placed a Sr. Docking port on that so that you can later use it to pickup fuel or connect to a different transfer stage. I added 2 low-wattage lights to help light up the docking port.

I attached a 4 Nerva transfer stage. It could use some work, but it got the job done.

I discarded your Lift system and instead replaced it with Temstar's Super Nova The Exploration Tank only weighs 56Ton or so, so really, the 160T capable rocket was a bit overkill. But I like overkill.

Once landed, It handles like a dream. I used the 2 boosters to accelerate to 20m/s on the ground and then just apply brake as needed to maintain 22-25m/s. I found things get a bit rocky over 27m/s. Kinda hypnotic watching the suspension do its thing at 24m/s.

Thanks for the good time.

Hook up with a glider-based landing platform in space, and I think that'll help you out at Eve. It's got plenty of gravity, but it's thick atmosphere seems to help generate alot of lift as well.

I'll let you know if I ever do it myself.

no problem, glad you enjoyed the ride, i too love the hypnotic movement the wheels have at certain terrain...

as for your centralized beam solution, good thinking, why didnt i think of that myself... also thanks for the lifter link, that will come in handy. as for liking overkill, why do you think i built a tank rover and not a teeny tiny bug rover XD

and at the moon it goes wonky after 27 m/s? and 24 is magic happening :cool:.

well ill try your design as well.

EDIT: :D thanks works even better, gotta love centralized, though my flystyle requires a bit more stabillity which i will add over time, however the docking port is a genius move as well. as for adding a glider addon to go to eve... i will try that eventually, but first the conquer the moon, then minmus.... after that the rest :P

also 56 tons or so? lifter cant take 160 tons...... time for a bigger tank then :D:P more hypno wheels....

thank you very much.

and please do let me know when you do eve with it.

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Success:

https://www.dropbox.com/sh/r0qvs4u3oksp7h0/wk2pqrUw9X/screenshot73.png

Dropbox folder for a couple pictures and the .craft file: https://www.dropbox.com/sh/r0qvs4u3oksp7h0/SUdjIyHQcF

I corrected the balance issue by removing the twin decouplers, and planting a centralized I-beam. Placed a Sr. Docking port on that so that you can later use it to pickup fuel or connect to a different transfer stage. I added 2 low-wattage lights to help light up the docking port.

I attached a 4 Nerva transfer stage. It could use some work, but it got the job done.

I discarded your Lift system and instead replaced it with Temstar's Super Nova The Exploration Tank only weighs 56Ton or so, so really, the 160T capable rocket was a bit overkill. But I like overkill.

Once landed, It handles like a dream. I used the 2 boosters to accelerate to 20m/s on the ground and then just apply brake as needed to maintain 22-25m/s. I found things get a bit rocky over 27m/s. Kinda hypnotic watching the suspension do its thing at 24m/s.

Thanks for the good time.

Hook up with a glider-based landing platform in space, and I think that'll help you out at Eve. It's got plenty of gravity, but it's thick atmosphere seems to help generate alot of lift as well.

I'll let you know if I ever do it myself.

Discarding the dual-stack for a single, centralized one was the first thing I thought about doing but I was going down the hard path, trying to maintain the whole hover unchanged.

Still, it the change is very minor and gets the job done! So long Pirate is OK with it, the fix is a go!

Here are some shots from my munar expedition with it: https://www.dropbox.com/sh/f12liojmo95d1b0/EbW9MAef46

Images:

-Ascent

-Coasting to apoapsis

-Circularizing around Kerbin

-Circularized Kerbin orbit

-Maneuver to transfer to the Mun

-Discarding the sails after targeting a landing near my Mun base

-Touch-down on the Munar surface

-Landed lights-on

-Deploying rover

-Rover ready!

-Where is my base? ohhh... I see Jebediah wasn't in the mission's crew...

-Yep! Jebediah was definitely not among the crew...

-But it's OK...My kerbonauts think positively...

-Visual contact with the base!

-Arrived!

poor kerbals?! bah, they went through extensive g-force training for a purpose :D.

anyways, i tried your design and while it handles much better and somehow uses less fuel or has more fuel then my design i had to adjust a couple of things, 1st was the mainsails, you forgot to add 2 thin tanks under the orange tanks to prevent overheating, at my first 2 tries i blew these engines up without realising it was heat, then added the tanks at the 3rd try, i strutted the small tanks due they became to wonky... at the 4th and 5th try i got it around 30000/25000 mtr but then everytime the stage seperation destoyed 1 of the remaining mainsails, still gotta look into that, i looks like the earodynamic tip tipping the engine off....

2nd was the balance you mentioned, while it handles much better now you added to much tanks of rcs at the front, still playing around... either im removing a bottom and a top rcs tank, or just the most frontal one, because it instead of tilting backwards as it used to it tilts forwards, most likely its drag but... as i said, still playing around...

also i didnt think i did such a bad job, i ran out of fuel or it shook itself to death or i lost some parts at seperation... didnt have to many balance issues imho...

as for the edit info, thank you very very much, made life easier.

EDIT: i think i will go with prysmatiks design as it is a centralised design, though you helped me really a lot :) thank you very much..

@Pirate_Ray

Anyways, tested and working by 3 guys. It might not be the exact same hover you built, but it's a working one. Since you will stick with the centralized design, I won't work any further on the "puritan" approach. Glad I could help some! :wink:

@prysmatik

Nicely done! It's cleaner than what my centralized solution would be and considering I reached the Mun with the 3 primary mainsails still attached, a very efficient one too! :)

Edited by AlmightyR
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So I enabled unlimited fuel and...

I rode that 4 Nerva transfer stage to Moho. (No time to build the glider this afternoon.)

It took all 4 Nerva's plus sporadic bursts of VTOL spikes to keep from crashing into it at 30+m/s but I managed a touchdown w/o broken parts. I have no idea how much fuel i would have burned on the descent but it took ages.

What didn't help was me changing uh .. something, I'm not sure what exactly, which caused the control-from-here to go back to default. It was a long time before i figured out i was firing jets 90* from where i meant to.

However, I like that there's so much inertia torque or whatever that is you get from command capsules. I really didn't have to use RCS at all, the entire trip.

I put 3 more screenshots in that folder at :

https://www.dropbox.com/sh/r0qvs4u3oksp7h0/SUdjIyHQcF

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Discarding the dual-stack for a single, centralized one was the first thing I thought about doing but I was going down the hard path, trying to maintain the whole hover unchanged.

Still, it the change is very minor and gets the job done! So long Pirate is OK with it, the fix is a go!

Here are some shots from my munar expedition with it: https://www.dropbox.com/sh/f12liojmo95d1b0/EbW9MAef46

Images:

-Ascent

-Coasting to apoapsis

-Circularizing around Kerbin

-Circularized Kerbin orbit

-Maneuver to transfer to the Mun

-Discarding the sails after targeting a landing near my Mun base

-Touch-down on the Munar surface

-Landed lights-on

-Deploying rover

-Rover ready!

-Where is my base? ohhh... I see Jebediah wasn't in the mission's crew...

-Yep! Jebediah was definitely not among the crew...

-But it's OK...My kerbonauts think positively...

-Visual contact with the base!

-Arrived!

@Pirate_Ray

Anyways, tested and working by 3 guys. It might not be the exact same hover you built, but it's a working one. Since you will stick with the centralized design, I won't work any further on the "puritan" approach. Glad I could help some! :wink:

@prysmatik

Nicely done! It's cleaner than what my centralized solution would be and considering I reached the Mun with the 3 primary mainsails still attached, a very efficient one too! :)

dont get me wrong you are awesome, your approach worked to but since i fly rather.... say ehm.... clumsy and not fuel efficient i suppose, which results in me breaking stuff, also 3 other people got it to work, so the problem is with me, not the machine.

also why is it called ''Puritan''?

So I enabled unlimited fuel and...

I rode that 4 Nerva transfer stage to Moho. (No time to build the glider this afternoon.)

It took all 4 Nerva's plus sporadic bursts of VTOL spikes to keep from crashing into it at 30+m/s but I managed a touchdown w/o broken parts. I have no idea how much fuel i would have burned on the descent but it took ages.

What didn't help was me changing uh .. something, I'm not sure what exactly, which caused the control-from-here to go back to default. It was a long time before i figured out i was firing jets 90* from where i meant to.

However, I like that there's so much inertia torque or whatever that is you get from command capsules. I really didn't have to use RCS at all, the entire trip.

I put 3 more screenshots in that folder at :

https://www.dropbox.com/sh/r0qvs4u3oksp7h0/SUdjIyHQcF

awesome, one day ill be as skilled to go further then mün and minmus :P, well as of yet mün...

though ill try and do it without mods or hacks like fuel and such, just stock game :).

anyways you guys are awesome, as little as i have seen here i believe this is one of the more helpful and friendly communities around...

My first touchdown was at mün's night side :/ and the first 7 times i crashed horribly due the altimeter not displaying the proper ground to vehicle height, resulting in me crashing at 2000 altitude, 1400 altitude while going 40 m/s....

i also found it drives very stable at 29 m/s, it starts to pop tires and go bad at 30 to 31 m/s.... however at 22 m/s you can steer more reasonably.

here are a couple of images of the rover right after touchdown and exploring:

w7pv.jpg

bm1r.jpg

doesnt he look happy? :D :D :D

ztf3.jpg

EDIT: they really need some sort of

thing going on :/

Edited by Pirate_Ray
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also why is it called ''Puritan''?

It was a reference to my approach of trying to maintain the hover "pure" (unchanged)...It's not any kind of "standard approach type", as seems to be the way you understood it...Sorry if I gave you the wrong impression of something to learn :P.

awesome, one day ill be as skilled to go further then mün and minmus , well as of yet mün...

Well, you can already put your hover (cargo) in Kerbin orbit so the worst part is over and there isn't much of a mystery to getting it to the other planets:

-Modify your hover-to-lifter connection to use docking ports (actually, unless you have taken them out, prysmatik's version already had them)

-Launch the hover and make circularized orbit around Kerbin. Pro's challenge: Try to get the difference between your PEriapsis and APoapsis under than 10 meters.

-Build a "delivery probe" (a probe meant to dock and act as propulsion stage for a dock-able cargo) that meets the following conditions:

1) Has a final stage with at least one full medium fuel tank of the same radial-size as the engine. (1.25m = FL-T400 Fuel Tank or 2.5m = Rockomax X200-16 Fuel Tank)

2) The final stage, when coupled with your hover, must have a TWR (Thrust-to-Weight Ratio) of at least 0.2 at Kerbin's sea-level.

2.1) To calculate your TWR at sea-level, this is the math if all engines are equal: (Engine_Thrust * Engine_Amount) / (Hover_Weight + Delivery_Probe_Weight)

3) Uses only the most vacuum fuel-efficient engines on it's final stage, here they are, in efficiency order: LV-N Atomic Rocket Engine, LV-909 Liquid Fuel Engine, Toroidal Aerospike Rocket, or Rockomax "Poodle" Liquid Engine.

4) Can Reach orbit, circularize, rendezvous and dock with the cargo (rover) without using any of it's final-stage's fuel.

-Prove to yourself that your newly-developed delivery probe can actually meet the 4th condition mentioned on the last step :sticktongue:.

-Enjoy! You now have perfect conditions to, with decent planning of your orbital maneuvers, reach any other planet/moon in the Kerbol system! :)

Edited by AlmightyR
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It was a reference to my approach of trying to maintain the hover "pure" (unchanged)...It's not any kind of "standard approach type", as seems to be the way you understood it...Sorry if I gave you the wrong impression of something to learn :P.

Well, you can already put your hover (cargo) in Kerbin orbit so the worst part is over and there isn't much of a mystery to getting it to the other planets:

-Modify your hover-to-lifter connection to use dual docking ports (actually, unless you have taken them out, prysmatik's version already had them)

-Launch the hover and make circularized orbit around Kerbin. Pro's challenge: Try to get the difference between your PEriapsis and APoapsis under than 10 meters.

-Build a "delivery probe" (a probe meant to dock and act as propulsion stage for a dock-able cargo) that meets the following conditions:

1) Has a final stage with at least one full medium fuel tank of the same radial-size as the engine. (1.25m = FL-T400 Fuel Tank or 2.5m = Rockomax X200-16 Fuel Tank)

2) The final stage, when coupled with your hover, must have a TWR (Thrust-to-Weight Ratio) of at least 0.2 at Kerbin's sea-level.

2.1) To calculate your TWR at sea-level, this is the math if all engines are equal: (Engine_Thrust * Engine_Amount) / (Hover_Weight + Delivery_Probe_Weight)

3) Uses only the most vacuum fuel-efficient engines on it's final stage, here they are, in efficiency order: LV-N Atomic Rocket Engine, LV-909 Liquid Fuel Engine, Toroidal Aerospike Rocket, or Rockomax "Poodle" Liquid Engine.

3) Can Reach orbit, circularize, rendezvous and dock with the cargo (rover) without using any of it's final-stage's fuel.

-Prove to yourself that your newly-developed delivery probe can actually meet the 3rd condition mentioned on the last step :sticktongue:.

-Enjoy! You now have perfect conditions to, with decent planning of your orbital maneuvers, reach any other planet/moon in the Kerbol system! :)

ah puritan as in keeping it pure. nice approach.

as for the information provided, thanks, those steps sound logical.

as for the pro challenge.. i did it with a small satellite i have on minmus and my big space station is within 500 mtr, ill try it with the hover but first ill go and build some transport drones and gliders for it, i also need to figure put some sort of docking base to be able to refuel the hover while it is landed, will probably be an extension arm underneath the thing with a sr. dockingport attached to some tanker contraption...

also for calculating weight, just count all parts on it and add the numbers (0.3 + 0.3 + 0.3 = 0.9 mass) ?

decent calculations and planning, oh boy.... thats gotta get me some troubles... but ill ''veni vidi vici'' in the end.

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also for calculating weight, just count all parts on it and add the numbers (0.3 + 0.3 + 0.3 = 0.9 mass)

Yes, the total mass of the vehicle that will transfer to the other planets, that is the total mass of each docking module that makes it (In this case, two, cargo and delivery-probe) added together. And the calculation for the mass of each individual module is *gasp* to add up the weight of each individual part, "wet" mass in case of fuel tanks. This can be a real pain when playing vanilla (without mods).

If you can afford to stray a tiny little from the puritanism, I suggest using the Kerbal Engineer Redux mod; It does not change any parts or game mechanics; Only adds a computer-chip-like piece to the science tab that, when attached anywhere to the vehicle in the VAB or SPH, displays all of this kind of essential information, per planet.

Just don't forget to detach before launch. But I doubt you ever will...Can't miss that big ugly computer-chip whose color is completely different from your vehicle's; Even tough he did it on purpose, some mod-makers have no sense of aesthetics! :P

How it looks (yes, that big ugly dark-green thing is the chip...Info only shows up when it's attached to the vehicle):

2013-05-25_00008-e1369569299820.jpg

BTW, not really any problem if you launch with the thing attached...Other than an ugly piece attached on a probably beautiful vehicle:

screenshot114.png

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Yes, the total mass of the vehicle that will transfer to the other planets, that is the total mass of each docking module that makes it (In this case, two, cargo and delivery-probe) added together. And the calculation for the mass of each individual module is *gasp* to add up the weight of each individual part, "wet" mass in case of fuel tanks. This can be a real pain when playing vanilla (without mods).

If you can afford to stray a tiny little from the puritanism, I suggest using the Kerbal Engineer Redux mod; It does not change any parts or game mechanics; Only adds a computer-chip-like piece to the science tab that, when attached anywhere to the vehicle in the VAB or SPH, displays all of this kind of essential information, per planet.

Just don't forget to detach before launch. But I doubt you ever will...Can't miss that big ugly computer-chip whose color is completely different from your vehicle's; Even tough he did it on purpose, some mod-makers have no sense of aesthetics! :P

How it looks (yes, that big ugly dark-green thing is the chip...Info only shows up when it's attached to the vehicle):

2013-05-25_00008-e1369569299820.jpg

BTW, not really any problem if you launch with the thing attached...Other than an ugly piece attached on a probably beautiful vehicle:

screenshot114.png

wonderfull, thank you for clarifying, i might try out that redux mod though i hope something will be implemented in coming versions which will give the information.

how heavy? This should take it...

http://www./download/f9wxdk09r4kzbm3/T-9.craft

if it can lift 60 tonnes it is good to go. though i do not know how to merge or import .craf files inside the VAB to put it to use, i have heard about mods but.... thanks though :)

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