Roflcopterkklol Posted September 18, 2014 Share Posted September 18, 2014 (edited) Well it makes it to the Mun no worries, heck it would go to minmus no worries.Should i try and get the version with a shell on the mun? it makes rockets tip over is the problem, this version is under 800 parts is why i like it (That is including the launch system) and anyone could use it.Going to change the launch system, here is a picture of the bottom stage keldaria, i have no idea why it wont play nice and share fuel evenly. Annoyingly too some fuel connections keep coming undone. As a note, the middle stage does not fire with the outer two.Edit: It literally was just a matter of more fuel connections. i guess that is too many engines for just two to handle.Edit again: the fuel hogging on one side gets worse if you add even more fuel connections, i added 2 more, better, added 4, worse, added 8, horrible lol Edited September 18, 2014 by Roflcopterkklol Quote Link to comment Share on other sites More sharing options...
Keldaria Posted September 18, 2014 Share Posted September 18, 2014 My suggestion would be to try not running fuel lines between the 2 outer rockets. If they have the same fuel there shouldn't be a need to run fuel lines between them. Then I would try simplifying your routing on each of the boosters, run a line from the central tank into each of the side tanks so the central tank feeds them, then run a line from each of those tanks to the central engine so they can feed it. Quote Link to comment Share on other sites More sharing options...
Roflcopterkklol Posted September 18, 2014 Share Posted September 18, 2014 (edited) My suggestion would be to try not running fuel lines between the 2 outer rockets. If they have the same fuel there shouldn't be a need to run fuel lines between them. Then I would try simplifying your routing on each of the boosters, run a line from the central tank into each of the side tanks so the central tank feeds them, then run a line from each of those tanks to the central engine so they can feed it.it ended up being a strange fix, all i had to do was add 1 line running from one side of each of the other two main sails, add any more and they would burn unevenly (yet flame out at the same time still lol?) And i did try not connecting them but one would flame out about a second earlier than the other.Anywho i am finished, will be uploading the entire launch system soon. Edited September 18, 2014 by Roflcopterkklol Quote Link to comment Share on other sites More sharing options...
KotDemopan Posted September 18, 2014 Share Posted September 18, 2014 Alright, so here at Patnydustries, we do, something which has never been done before,You know how one of the annoying time consuming sections of making a space stations, is docking things together?And how, space stations usually end up giant, heavy, and end up with center of mass being off-center?Thats right, we decided to make a Compact Space Station.Meet the PDSS-94!Its something Patny Kerman came up with after looking at other people's space stations.And it was made specifically, to show that sometimes, smaller is better.Infact, if it gets a small nudge from the ground, it can make it to space all by itself!And even a version with parachutes was made, so you won't require a 2nd lander to rescue a kerbal stuck on the Mun. Quote Link to comment Share on other sites More sharing options...
Roflcopterkklol Posted September 18, 2014 Share Posted September 18, 2014 The Mun bug mk2 with launch system is finished Forum locationhttp://forum.kerbalspaceprogram.com/threads/94143-Long-term-mobile-base-and-launch-systemNow to get this thing out of the atmosphere reliably, surprising how much difference the shell makes. Quote Link to comment Share on other sites More sharing options...
Spacepigu Posted September 18, 2014 Share Posted September 18, 2014 (edited) Moar struts!And propellers!Cause Things!that, my friend, is how you get to space. Edited September 18, 2014 by Spacepigu Quote Link to comment Share on other sites More sharing options...
Roflcopterkklol Posted September 18, 2014 Share Posted September 18, 2014 Moar struts!And propellers!Cause Things!This guy gets it Quote Link to comment Share on other sites More sharing options...
Spacepigu Posted September 18, 2014 Share Posted September 18, 2014 but seriously, the propellers would be good because they don't need fuel. Then you could get some rockets on there, and boom! an SSTO. Quote Link to comment Share on other sites More sharing options...
Spacepigu Posted September 18, 2014 Share Posted September 18, 2014 problem is, their part count is something like 32. and that thing is pretty big.Oh the lag! Quote Link to comment Share on other sites More sharing options...
Spacepigu Posted September 18, 2014 Share Posted September 18, 2014 (edited) Also, a WIP design that i have!A single rotary engine Biplane!Javascript is disabled. View full album.Craft file!-EDIT-To fly this craft, follow these instructions=IMPORTANT=Do not switch to ANYTHING before decoupling the propeller. Do this by pressing space.Then, you EVA the kerbal, get him in the seat, activate SAS, and press space.The pod should fly away.switch to the propeller and then hold ALT+E until the trim is full.Then switch back to the plane. To take off, hold S and wiggle side to side using Q and E. Edited September 18, 2014 by Spacepigu Quote Link to comment Share on other sites More sharing options...
Roflcopterkklol Posted September 19, 2014 Share Posted September 19, 2014 (edited) Well this is annoying, for some reason the launch system i used on the mk2 mun bug explodes when i use it on the mk3 when you fire up the second stage. No reason for it either.Edit: It has to be the air resistance, so i figure more fuel.Figure if the second stage does not fire till 25,000m it might solve the problem.heck that launcher will lift a good 400 tonnes into orbit more fuel wont hurt lol.Edit: YES! it worked, can expect this thing to be uploaded soon with this happening.Edit: Failure again. this is frustrating.hardly any weight is added and i can not get the mk2 to blow up when you fire up the second stage, what the hell.Edit: And now we have success. New launch system and it seems to work better than the old one.Will be uploading the mun bug mk 3 soon.Edit:uploaded the mk3 mun bug, have fun.Forum locationhttp://forum.kerbalspaceprogram.com/threads/94143-Mun-bug-mk3-long-term-mobile-base-rover-with-launch-system Edited September 19, 2014 by Roflcopterkklol Quote Link to comment Share on other sites More sharing options...
Spacepigu Posted September 19, 2014 Share Posted September 19, 2014 (edited) Glad you got it working! (after something like 12 edits )EDIT:only five, but still a lot more than normal.EDIT:No hard feelings? Edited September 19, 2014 by Spacepigu Quote Link to comment Share on other sites More sharing options...
Roflcopterkklol Posted September 19, 2014 Share Posted September 19, 2014 Glad you got it working! (after something like 12 edits )EDIT:only five, but still a lot more than normal.EDIT:No hard feelings? It was horrible lol, i could not figure out why exactly the rocket would implode on the second stage, sometimes it would and sometimes it would not, got over it and just designed a better set of lifting stages, One of the more frustrating things in KSP is building rockets, there is a reason i normally only build things that are fun to mess around with lol, is nice putting something useful out that is also fun to mess around with, love being able to walk around inside craft. and no hard feelings. Quote Link to comment Share on other sites More sharing options...
Spacepigu Posted September 19, 2014 Share Posted September 19, 2014 Thanks! By the way, nice new picture! i like it! I should try building a base like that! (as in the walking around) Quote Link to comment Share on other sites More sharing options...
Roflcopterkklol Posted September 19, 2014 Share Posted September 19, 2014 Thanks! By the way, nice new picture! i like it! I should try building a base like that! (as in the walking around)Well if you end up having trouble feel free to use the Mun bug, should be good to get you to the very least minmus, i have one save on its way there and one set up on the Mun atm, after minmus i am going to test if the transport stage will get it to duna (I am thinking there is enough delta V) I did try to be as part savvy as i could, without the launch system it is under 600 parts, pretty good considering it is better than the command turtle in every way and that was double the weight and over 1000 parts. Quote Link to comment Share on other sites More sharing options...
Giggleplex777 Posted September 20, 2014 Share Posted September 20, 2014 (edited) So I was trying out Spaceplane Plus and noticed how some of the wings would make great fairings. Should enough, the the Type B panel (the one that attaches with its narrow end) can be used as a fairing with little adverse aerodynamic effects. I think this is because they only produce lift along the longer portion, unlike the current stock ones.Very crude test rocket:Half fairing test:^Damn radial decoupler bug.Hope this still works in 0.25! Edited September 20, 2014 by Giggleplex777 Quote Link to comment Share on other sites More sharing options...
astropapi1 Posted September 20, 2014 Share Posted September 20, 2014 So I was trying out Spaceplane Plus and noticed how some of the wings would make great fairings. Should enough, the the Type B panel (the one that attaches with its narrow end) can be used as a fairing without adverse aerodynamic effects. I think this is because they only produce lift along the longer portion, unlike the current stock ones.Very crude test rocket:http://i.imgur.com/D745bKp.pngHope this still works in 0.25!Oh, so you'll be able to use it for the walls of your space shuttle! Quote Link to comment Share on other sites More sharing options...
Rune Posted September 20, 2014 Share Posted September 20, 2014 That is interesting, Giggle. I'll keep it in mind for sure when 0.25 makes it here!Rune. I guess the problem then would be picking excessive roll. Quote Link to comment Share on other sites More sharing options...
Nik_601 Posted September 20, 2014 Share Posted September 20, 2014 Working on PPTS (Prospective Piloted Transport System)Javascript is disabled. View full albumLauncher will be added soon Quote Link to comment Share on other sites More sharing options...
KandoKris Posted September 20, 2014 Share Posted September 20, 2014 (edited) I've been working on a VAB SSTO for a cheaper launch cost in my basic mun base project.So for this is what I got ;Total mass so far tested for both 150km orbit and safe retrieval is approx 45tn I'm interested to here some feedback.What do you all think, what are some tips for getting more bang for the buck as they say.but please keep in mind I'm trying to stay as low down the tech tree as I can. The end goal is a craft to take cargo to mun and/or back to Kerbin all easily accessible to new players in career mode.Edit; I've managed to reduce cost to 195 396 and no higher then tier 6 but I think I've hit a wall with were I can go from hereCraft file Edited September 21, 2014 by KandoKris Quote Link to comment Share on other sites More sharing options...
1greywind Posted September 22, 2014 Share Posted September 22, 2014 Exploring borderlines of ringed station design: This is latest iteration: two rings with diameter of about 5 orange tanks (nearly maximum what you can fit into VAB horizontally). Each ring has mass ~240 ton and has parts count ~530 and can be launched to orbit without big problems. Initially I've planned to assemble 3 rings but after 2 hours long docking operation (even with docking port alignment indicator mod) I've decided that two rings is enough.Javascript is disabled. View full album Quote Link to comment Share on other sites More sharing options...
Rune Posted September 22, 2014 Share Posted September 22, 2014 (edited) snipReminds me of my own exercise in lag, my O'Neill colony replica under construction at "L3" (Munar orbit with 180º offset):Half of phase one is complete. Then again, since phase one is already going to break the 1000 part count, phase one is probably all there will be. Perhaps a couple more naked hab rings to emphasize the cylindrical nature of the thing if anything. Room for 256 kerbals will have to do!Rune. Of course, all of it paid for by putting flags on Mun and stuff. Edited September 22, 2014 by Rune Quote Link to comment Share on other sites More sharing options...
Spacepigu Posted September 22, 2014 Share Posted September 22, 2014 I have an electric helicopter that i am working on, Definitely still WIP (it can't fly yet) But i am getting there! Pictures soon! Quote Link to comment Share on other sites More sharing options...
Yakuzi Posted September 22, 2014 Share Posted September 22, 2014 I'm working on my spaceplane with indispensable Invertechtm technology. Trying to finish this before the black heatshielding will be removed with 0.25 release <sad panda >. Hopefully Bac9 will keep the option in the B9 mod.Anyhow, she flies very nicely and gets into 100K orbit with ease and fuel to spare. Currently fixing some RCS balance issues.Mods used: B9, Procedural Wings Quote Link to comment Share on other sites More sharing options...
TMS Posted September 22, 2014 Share Posted September 22, 2014 Exploring borderlines of ringed station design: This is latest iteration: two rings with diameter of about 5 orange tanks (nearly maximum what you can fit into VAB horizontally). Each ring has mass ~240 ton and has parts count ~530 and can be launched to orbit without big problems. Initially I've planned to assemble 3 rings but after 2 hours long docking operation (even with docking port alignment indicator mod) I've decided that two rings is enough.http://imgur.com/a/mm2MxWheely good stuff. Quote Link to comment Share on other sites More sharing options...
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