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Author Topic: Kerbal Space Program  (Read 113541 times)

vh

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Re: Kerbal Space Program
« Reply #120 on: August 09, 2013, 12:18:15 PM »
ha i don't care whether you copy everything or anything or nothing

mods used: ubioweld, mechjeb


how i got the rover to duna

1. launch the rover (kerbal rover23.craft) into a 75x75 orbit. manual launch is reccomended because mechjeb is a bit rough with the controls and a column or two sometimes breaks. four of the tanks will be drained of fuel next, and should be dropped. when in orbit, the rest of the tanks can be dropped (press space two more times). open panels with '1'

2. launch the tug (thrusters.craft) into a 75x75 orbit. when halfway into the gravity turn, 8 of the mainsails should be dropped. to do this, you must carefully align the craft with the prograde vector and throttle down a bit before staging. after getting into orbit, you should use the four remaining mainsails to rendevouz with the rover. dispose of the 4 mainsails and dock with the rover using the nerva and rcs

3. repeat step two with another tug. dock on the other port

4. now you have two nervas docked to the rover. from this point on, don't use mechjeb as the craft is too unstable to fly with mechjeb. also keep in mind that the nervas are facing retrograde, so you need to thrust opposite on the navball. expand your orbit until it is larger than the mun. this is because the nervas are too weak to escape from kerbin directly. wait until duna is in position, then intercept it and lower into a 50x50 duna orbit with low inclination.

5. dispose of the two nerva engines, which should be just about empty, then, arrange your parachute staging so they come out two at a time at first, then gradually more. an example would be 2, 2, 4, 8 (16 parachutes total). this is so they won't break the craft when deploying. close panels so they won't break off during landing. now wait until you are approaching one of the marinas on duna from the west. thrust retrograde with the engines under the rover just enough to deorbit into the marina. turn off engines once this has been achieved. at 25km, use the remaining fuel to reduce horizontal/vertical velocity to under 100m/s. keep thrusting gently to keep vertical velocity under 200 m/s until you are 2 kilometers above ground level.

6. at 2kms, dispose of the engines via decouplers and launch the first stage of parachutes. at 500m, once the first parachutes have opened, you can start spamming the rest. touchdown should be achieved at around 12m/s. open panels. drive.

of course if you just wanted to get the rover to the moon i wouldn't have bothered with a seperate thruster rocket. if it was a moon mission i would've removed the engines on the rover and used a slightly larger rover launcher to directly land on the moon and act like a crane.

vh

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Re: Kerbal Space Program
« Reply #121 on: August 15, 2013, 04:02:43 PM »
cool

tuto99

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Re: Kerbal Space Program
« Reply #122 on: August 15, 2013, 06:29:12 PM »
a telescope orbiter designed to hunt for exoplanets
If they could only add exoplanets to the game...

tuto99

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Re: Kerbal Space Program
« Reply #123 on: August 15, 2013, 08:55:48 PM »
If they could only add exoplanets to the game...
which brings up a question that I had been meaning to ask can you mod your own planets into the game and if so how would do that ?
Hmm, I am not sure.

matty406

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Re: Kerbal Space Program
« Reply #124 on: August 16, 2013, 08:14:33 AM »
There's a mod that allows you to change the textures of the existing planets.

tuto99

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Re: Kerbal Space Program
« Reply #125 on: August 16, 2013, 09:07:02 AM »
There's a mod that allows you to change the textures of the existing planets.
I don't think a mod is necessary.

vh

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Re: Kerbal Space Program
« Reply #126 on: August 16, 2013, 11:54:21 PM »
tips for when fuel lines cause one engine to have more fuel than another

1. if you have fuel lines in a loop, don't make loops

2. don't have one tank of fuel distributing to two

3. remove the fuel lines and redo them. i had perfect symmetry and put on some fuel lines. they didn't work properly. i removed them and put them on in the exact same way, and they worked perfectly

vh

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Re: Kerbal Space Program
« Reply #127 on: August 17, 2013, 10:01:03 AM »

vh

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Re: Kerbal Space Program
« Reply #128 on: August 19, 2013, 04:11:08 AM »
here's a supersonic transport vehicle which can travel to any place on kerbin within 40 minutes or so. it's top speed using jet mode is around 1620 m/s at an altitude of around 25 kilometers. when the sabre engine flames out, it's switched to rocket mode which boosts it above the atmosphere and around the world.

http://imgur.com/a/ulhOE

Darvince

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Re: Kerbal Space Program
« Reply #129 on: August 25, 2013, 04:11:36 PM »
if you next post in this topic has 23 "h" in the "ahhh...hhh" you win a cookie.

vh

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Re: Kerbal Space Program
« Reply #130 on: September 01, 2013, 03:53:43 AM »
after brackendawson launched a < 1 ton vehicle into orbit, a perverse competition started to get into orbit with the least mass

0.996 tons: http://imgur.com/a/EPI6H
0.593 tons: http://imgur.com/a/7zxTW
0.470 tons: http://wvw.youtube.com/watch?v=5W_Pq52AtPc#
0.310 tons: http://imgur.com/a/7UIBH
0.260 tons: http://imgur.com/a/3AUbF
0.210 tons: http://imgur.com/a/FE4No
0.133 tons: http://imgur.com/a/ivfPf
0.080 tons: http://imgur.com/a/iAWu9

will the madness ever end?

blotz

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Re: Kerbal Space Program
« Reply #131 on: September 01, 2013, 04:38:06 AM »
are turbines in vanilla? also i like the 0.08 ton one
that's like 160 pounds? holyshit a fit dude could throw that into orbit

vh

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Re: Kerbal Space Program
« Reply #132 on: September 02, 2013, 05:48:26 PM »
interplanetary tug [ministry] docked to eeloo lander [minta].

4400 delta-v, currently in low kerbin orbit. total mass is 220 tons



matty406

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Re: Kerbal Space Program
« Reply #133 on: September 03, 2013, 06:58:54 AM »

tuto99

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Re: Kerbal Space Program
« Reply #134 on: September 03, 2013, 08:00:42 PM »
Omg lol

vh

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Re: Kerbal Space Program
« Reply #135 on: September 05, 2013, 06:36:55 AM »
here's a chart: https://docs.google.com/spreadsheet/ccc?key=0AqXNpALRcpv9dEhoS2t4MHNpZDN1b2NUUkxzeE1qWGc#gid=1

to explain, the five lines are different configurations of a modular interplanetary tug i've constructed. the x-axis is the weight of the object the tug pushes, and the y-axis is the delta-v

1p, 2p, and 3p are just a single tug, two attached tugs, and three attached tugs firing the engines all at the same time. burn time is about 30 minutes

2s and 3s are when each attached tug is fired until out of fuel, then undocked before the next one is fired. although it offers a large delta-v boost for small objects, burn time is 1 hour and 1.5 hours respectively

each tug weighs 185 tons

matty406

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Re: Kerbal Space Program
« Reply #136 on: September 20, 2013, 08:08:48 AM »
I can't wait to actually gain stuff from sending things to places

vh

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Re: Kerbal Space Program
« Reply #137 on: September 20, 2013, 11:52:09 AM »
not sure if i'll try career mode or not

vh

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Re: Kerbal Space Program
« Reply #138 on: September 20, 2013, 08:11:45 PM »
540 ton space-station constructed out of 6 parts. it'll be leaving for eeloo shortly


matty406

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Re: Kerbal Space Program
« Reply #139 on: September 21, 2013, 07:11:02 AM »
How do people even do this

matty406

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Re: Kerbal Space Program
« Reply #140 on: September 27, 2013, 08:48:37 AM »
I was able to create a space telescope, on orbit around Kerbin, using a camera mod that allows you to place zoomable cameras on your craft, and Mechjeb to lock on with.

Mun

Minmus

Eve

Duna

vh

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Re: Kerbal Space Program
« Reply #141 on: September 27, 2013, 11:44:55 AM »
ha nice

tuto99

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Re: Kerbal Space Program
« Reply #142 on: September 27, 2013, 01:16:17 PM »
Lol Smart A.S.S.

vh

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Re: Kerbal Space Program
« Reply #143 on: October 05, 2013, 09:42:50 PM »
yeah i've used that to test my landers before actually sending them. i just pretend it's a simulation

vh

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Re: Kerbal Space Program
« Reply #144 on: November 07, 2013, 08:40:47 PM »
10/10 would buy the book

vh

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Re: Kerbal Space Program
« Reply #145 on: November 19, 2013, 06:24:59 PM »

FiahOwl

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Re: Kerbal Space Program
« Reply #146 on: December 23, 2013, 04:29:12 PM »

This message is only viewable with Universe Sandbox Galaxy Edition. Access it and much more with promo-code '115076'.

« Last Edit: March 22, 2021, 01:19:53 AM by FiahOwl »

matty406

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Re: Kerbal Space Program
« Reply #147 on: January 22, 2014, 09:10:32 AM »

A tug, carrying struts to make my station more rigid. Kerbal Attatchment System allows kerbals to do minor construction on EVA.

vh

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Re: Kerbal Space Program
« Reply #148 on: March 02, 2014, 12:11:08 PM »
neat. here is a short video of a transport i sent to the moon and a bunch of kerbals sliding down hills

Sliding down hills on the moon

matty406

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Re: Kerbal Space Program
« Reply #149 on: March 15, 2014, 03:46:25 PM »

Antiatter collector