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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38861 times)

LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #120 on: January 22, 2013, 02:50:41 am »

The ratio of mass in orbit / mass at launch will more or less be the same given the efficiency of a design.
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #121 on: January 22, 2013, 04:31:31 am »

The problem is everything implides easily over a certain mass. My design can very easily get to orbit if it wasn't so prone to breaking down over its own weight >_<
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Twi

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #122 on: January 22, 2013, 05:41:43 am »

The problem is everything implides easily over a certain mass. My design can very easily get to orbit if it wasn't so prone to breaking down over its own weight >_<
Moar strut.
It's like the new cocaine booster. And it sounds like you have enough delta-vee to afford it anyways.
« Last Edit: January 22, 2013, 05:43:15 am by Twi »
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #123 on: January 22, 2013, 05:59:23 am »

moar strut aaand balanced lift:

if you have all the engine pushing from the bottom your mid section will have to handle all the load; put some engine in the upper section and you will reduce the strain on it.
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Twi

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #124 on: January 22, 2013, 06:44:26 am »

You know what else provides lift at the top? Balloons!

The inflatable parachutes aren't good for lifting at higher altitudes, though- they just provide drag instead. I've tried using airship envelope pieces to lift rockets before, with moderate success- getting them out of the way when/if you detach them can be a bit challenging.
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #125 on: January 22, 2013, 06:46:54 am »

moar strut aaand balanced lift:

if you have all the engine pushing from the bottom your mid section will have to handle all the load; put some engine in the upper section and you will reduce the strain on it.

This can be solved by only having a mid section :)

Also mainsails are for suckers, they have bad impulse, they are bugged with orange fuel tanks, and provide too much thrust to be handled safely.

This leads to some ridiculous rockets:

The Delta-W:
Spoiler (click to show/hide)
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Twi

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #126 on: January 22, 2013, 06:48:08 am »

Congratulations, I now love mainsails and orange fuel tanks more than ever! :P
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #127 on: January 22, 2013, 06:57:58 am »

The problem is everything implides easily over a certain mass. My design can very easily get to orbit if it wasn't so prone to breaking down over its own weight >_<
Could you post a picture of your design? We can swap lifter designs as well, if you need a lift vehicle to bring a heavier payload up.
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #128 on: January 22, 2013, 07:14:22 am »

I tried using an aerospike system but it broke down. Its weird since i usually dont suck at building rockets. Mainsails started sucking donkey dick too.

Damn... It'll take a bit of time, ill first be out when my bus starts running on the odd scheme.
Fuck..

Can i have that LV too?
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #129 on: January 22, 2013, 07:32:39 am »

Sure.

http://dl.dropbox.com/u/9910241/Duna_I.craft

Its the super simplest lifter ever, but it will get a modest payload to orbit. By itself, it will achieve orbit with half its fuel left. If you stick on a heavy payload, be sure to include an orbital stage. That is the lifter I used to bring up both the original spacedock and all of the spare parts for the station.

I have a more advanced lifter but would have to recreate it as I can't find the craft file.
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #130 on: January 22, 2013, 07:40:46 am »

My to-orbit designs are usually made up on the spot. Six-stalk asparagus is the norm, and it gets to orbit easily with delta-V to get to Mun. Not sure if it's very efficient, but it does the job. O.o
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #131 on: January 22, 2013, 08:19:06 am »

Six-stalk asparagus is the norm, and it gets to orbit easily with delta-V to get to Mun. Not sure if it's very efficient, but it does the job. O.o

I hate it, it is the most efficient design I found, that double decker six sided mainsails asparagus.

it makes all my rockets look BOOOOOOOOOORING

I envy the people with the fantasy to make up those fabulous planes capable of landing on Eve in a single stage
 :-\
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Twi

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #132 on: January 22, 2013, 09:18:31 am »

Landing on Eve is easy, though, what with all that atmosphere. And using a spaceplane for an SSTO is of course possible. And Eve's the easiest planet to get to, delta-vee-wise.

At least it's the most realistic such fantasy. :P
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #133 on: January 22, 2013, 10:14:43 am »

Weird, my rocket breaks into every single individual piece it has when I try to attach 6 Octo balloons to it. My previous design just wasn't up to spec, and I wanted to use balloons to get to the rarer altitudes, but some sort of bug makes this happen. :(

Rocket is 450 tons.

Edit; Why the normal version wasn't viable: For one, it had a tight fuel budget. Two, very laggy. Might be the struts. :/ Three, once I started burning into an orbit, it started spinning wildly, and caused two winches and a few panels to tear off when I detached. >_<
« Last Edit: January 22, 2013, 10:20:07 am by Skyrunner »
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"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #134 on: January 22, 2013, 10:38:59 am »

i think mechjeb might be buged.
it thinks i have more fuel than i have
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