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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38818 times)

10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #300 on: February 01, 2013, 03:40:31 pm »

Anyway, I'm going to do a smaller version. The iteration of the central frame almost walked away on it's own.

Project update. I'm building the launch system out of 1 part, rather than multiple and docking.
« Last Edit: February 01, 2013, 03:54:25 pm by 10ebbor10 »
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #301 on: February 01, 2013, 03:47:11 pm »

"Hey Ank! What have you been doing lately?"
Oh, you know, just sending 200 SPARE PARTS INTO SPACE!

http://imgur.com/a/2YKCn

what..
how..

why are you ejecting stages upward?
 :o :o
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Twi

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #302 on: February 01, 2013, 03:54:08 pm »

"Hey Ank! What have you been doing lately?"
Oh, you know, just sending 200 SPARE PARTS INTO SPACE!

http://imgur.com/a/2YKCn

what..
how..

why are you ejecting stages upward?
 :o :o

I have no idea. But there's no reason you couldn't do it with enough Seperatrons.
Still probably easier to eject them from the bottom. Unless they're just fuel tanks?
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #303 on: February 02, 2013, 02:58:46 am »

But at the bottom there is engines, dropping the lowest part would make for a very short flight.

The point of dropping the top tanks is weight distributions, since I have the very heavy Spare parts containers just above the engines(they are much better coolers than fuel tanks btw).
Having the spare parts on top crushes the middle of the rocket when you throttle.

Also, it looks so cool, since i accidentally placed the sepatrons so that the outer tanks make a beautiful ballet when a separate.

I don't think I could get 200sp into orbit without using the Reverse Engineering method.

I'm probably gonna make one without the laggy side boosters, and just spread out the load more :)
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #304 on: February 02, 2013, 03:37:42 am »

Btw, how much does that rocket weight?

The current iteration of the Athmospherical Launching System can lift up to 4000 tonnes of material to 10km altitude, I think. Now I just need to improve the docking system, in order to get a rocket of that weight to stay attached. And add more engines and RCS. But all in all everything seems to go well. I mean, a very light probe should be able to launch from 15 km altitude.
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #305 on: February 02, 2013, 04:38:27 am »

It's 1800 tons with the side boosters.

But if you lift it to 10km you don't need the boosters, so it's only 1100 tons.

I'll upload the craft file if you'd like.
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Pyre

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #306 on: February 02, 2013, 09:40:11 am »

If I may make a suggestion: lose the nosecones. All they do is add mass and drag, at least until the aerodynamics gets updated.
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I agree, most of us can't make singing rockets either. Unless you count them screaming through the atmosphere towards a fiery doom as singing.

Twi

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #307 on: February 02, 2013, 09:43:58 am »

If I may make a suggestion: lose the nosecones. All they do is add mass and drag, at least until the aerodynamics gets updated.
Or you're using Ferram Aerospace. Which we are not.

Besides, Kerbal look is not necessarily 'pretty'. :P
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Pyre

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #308 on: February 02, 2013, 09:51:26 am »

Or you're using Ferram Aerospace. Which we are not.

Besides, Kerbal look is not necessarily 'pretty'. :P

It bugs me to no end, because I want my rockets to look cool, but I also want them to be optimized.  I end up settling for optimization in the end.
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I agree, most of us can't make singing rockets either. Unless you count them screaming through the atmosphere towards a fiery doom as singing.

10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #309 on: February 02, 2013, 02:09:00 pm »

Anyway, I'm almost finished, but the thing doesn't steer, and even 10 SAS systems have problems keep it in control.

edit: Link

Edit: The finalish design is currently standing on the runway, trying to dock with a small modified launcher. Ran out of time to do it properly, so don't expect much.
« Last Edit: February 02, 2013, 02:52:37 pm by 10ebbor10 »
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #310 on: February 03, 2013, 04:52:51 am »

another mission "successfully" completed.
Hugehead, your up next!
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #311 on: February 03, 2013, 04:53:44 am »

another mission "successfully" completed.
Hugehead, your up next!
Actually, it was pretty much an all round failure. I'll see if I can do something usefull next time.
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #312 on: February 05, 2013, 01:28:19 am »

2 days have passed.
Round 2?
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #313 on: February 05, 2013, 02:00:27 am »

Guy I am sorry but I will have to skip round 2
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #314 on: February 05, 2013, 07:38:07 am »

2 days have passed.
Round 2?
Yeah, I'll start on round 2 today and get my turn started.
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