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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1506219 times)

Greiger

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7230 on: November 13, 2013, 05:17:33 pm »

Yes water is definitely the most dangerous force in the system.

Tried applying the intakes to the bottom of a plane, to see if it would be possible to make a gearless landing using intakes.

All attempts to land on flat ground or runways ended in total loss of the vehicle.  All attempts to land in water resulted in almost total loss of the vehicle and some intakes being released into the wild.

There was one attempt at a water landing where the plane actually bounced slightly when it touched the water, but I couldn't get it to happen again, and it's sadly not science if it isn't reproducible.  Not sure it was an actual bounce or it I twitched my joystick slightly expecting contact.
« Last Edit: November 13, 2013, 05:19:37 pm by Greiger »
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Girlinhat

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7231 on: November 13, 2013, 05:25:07 pm »

I think the only way you might get a gearless landing, is to use a reverse thruster to zero out your velocity just a few meters above the ground, but at that point the use or not of intakes doesn't matter - any given structure should survive.

Have you tried adding struts?

WillowLuman

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7232 on: November 13, 2013, 06:10:26 pm »

My idea with the intakes was to save mass and fuel on exo-landings. The puny landing legs snap off like twigs if you hit anything going faster than about 9m/s, and the girders are pretty damn heavy. So I was hoping you'd only have to slow down to maybe 30 m/s and then bounce a few times, using SAS to keep the intakes under you.

Or even use the intakes in place of cushions, like so:
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Eric Blank

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7233 on: November 13, 2013, 06:20:00 pm »

My munar mega-rover survived impacting the surface at 50 m/s thanks to impacting on its wheels. They're still heavy, I suppose.

The M-1x1 structural panel is lighter-weight than landing legs and girder segments but has the same strength as the girders.
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Sheb

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7234 on: November 13, 2013, 06:26:31 pm »

Actually, is there a mod somewhere with landing cushions?
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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7235 on: November 13, 2013, 06:31:16 pm »

Actually, is there a mod somewhere with landing cushions?

http://kerbalspaceport.com/cp-airbag-system/

Is this about right?
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Sheb

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7236 on: November 13, 2013, 06:45:26 pm »

Awesome, thanks!
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Nao

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7237 on: November 13, 2013, 07:37:07 pm »

My idea with the intakes was to save mass and fuel on exo-landings. The puny landing legs snap off like twigs if you hit anything going faster than about 9m/s, and the girders are pretty damn heavy. So I was hoping you'd only have to slow down to maybe 30 m/s and then bounce a few times, using SAS to keep the intakes under you.
There is a pretty lame way (in stock game) to save even more weight on landing legs:
Spoiler (click to show/hide)
I've used it to land a heavy return craft on Eve with 15-20m/s ground impact speed.
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WillowLuman

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7238 on: November 13, 2013, 07:41:10 pm »

But the ram intake weighs even less, and has even more impact tolerance.
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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7239 on: November 13, 2013, 07:51:11 pm »

But the ram intake weighs even less, and has even more impact tolerance.
Gear is weightless, you can strap a hundreds of them and it will make no difference. And since they are actually designed to hit things at speed they usually survive high speed impacts, or at least the gear goes through the ground slowing the ship a little and not exploding.
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BigD145

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7240 on: November 13, 2013, 08:10:54 pm »

I've made a fresh install and added all sorts of things, largely for Mission Controller Extended and RemoteTech. Mission Controller gets turned off when I just want to screw around. One of the missions is high orbit, above 400k. So I made that and noticed I had some fuel in the tank. The next mission was orbit around Mun under 900k. Hey, let's try that. It's a good thing I did because my Kerbin craft cost more than the reward for 400k. I would have also gone and crashed into Minmus, but the Mun mission required a return to Kerbin. I would launch a probe at Minmus but that will take some work getting antennae setup to bounce signals from Kerbin. Or I can lose my 5000 deposit on a Kerbonaut. Or I can hope things are just right to land on the Mun FOREVER but launch a probe before that with directional antennas.

RemoteTech has one big challenge: the Kerbal Command is below the horizon when you circularize a burn to get into orbit. Your first satellites have to be assisted by Kerbals. You might be able to do things by burning straight up... maybe.
« Last Edit: November 13, 2013, 08:15:01 pm by BigD145 »
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Glloyd

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7241 on: November 13, 2013, 08:35:07 pm »

RemoteTech has one big challenge: the Kerbal Command is below the horizon when you circularize a burn to get into orbit. Your first satellites have to be assisted by Kerbals. You might be able to do things by burning straight up... maybe.

The trick is to set up mini comm bases at different areas around Kerbin.

BigD145

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7242 on: November 13, 2013, 09:11:43 pm »

RemoteTech has one big challenge: the Kerbal Command is below the horizon when you circularize a burn to get into orbit. Your first satellites have to be assisted by Kerbals. You might be able to do things by burning straight up... maybe.

The trick is to set up mini comm bases at different areas around Kerbin.

I'm going to try an assist with a Kerbal. Once one is set up then the others will be easy without an assist. I don't have docking clamps yet, or better dishes, so they will have to be replaced. I am barely in the 300 cost techs.

Mission Controller is NOT built for RemoteTech at all. The rewards are far too low in almost every situation. Turning off Mission for some infrastructure is quite legit.

One of my fav part mods got some nice additions. Bavarian Tubes  Demo reel   I do want to make a couple manned antenna complexes using this.


Welp. That's my Kerbsat array done. One of them even has a backup due to mistakes made. Had to EVA to get the first satellite operational after getting two up and connected to Kerbal Command. Ended up getting a fourth in orbit near the first. Used omni's to get them to talk to each other. Extra antenna's between them if need be. I wasn't originally sure I could EVA to fix things.
« Last Edit: November 14, 2013, 01:00:28 am by BigD145 »
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Sean Mirrsen

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7243 on: November 14, 2013, 01:32:26 am »

There is a pretty lame way (in stock game) to save even more weight on landing legs:
Spoiler (click to show/hide)
I've used it to land a heavy return craft on Eve with 15-20m/s ground impact speed.
Um, you sure? They're like half a ton each.
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LoSboccacc

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7244 on: November 14, 2013, 02:12:02 am »

If you climb faster you can place the apoapsis where the space center is still in range.
Try burning a little less horizontally.
You will need an antenna active for all the climb. And power for it
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