Re: Kerbal Space Program
Posted: July 17th, 2013, 21:02
Ship #10 - The Flying Shovel
Launch 10 consists of a pair of long, thin rockets with a second stage which consists mostly of fuel tanks, with an other pair of motors on the side. The wide orbital craft on top of the spindly rocket gives it its name. The idea is to save weight with longer, lighter rockets to break atmosphere, and more room for mistakes with the extra fuel in the second section. I've also placed some fins near the top, above the second stage motors, to avoid the flailing and spinning from the last craft.
Despite its unsafe appearance the two-pronged rocket performs pretty well, getting the orbiter up into the blue without much wobbling. However, blue isn't black and when the fuel runs out my kerbal is well short of leaving the atmosphere. I try to let momentum carry it so as to save fuel for orbital manoeuvring, but when I ignite the second, smaller, engines they can't stop the craft from losing altitude. They burn away for a good long time as it falls, but when they start to glow from the heat of re-entry I decide to jettison them. Unfortunately I forget to turn them off, and as the capsule descends the lucky kerbal is treated to a whirling fireworks display as the motors loop and spin out of control.
Ship #11 - The Flying Shovel MkII
The orbiter seemed sound, so aside from replacing the flappy canards with solid wings I leave it as it is. The twix rocket is replaced with the good old Calypso rocket, which seems to give me more bang for my buck, and we're good to go again.
The Calypso does the job. It's not quite enough to get my craft into orbit, but there's plenty of fuel in the secondary motors and pretty soon it's at 40,000m. I check the orbit, it's pretty much a short fall straight down, so I point the ship towards the 'orbit go out now'* symbol on the HUD and fire up the motors again. On the map I can see the trajectory expanding and I make adjustments to keep up with the HUD, which is slowly setting the flight path parallel to the surface. Something isn't quite right though. The apogee is about 30 degrees around the orbit and the craft seems to be going down again. What was I supposed to be doing to move around and push the perigee out? I try to level it out, but before I work out what I need to do the ship splashes into the atmosphere. I cut the engines and set them free. We were a lot closer, but this kerbal isn't going into orbit today.
*May not be actual name
Launch 10 consists of a pair of long, thin rockets with a second stage which consists mostly of fuel tanks, with an other pair of motors on the side. The wide orbital craft on top of the spindly rocket gives it its name. The idea is to save weight with longer, lighter rockets to break atmosphere, and more room for mistakes with the extra fuel in the second section. I've also placed some fins near the top, above the second stage motors, to avoid the flailing and spinning from the last craft.
Despite its unsafe appearance the two-pronged rocket performs pretty well, getting the orbiter up into the blue without much wobbling. However, blue isn't black and when the fuel runs out my kerbal is well short of leaving the atmosphere. I try to let momentum carry it so as to save fuel for orbital manoeuvring, but when I ignite the second, smaller, engines they can't stop the craft from losing altitude. They burn away for a good long time as it falls, but when they start to glow from the heat of re-entry I decide to jettison them. Unfortunately I forget to turn them off, and as the capsule descends the lucky kerbal is treated to a whirling fireworks display as the motors loop and spin out of control.
Ship #11 - The Flying Shovel MkII
The orbiter seemed sound, so aside from replacing the flappy canards with solid wings I leave it as it is. The twix rocket is replaced with the good old Calypso rocket, which seems to give me more bang for my buck, and we're good to go again.
The Calypso does the job. It's not quite enough to get my craft into orbit, but there's plenty of fuel in the secondary motors and pretty soon it's at 40,000m. I check the orbit, it's pretty much a short fall straight down, so I point the ship towards the 'orbit go out now'* symbol on the HUD and fire up the motors again. On the map I can see the trajectory expanding and I make adjustments to keep up with the HUD, which is slowly setting the flight path parallel to the surface. Something isn't quite right though. The apogee is about 30 degrees around the orbit and the craft seems to be going down again. What was I supposed to be doing to move around and push the perigee out? I try to level it out, but before I work out what I need to do the ship splashes into the atmosphere. I cut the engines and set them free. We were a lot closer, but this kerbal isn't going into orbit today.
*May not be actual name


