Julexus Quandem

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About Julexus Quandem

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  1. I'm afraid this project will have to be put on hold for the time being. I had hoped that with 64-bit KSP that I would now be able to run with the mods needed to do this project, but I'm now getting complete lock-ups (ie having to reboot my PC) every second launch. It may be one of the recent mod updates, but I'm using so many that it's difficult to find out.
  2. Thank you for the replies and likes @TotallyNotHuman_ I'm not sure if I'm going to keep the signal-delay feature enabled, it may cause issues further out from Kerbin. There's a detailed tutorial here: http://wiki.kerbalspaceprogram.com/wiki/Tutorial:RemoteTech2 Stage 1: Phase 2: Kerbin I've built the Kerbin Transfer and Fuelling Station, as well as designed an SSTO to get to it from Kerbin. The SSTO isn't a spaceplane as I'm not very good at them, instead it's this monster: I managed to get it into orbit, not yet checked whether it has enough delta-v to dock with the station. Carries 4 Kerbals. On re-entry: Parachutes out: Landed safely: The Kerbin Transfer Station was built in 5 stages. First the core went up. This included batteries, habitation for 11 kerbals, as well as life-support and a large RCS tank. Next were the two docking arms, which also include the massive solar panels: Not the easiest to dock: And finally the two fuelling arms were launched and docked: The completed station: The next stage is to check I can dock the SSTO with the station and then to build stations above Mun and Minmus, as well as the craft to transfer between all 3 stations.
  3. Stage 1: Phase 1 The setting up of the communications network around Kerbin, Mun and Minmus is now complete. The Kerbin Comms Network was done in 4 launches, putting 4 satellites into Keostationary orbit above the equator. Each satellite was launched on an LV-2 launcher: The second stage in action: The satellite engines, used for reaching the final orbital positions, are Gyro-Two Hall Thrusters from Near-Future Propulsion. They were chosen because they look cool and allowed for very fine-tuning of the orbits: One of the satellites in its final position: The complete network around Kerbin: The Mun and Minmus Comms Networks were launched on 2 booster-less LV-10s, each launching 3 satellites each for Minmus and Mun. A small transfer stage can be seen between the launch vehicle and the fairing. The Mun launch was done at night: One of the Comm Sats at the Mun: And finally pictures of the completed Mun and Minmus networks as well as an overview of the whole Kerbin system: The next stage is to put stations into orbit of all 3 bodies, and to design craft that can get from ground-to-orbit (and back) as well as between Kerbin and Mun/Minmus.
  4. Welcome to The Kerbal Inter-Planetary Infrastructure (KIPI) What is KIPI? KIPI is an attempt at a grand project to provide the infrastructure to let any Kerbal travel from any body in the Kerbol system to any other body in the Kerbol system, and land on those bodies where there is actually a chance of launching again. What is the plan then? Stage 1: The Kerbin System Phase 1: Set-up Communication Sattelites around Kerbin, Mun and Minmus - Complete! Phase 2: Transfer/Fuelling Stations around Kerbin, Mun and Minmus - Underway. Phase 3: Bases on Mun and Minmus Stage 2: Duna and Eve Phase 1: Set up Comm-Sats around Duna/Ike, Eve/Gilly Phase 2: Expand Kerbin Transfer Station Phase 3: Transfer Stations around Duna/Ike, Eve/Gilly Phase 4: Bases on Duna, Ike and Gilly Phase 5: Add re-fuelling capability Stage 3: Not yet planned What mods are you using? Main mods are: Cryogenic Engines Kopernicus with Outer Planets pack The Near Future suite Remote Tech Procedural Parts Procedural Fairings Stock Visual Enhancement (among other prettiness mods) USI Life Support and Kolonization mods Ven's Stock Part Revamp Show me some pictures! The Launch Vehicles for the project are in the pictures below. I have kept them deliberately simple and am not very imaginative with names. They can get anything from 0.5 tonnes to 150 tonnes into LKO. Stage 1: Phase 1 is underway...
  5. This is a brilliant idea for a mod, but I'm having a couple of issues with the current version. 1) The Station-Keeping window doesn't appear to update when a craft is re-fueled. For example, I had a space station using monopropellant for station-keeping, I added more monopropellant to the station (via docking extra tanks and by resource transfer) and in both cases the station-keeping report for that space station still stated the same amount of time until the space station ran out of station-keeping resource. 2) Physical time warp is acting just like normal high-speed time warp, even in situations where it normally wouldn't work. If the craft is throttled up it cuts the throttle and the craft goes onto rails even in atmosphere. I am running a number of other mods, so there may be a clash going on with one of them. I will let you know if I find anything once I get the chance to investigate.
  6. I'm not sure that the ApA and PeA numbers are right for the 6 satellite Communications Network mission. The mission is asking for ApA below 286,930m and PeA above 286,720m, but shouldn't these be 2,869,300m and 2,867,200m for keosynchronous orbit?
  7. A mapping probe arriving at Moho. Needed a delta-v change of just over 4km/s to insert into orbit, took a while on Ion engines.
  8. A trip to Mars in RO/RSS...
  9. The Alator Project Having thought long and hard about a manned mission to Mars, and having got some way towards creating the craft, I realized that I needed to work on some smaller Mars missions first, mainly due to my own lack of knowledge in terms of how to successfully get there (and back). So first up was the Alator 1 probe, which had the simple task of reaching orbit around Mars. It managed this, but not as well as I would have liked. Therefore the Alator 2 probe is already in the works. Pictures:
  10. Pictures below of Selene 2. I don't have shots of the actual landing as I managed to crash into the Moon due to not paying attention and then quick-saved instead of quick-loading... As it takes ages to launch the craft on shiny graphics settings (for the pix) I wasn't exactly enthusiastic to try again. At that point anyway there was enough DV to return from the moon in the (shorter than Selene 1) LOTV and the LMV was identical to before, so I feel I can safely assume it would have made it back. As you can see from the pictures I had better separation events, which for me was a major goal of this mission. Selene 2 had a shorter LOTV section than Selene 1, therefore slightly shorter launch stages, and made it to LEO much more comfortably than Selene 1 did. I'm considering a mission to Mars...
  11. On the actual Moon in Realism Overhaul...
  12. Despite having spent a great deal of time using the lovely Realism Overhaul mod I realised that I had never got much beyond manned orbital flights and probes to Mars and Venus. This was mainly due to getting distracted by other things to do in KSP, and always wanting to develop my space programme in a "realistic" progression, usually for this to end at a KSP update. So I felt it time that I skipped the faffing about with small rockets launching satellites and probes and tried more ambitious projects. I'm hoping for there to be a series of these "projects". First up I present the Selene 1 mission. This was a manned mission to and from the Moon, the first time I had tried such a thing in RO. I created the craft by "simulating" (read: using hyperedit) the various aspects and then building and running the mission from start to finish. Not a perfect mission, but I managed to get 3 little green men with large heads all the way to the moon and back, 2 of them even landed. I tried to avoid making an Apollo replica, but form follows function so there are similarities. I also wasn't particularly worried about what combinations of hardware I used, as long as it did the job. I also used Chinese colours and the ESA flag just because I could. It had some (non-fatal) flaws as described in the pictures, but did the job. Next up is likely to be Selene 2, a more efficient moon mission...
  13. I'm having a similar issue, for me it is a problem with the Procedural SRBs. When I load a craft into the VAB with them on their mass is suddenly a lot heavier, and I can expand them beyond the tech-level restrictions. The work-around is to re-create the SRBs everytime I load the craft. Edit: The masses when right-clicking on the SRBs appear to be correct, but the mass check in the bottom right that allows me to launch (or not) reports the craft as being a lot heavier. Burn time is also changed on load.
  14. It's the RSS visual enhancement pack by pingopete. Very pretty.
  15. Moon probe from RSS install At the Moon Before crashing into the Moon Mun landing from my 0.90 career (not sure what happened with the flag): Looking back at Kerbin Getting out to push as not quite enough DV to make it home...