Xeldrak

What did you do in KSP today?

35530 posts in this topic

Relay ComSat at the program today. Destination : Moho, where I didn't went since 1.0.5 but for the first time without staying on a parking orbit for months (...).

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I decided to use Alliance-3 (a terrible Soyuz-3 project wannabe) launcher for that flight as it's launching cost of 34 000 would make the whole flight pretty cheap.

 

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Yes, once again the typical Korolev cross was here! Being at a speed of approx 450 m/s after 50 sec Moho Express kept on climbing, now softly propelled by the single Reliant and four Thud of its second stage.

 

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Nothing problematic here. The acceleration appeared to be much more soft than what was expected but still sufficient to place the Ap at 280 km...

 

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... before the third stage took over the work for less than a second.

 

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Then 14 min later started the immediate acceleration to leave Kerbin's orbit and the transfer to Moho.

 

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Third stage empty after having make 3/4 of the work. Approximately 800 m/s were still needed to completed the whole transfer window.

 

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Two days later we were peacefully leaving Kerbin SoI for the real beginning of the adventure. Alas a small burn still was needed on the 21st day to place the Pe for Moho at 205 km. Just 65 days remaining made it the fastest flight to the planet for me I think. With approx 4 km/s of dV still available I hope everything will go right.

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Posted (edited)

I started building a MK1 Shuttle in my test save. Actually I never built a shuttle, neither in stock KSP, nor in Realism Overhaul:

b5mcNVq.jpg

Shuttle Main Engine: 1x J-2 (890 KN)

Orbital Maneuver System: 2x FASA Gemini Lander Engine (13 KN each)

Boosters: 2x UA1204 SRM (about 3000 KN each)

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After a few testflights I figured out how to balance the fuel and the shuttle was able to ascent.

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The problem with a single main engine is that it can't balance itself (Two engines can do this).

Thats why the shuttle started to roll after some time. I had to lock the shuttle on the prograde marker and disable gimbal.

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 The shuttle entered into orbit, but I am not yet happy with that.

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Maybe I will test a MK2 shuttle with two main engines, in order to see if they perform better.

 

Edited by Julien Kerman
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1 minute ago, Julien Kerman said:

The problem with a single main engine is that it can't balance itself (Two engines can do this).

Great post, love it.

Last time I did a shuttle in RSS I used Mk2 parts and a pair of Russian kerolox engines which worked really well getting to orbit. In your case you might consider giving up the isp of the J-2 for a pair of kerolox engines. The entire thing will end up heavier but the isp range is tighter and the thrust is generally higher on kerolox so it should be fine. Alternatively, I recommend some beefy RCS thrusters on the main tank fed from a small service tank; it all gets jettisoned later.

Good luck getting it down. That's the hard part with shuttles. :)

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Posted (edited)

I managed to gather all mods for 1.3.0 after my 1.2.x imploded. Ugh. That was tedious.

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6TwgEuw.png
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Its slowly filling up with segments, station contracts have part in this process. One drop pod is for StationScience stuff, one on top is loaded with small science parts (to feed laboratory) and TAC life support stuff. Both are capable of powered landing on Kerbin with some parachute assist in slowing down.
In the meantime lone drone takes look at far away Kerbin while finishing surface scans of Mun before planned aero braking in Sonnah.
ThuJFoX.png

uhh, what happened with imgur embedding?

Edited by PT
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34 minutes ago, regex said:

Great post, love it.

Last time I did a shuttle in RSS I used Mk2 parts and a pair of Russian kerolox engines which worked really well getting to orbit. In your case you might consider giving up the isp of the J-2 for a pair of kerolox engines. The entire thing will end up heavier but the isp range is tighter and the thrust is generally higher on kerolox so it should be fine. Alternatively, I recommend some beefy RCS thrusters on the main tank fed from a small service tank; it all gets jettisoned later.

Good luck getting it down. That's the hard part with shuttles. :)

I am pretty satisfied with the J-2 engine. The thrust and the ISP are no problem, the UA1204's are powerful enough to lift the shuttle off the pad, I actually could ignite the J-2 shortly before booster sep. TWR after sep is 1.02, so good enough. You are probably right with the RCS thrusters. They are not powerful enough to fight against the roll of the J-2 engine. Maybe I will try KeroLox engines on a MK2 shuttle :)

 

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1 minute ago, Julien Kerman said:

I am pretty satisfied with the J-2 engine. The thrust and the ISP are no problem, the UA1204's are powerful enough to lift the shuttle off the pad, I actually could ignite the J-2 shortly before booster sep. TWR after sep is 1.02, so good enough. You are probably right with the RCS thrusters. They are not powerful enough to fight against the roll of the J-2 engine. Maybe I will try KeroLox engines on a MK2 shuttle :)

Of course, yeah, go with what you enjoy. I look forward to more successful launches, good luck and thanks for sharing!

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Today I started experimenting with making prop engines. So far I've managed to design something that can rotate slowly but rattles around like a food blender... and as soon as I try add 'blades' it will lift out the engine bay / the rest of my craft. I might go back to Azimech's thread (which I know is a completely different method of propulsion design)...

CmoYB7Y.gif

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Figured I'd farmed and built Rome for long enough, so today I installed 1.3 and grabbed mods. One of them's making the game crash, so I'm still grounded...but I'm sure it won't be long before I'm back with you guys again. Going to have to decide if I want to bring stuff over from 1.1.3 or not...most of it didn't have antennas......

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After completing my Tylo circumnavigation, I had a really bright idea. I had detected a new anomaly at 14N 6E, so I decided to go there. The rover was at the cave almost halfway around the world, and the entire trip would be through the night side of Tylo.

So I started driving towards west. Except that I didn't. The motheship went below the horizon just when I was starting, and the rover could not move without a link to Kerbin. Jeb spent the hour climbing on top of the cave, but it was too dark, and the screenshots showed only Jeb and the flag.

I started by driving west to get out of the black area around the cave, and then turned northwest to follow the great circle to the destination. On the average, I managed to drive around 150 km during the hour the mothership was visible, and then I had to wait for an hour for it to reappear. The great circle reached as far north as 67N before turning south. The northernmost part of the trip was close enough to the terminator line that I managed to get a direct link to Kerbin for a few hours. After that I had to alternate between driving and waiting again.

Driving in the darkness is efficient, as there is nothing to see. I spent much less time exploring and much more time driving forward than during the circumnavigation. For most of the time, the route managed to avoid major mountains and craters. Some regions were bumpy, limiting the safe speed to 30-40 m/s, while other regions had smoother terrain, where I could safely drive 50-60 m/s. The last three hours saw some impressive mountains and valleys, though it was still too dark to take screenshots. I summited one 10 km mountain just because it was there.

Jool rose above the horizon after the route turned south. As the great circle from the cave to 14N 6E passes near 0N 0E, navigation was easy after that. Jool basically showed the way.

tylo_expedition_63.jpeg

 

After reaching the target area, I spent half an hour searching for the anomaly. RoveMate, which supposedly has 100% detection rate, was completely useless. I managed to spot the monolith visually before the scanner detected anything. After parking next to the monolith, RoveMate finally detected something – but the reported location was almost 20 km off.

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My great Tylo expedition is almost over. I only have to launch back to orbit and return the crew to Kerbin.

The original plan was to land near the cave and explore a bit, but things got out of hand. I drove almost 1.5 times around Tylo, visited both poles, and climbed several mountains rising above 10 km. The rover wasn't even designed for long-distance driving, but it served well enough. It had many flaws that would have been easy to fix:

  • The center of mass is too high even after transfering fuel from the ascent stage to the descent stage.
  • Kerbals often fall to ground when they try to climb back to the rover, because there are not enough fixed ladder pieces on the forward tank.
  • The battery capacity is too low for mountaineering.
  • The wheels are not placed completely symmetrically, and the rover has a slight tendency to turn right after hitting a bump.
  • A command seat would have enabled driving during the night.
  • Some lights would have been useful for screenshots.

 

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spent the last day and half making ion xenon probe that doesnt suck, this thing generates enough thrust it feels like a normal rocket.

3 tons and as long as it stays in the sun it never runs out of power

004D701832E8AF2B16A5E1E8583953B8C2E08F6C9705CF9FF6E3C36D341662FCB75DB489398179A7

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What i did today in KSP... hmmm...

I have a mission report from my duna satelite.

Status - orbiting Kerbin

Time to Duna transfer burn - T-42 days

Fuel - More than enough to get to Duna

Mainsail engine - working normally

MechJeb - Hope it will transfer correctly

Crew status - No One ... its frkin satelite

Solar panels - Did i deployed them!?!?

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Posted (edited)

Landed on the Moon in my RP-0 save. I overbuilt the thing quite a bit to account for my non-existent landing skills, ran out of fuel just as I was about to touch down anyway. It has 40 kg when fueled (~1800 m/s) and lasts about 5 hours on the surface. I may or may not have abused the hell out of procedural probe cores and bipropellant thrusters.

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Spoiler

FIYNU45.pngLV is a bit too big for this, but it's what I've been using for 7 years now.

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Mare Crisium slightly to the west of us. I most definitely did not attempt to land there. 

Edited by ptr421
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Today I was thinking about my huge rockets which can deliver only 1 small probe consisting of battery, relay, and some rcs to synchronous orbit. Can someone help me avoid building huge rockets?

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I FINALLY managed to correctly install RSS, RO and RP-O after much file juggling and prayers to the Kraken.

Now it´s time to dunk a submarine into Jupiter!

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Posted (edited)

Docked without RCS for the first time, and managed to land, completely unintentionally, 19.5km from the KSC!

Edited by CaptainTrebor
More stuff.
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Wow, this thread just goes on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on and on.

Or better, on and on1413

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Traced the issues I was having last night to ModularFlightIntegrator; took it out and the game fired right up. Still trying to get some of my mods to behave with one another - the big one is the dev version of FAR, which is kinda working as best I can tell (can't access it in the SPH for some reason, which could just be a matter of "you don't have it plugged in right, stupid"). Will try to fiddle with it some more as the day progresses today. I'm sure I'll be rolling around the space center before the day is out.

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Posted (edited)

After completing the Tylo expedition, it was time to return home. I transferred fuel back to the ascent stage and launched. What was left on Tylo is still a fully functional rover, and it might even work better with a lower center of mass.

tylo_expedition_65.jpeg

 

The mothership returned from a 1000 km highly inclined orbit to rendezvous with the ascent stage, and then the crew returned to the ship after 16 days on Tylo.

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I believe I left 46 flags to mark the route traveled by the rover. (The lonely flag is from an earlier mission.)

Spoiler

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Then it was time to return home. Luckily there was a good launch window almost immediately.

Spoiler

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A spaceplane retrieved the crew, as usual.

Spoiler

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And then everyone was back home.

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Edited by Jouni
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Posted (edited)

I launched an improved Saturn V rocket which was made using Procedural Balloon tanks.

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I also tested one of @JadeOfMaars skyboxes

 

Edited by Julien Kerman
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5 hours ago, Raptor42 said:

Today I was thinking about my huge rockets which can deliver only 1 small probe consisting of battery, relay, and some rcs to synchronous orbit. Can someone help me avoid building huge rockets?

try solid boosters instead

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Went to the Mun, did a Falcon 9-style mission, and nuked the KSC.

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Nothing in KSP, instead spent more time modeling:SDKRZx6.png

I think the modeling for this one is done. Now to download it and export it to Blender for texturing. Next I'll probably start on the inline RTG (will be fully TweakScale compatible, of course).

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Posted (edited)

Decided to make a biplane. I Don't have any propeller mods so I improvised, heh.

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Got a perfect 4 point landing. One day maybe I'll successfully aim for the runway :P

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Edited by Corscaria
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So I added some cargo cranes and docking ports to the landship, added a few more steering wheels, and lowered the whole frame so I wouldn't need a mobile ramp to drive cargo straight into the bay. Oh and I added a shipload of rockets.

HgxbeRO.png

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Posted (edited)

I made some addition to my station!

Last upper docking port of central hub was taken by boring Life Support Recycler module. One more standardized station science lander has arrived (stupid contracts => funds => big spaceships!).

But three not boring modules were added!

  1. Reactor Boom rescued from my 1.2.x attempt at space station (currently irradiating Kerbin plains, ops)
  2. Observatory Tower with telescope for Research Bodies on Infernal Robotics arm (expand station combined with take photo contracts)
  3. Docking port! Upper sprocket of my station design is meant for station modules, lower is meant for visiting spaceships. Four ports to which new science pods will dock and ventral port for special stuff :)

As first StationScience pod finally finished its experiments, Valentina hopped into pod (drone with place for two) and rescued new scientist on her way down (woo universal drop pods! me smart!)

Spoiler

 

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After brief Kerbin-side vacation Valentina returned to space in style:

Spoiler

 

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Command&Control module of Zenith exploration corvette is now safely docked at space port, free of worries about electricity or life support. TAC LifeSupport and ConnectedLivingSpace made my older designs obsolete, but with magic Construction Docking Ports I should be able to build something nice to explore Sonnah moons in style. Now I need nice life support section, experimental DeepFreeze module and some propulsion. Oh, and shipload of cargo! And maybe you will see fiery Spartan module in action yet again :)

9 hours ago, Raptor42 said:

Today I was thinking about my huge rockets which can deliver only 1 small probe consisting of battery, relay, and some rcs to synchronous orbit. Can someone help me avoid building huge rockets?

Half-Jumbo + Poodle

Jumbo + Mainsail with some fins

Two pairs of Jumbo + Skipper in asparagus staging (for smaller cargo you can remove one or both pairs of boosters) - put separatrons on top of boosters for safety

It should easily lift 40 ton (with reasonable aerodynamics) to low orbit or 20 tons with Poodle as transfer stage almost to anywhere (with good transfer window, that is).

Save with Half-Jumbo as root part and you can attach to bottom of your payload either from subassembly or by Load->Merge.

I used such rocket to build space station you can see above, while not ideal it just works even with weirdly shaped cargo.

 

Edited by PT
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