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Everything posted by RizzoTheRat

  1. Dunno if I ever wrote it up but I had a kOS script to do controlled (ish) powered descents from orbit to increase the impact speed, but got disheartened by the lack of benefit before I ever perfected it. I was managing very close impacts by burning straight down and cutting the throttle when I reached the desired impact point, but had planned to try to do it by adjusting acceleration vector to allow for using all the fuel. Good graph, looks like I should have concentrated on hitting 5km or so away at the maximum possible speed.
  2. Its a SAR scanner from SCANSat. Busy mapping the surface so I can figure out where to try to land.
  3. Taking a break from my space programme to try something new. Despite buying Breaking Ground ages ago, I've never played with propellers or rotors. It took a bit of trial and error and some hunting though some old posts to figure out how to set up the KAL controller, but I got there eventually. Now working on a kOS script to fly the thing, my basic controller at the moment lets me set a forward speed and bearing, and will cancel out lateral speed (badly), next step will be altitude hold. Will it fit? Loads of room, although Jeb doesn't look too sure.... My ultimate goal is a heli-rover for Duna and Eve, and maybe some kind of E-VTOL system for a first stage of an Eve launcher.
  4. I've been tweaking my kOS transfer scripts while running a tourist service between the Mun and Minmus, the idea being inter-munar travel is mathematically the same as inter-planetary travel. First attempt at inter-planetary, and it only took a few tweaks, mainly to ensure it didn't get caught up on the Mun on the way out. I now have a ScanSat and a set of Kommsats orbiting Eve. A few tweaks to the design needed and a similar package will be heading to Duna soon.
  5. Built a craft to go to Eve and Duna, but 4 kommsats and a Scansat, plus the transfer stage, is too heavy for my SSTO, so I've built a new one. The middle one is my main workhorse, powered by 5 Vectors it can lift a 36 tonne Rockomax tank to LKO. The one on the right I built the other day to launch a small 5 tonne satellite, it's powered by a single vector The new one on the left is powered by 9 vectors and just put 50 tonnes in to LKO All three can land back on the runway for 100% fund recovery
  6. It turns out my kOS landing script doesn't correctly align to the landing coordinates at high latitudes, and in correcting the drift while trying to landing in the Minmus Poles biome, my tourist bus burned through it's entire stock of Monopropellant. The bus isn't able to land back on Kerbin on it's own and needs to dock with it's launch vehicle to get home. Luckily I had a remote controlled tug from a previous mission still parked in orbit with enough fuel and monopropellant to dock with the bus and top it up .
  7. Landing in Mun Canyons makes my slope finding kOS script go a bit mad Made it though
  8. Most of my launches recently have been with my kOS driven, 5 vector powered SSTO which can lift a 36 tonne Rockomax Jumbo tank in to LKO, and then be recovered back to the KSC. Today I took a contract to put a Sentinal in to Solar orbit, and given the 5.5 tonne weight of the craft my SSTO seemed a bit of an overkill, so I built a smaller one powered a single Vector, but using the same kOS code. I thought this was probably still a bit of an overkill as launching something this small is pretty cheap with disposable rockets, but the total launch cost turned out to be only just over 5000 credits after putting the payload in to a 120km orbit and then landing back on the runway Very happy that my kOS script handled the much smaller, lighter, less draggy ship perfectly. Now I need to install KAC so I remember to to the circularisation burn on the Sentinal in nearly a years time. ETA: For size comparison, here's it's big brother about to launch with the 27 tonne Mun/Minmus tourist bus.
  9. I had contracts for stations in Kerbin, Mun and Minmus orbit. Putting all the requirements together it needed space for 20 kerbals, a lab, an ISRU, and 6000 units of liquid fuel. In my current game I don't really have the technology to launch that yet, so I put it up in 3 launches SSTO carrying the fuel module about to dock with the main station The third launch was for a "Tug" to push it to the Mun And then on to Minmus where the tug detached (possibly hitting 2 solar panels as I can't see what else could have happened to them) before the Tug headed back to Kerbin where it aerobraked in to orbit and is now ready to be refuelled for another mission
  10. LKO is a true orbit, enabling you to circle the planet multiple times, I think you're confusing the term with a suborbital flight. My initial orbiter is under 15 tonnes: a Thumper, TD-12 decoupler, a reliant, a few FLT-100's, Mk1 pod, parachute and some fins. That has enough dV to launch in to a Polar orbit for some EVA science, meaning I upgrade the Astronaut complex to allow EVA before the launchpad. As Fraktal says you can bring that weight down a lot once you research the Terrier. That requires General Rocketry, which you can unlock easily enough from a sub orbital flight. My early path in to the tech tree tends to be a bit strange though as I use kOS so research Flight Contol as early as possible, and I tend to do several sub-orbital and orbital tourist missions to earn some cash early on.
  11. I never bother with science from Kerbins surface except at the runway and launchpad. When I unlock a new science instrument I'll visit the pad and the runway with it, and recover for 100% cost. Solid boosters mean you can go suborbital on your second proper launch, which unlocks a liquid engine to get you orbital. Upgrade the astronaut complex to get EVA and do your first orbital launch North and in to a polar orbit, where you can get EVA reports for each biome. If you need more cash to upgrade the astronaut complex, a stack of 3 Mk1 capsules with the middle one upside down is a nice stable return capsule for a couple of tourists. Passing in front of the Mun rather than behind can get you a free return to Kerbin, with science High above Kerbin, and High and Low above the Mun, which nets a huge amount of science for the early game.
  12. Dammit! I can put my SSTOs down on the runway every time regardless of payload but I just cannot hit the flipping pad!
  13. Went on a 3 kerbal rescue mission, picked up the one in Mun orbit and then headed back to Kerbin to collect the other two. Rendezvoused with the first pod...and discovered it was empty...yes I've already rescued both of them but forgot to stop tracking their pods. Oops
  14. Using RemoteTech and kOS I am very reliant on having a good comms connection at all times. My original constellation of 4 KommSat 1's went in to LKO back before I first landed on the Mun, so somewhat limited in technology, but with enough range to talk to constellations of 3 identical identical KommSat 1's around The Mun and Minmus. Now I'm ready to move further afield the network needed upgrading, so Kerbin's KommSat 1's have been retired and replaced with KommSat 2's, these have a much longer range RemoteTech omnidirectional antenna, as well as a directional antenna that can reach Minmus. The longer range omni means they can talk to the pair of KommSat 3's in a polar orbit, with long and medium range directional antennas
  15. I've been developing my kOS scripts for interplanetary travel, so while this might seem a bit of an overkill for a Minmus lander, there is method in my madness Quite a lot of pictures...
  16. I keep getting the falcon legs mounted at odd angles when I load from a save file, is that the same issue or something else?
  17. Despite playing on and off for many years, I've only just realized the benefit of something I've never done before. Transferring between Minmus and the Mun is exactly the same as transferring between different planets, and even involves an inclination change, but with much smaller distances, shorter burns, and is therefore an overall faster process. As I'm doing everything with kOS, this is proving an excellent way to develop my interplanetary scripts without the time and expense of interplanetary missions. I've never bothered transferring between them before, and I guess lots of other people don't do it either, but I'd say it's well worth doing for new players to get the hang of the maneuvers needed for interplanetary missions.
  18. I think I may have found a bug in my kOS landing script...
  19. Finally got my kOS aerocapture script working properly Which means I can now land my returning ship Still needs some work on the guidance to get it landing in the right place, but it'll do for now. (Apologies for the length, my video editing software seems to be having issues)
  20. I only ever use them to fulfil station/ base contracts. I put some scientists in one once but they take so long to process stuff you can progress a lot faster by just going out and getting some more science instead.
  21. Automated rescue mission went well Landing less so, it was supposed to land at the other end of the nice flat runway! Amazingly didn't explode when it fell over, so despite being a bit of an overkill to send a quad vector engined SSTO to rescue 2 stranded Kerbals, the total mission cost was still under 11k, which is cheaper than my much less capable early game 3 seat disposable tourist orbiter (the launch stages are disposable, not the tourists!) Why are so many stranded Kerbals Pilots though? After my first couple of missions I have no need for pilots at all, all my craft have a probe core and is flown by my kOS scrips, so all the crew need to do is reset the science experiments and give a bonus for ISRUs or drills.
  22. I keep meaning to revisit that challenge, it's a bit limited in that it's a single design, I had plans for rounds 2 and 3. My standard approach for a multi stage rocket, which I did a bit of experimentation to produce and is what triggered that challenge, is to aim for about 1.6-1.8 TWR at launch, with a first stage powerful enough to get the Ap out to 60 seconds, then 1.2-1.4ish TWR second stage to maintain that 60 seconds. Throttling to keep the Ap 60 seconds then improves efficiency by reducing the gravity loss is the initial pitch over for the gravity turn wasn't aggressive enough. I used to limit the ascent speed based on Q but in the current aerodynamics model I don't think it really makes a lot of difference unless you have a very high dV
  23. Another tourist trip to the Mun gave a chance to get my kOS docking script working perfectly, the lander docks with the SSTO launcher in LKO and then does a powered descent to the KSC Landing script still needs some work though, the idea is the Blue Origin style wings on the SSTO let me extend the glide range and steer , and then nose down hard to get a vertical landing, currently targeted on the end of the runway Currently landing around 650m from the target
  24. Ok I'm getting annoyed with the deployed seismic sensor now! Crashed a 2 tonne missile in to the Mun at nearly 2200m/s just 100m from the sensor, and how much science did I get? That's about 3 times the kinetic energy of the one on Minmus that netted 400 science yesterday! So I reloaded from a save and launched the missile as I was approaching the Mun, rather than from orbit. this time it hit at 2250m/s, but 70km away from the target Clearly there is no benefit in trying to impact near the sensor
  25. One of the things I really love about KSP is that the base game is pretty simple, and there's a host of mods available to turn it in to something else. The general concept of career mode with the science unlocking the tech tree allowing you to build ever more capable craft to fulfil more complex contracts is great. The lack of connection between the science gathered and the parts developed isn't realistic but it does make it accessible to new players. I like the idea a few have mentioned here of having different science disciplines (astronomy, chemistry, materials...) that contribute to different parts, but would that make the game harder for new players? Personally I always play with RemoteTech and ScanSat, and establish a communication network and then send probes to map bodies before I land, so I can see where the different biomes are and find relatively flat bits, but most new players just want to blast their way to the moon and the additional steps required would be pain for them. I do think the Tech tree could do with a bit of a reshuffle though, putting probes up before crewed vessels would be more realistic.
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