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OrbitalBuzzsaw

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Everything posted by OrbitalBuzzsaw

  1. Greypeak 1 : Munshot Greypeak 1 is the first rocket to use the new 2.5m parts. It's the largest rocket yet launched. A real neat looking first stage separation And sitting in orbit Injecting for the Mun Bob resets the experiments after High Space above Mun science In Low Mun Orbit, prepping for landing in the Farside Crater. The Magicamera failed to record any of the landing, but here we are having completed sciencing at the Farside Crater C a p t i o n Biome hop Landed in the Midlands. That's the end of this update. Tune in next time for the second half of Greypeak 1 and the launch of Greenpeak 2! With over 1800m/s, we should be able to get 2 more biomes.
  2. Greenpeak 1 : Conquest of Minmus Greenpeak 1 is the largest rocket yet at over 40 tonnes and the first to use the massive "Thumper" boosters. Unfortunately the Magicamera was off for the ascent, but here it is in orbit Caption or something Bob ejected for Minmus with the transfer stage. This stage will get us to Minmus and do part of the insertion burn. No, I don't care about space junk. Bob performed science just after entering the SOI of Minmus and then EVAd to reset the experiments for further use. The transfer stage used the last of its fuel to inject into a 32km polar Minmus orbit. The Magicam 9000 was off for some reason, so update closed I guess, sadly. That said we got 1100 science from 2 biomes and unlocked a bunch of tech. Tune in next time for more Minmus biome hopping and Mun madness.
  3. A stock KAC. We now have (essentially) stock KER, doesn't it seem right to put in the other most useful utility tool? Just literally rip the mod as is or with some small changes to the aesthetic and interface, and there you go
  4. Science Juniors, Orbital Launches, and Other Adventures Administration decreed that the newly discovered Science Junior units were to be used to gather science as soon as reasonable possible. Thus came Bluesky 3, a rocket fitted with a pair of them, as well as the newly discovered barometers, piloted by Bob for purposes of restoring them so they can be used multiple times. The Launch Stabilizer was abandoned and the relevant R&D team duly executed for incompetence. Unfortunately someone forgot to turn on the Magicamera 9000 so there are no pictures of the ascent, but rest assured it did flip out. That said space was still reached, science gathered, and Bob duly terrified. With an annoyingly safe landing complete and new tech researched, it was time for Bluesky 4, the first orbital shot. Sorry for non-activated windows by the way, it is, Windows is just being weird. Rest assured next post will fix it. This rocket will also gather science from high orbit, hence the science equipment. Jeb is, of course, raring to go. And so up and away the rocket went, headed spacewards. Parking orbits are for noobs EVA in the dark. Jeb burned off the rest of the fuel to ease reentry. With the capsule splashed down, Jeb sent for the Mysterious Invisible Recovery BoatTM Tune in next time for the launch of Greenpeak 1.
  5. First Flights Bluesky 1, piloted by Valentina because why not, jumped off the pad to gather science. It was a Flea jumper so nobody cared. The first actual mission was Bluesky 2, a suborbital hop. R&D were very excited about the experimental Launch Stabilizer System. Soon, however, the rocket was up and away. Against the advice of the safety team, Jeb did this risky manuver to get EVA Report from the Upper Atmosphere. EVAs in space are a little less risky. With science gathered it's time to head home. Luckily the rocket is sub-orbital, so homeward it goes without so much as touching the controls. Safely landed, Jeb was promptly, and unwillingly, bustled off to a safety seminar for the crime of getting more Science! Tune in next time for Science Junior madness and orbital launch!
  6. Hey y'all! This is going to be "soft-stock" (lightly modded, stockalike only) Science Mode playthrough. Basically this will be my new save for 1.7 Mods are (links coming eventually, but maybe not) : VISUAL Scatterer E.V.E. (SVE, Pood's OPM Visual Overhaul, etc coming at some point when I'm not dead tired from travelling) PARTS Airplane+ Stockalike Station Parts Kerbal Planetary Base PLANETS Outer Planets Kopernicus (obviously) More planets liable to spawn at any time. Outer Planets liable to disappear on updating the universe. UTILITY KER tbh I really like the new stock dV interface. KER might come later if needed though KAC Craft Manager And that's it! Liable to change at any time Well then. Let's go.
  7. For a variety of reasons I'm away from my normal computer - i.e. my mods - i.e. playing all stock and it is really remarkable how much faster the game loads without 3.7GB of mods

  8. Nice going! Only 270KM seems a little short, haven't you gone further than that in previous legs? The one where you went around the peninsula to the north of the KSContinent?
  9. So how likely is 1.7 to break 1.6-compatible mods? Cause I just got my install working again, and I have some mods last updated for 1.4 that I need to keep my save operational.
  10. Having done a fair bit of flying down there (KSC -> Antarctic coast -> Golden Chain (those New Zealand lookin islands) -> Desert Airfield is my standard test route) yeah pretty much, but that icy island is one of my fav places in the game for no particular reason.
  11. I'm curious how you're planning to do the Antarctic coast journey.
  12. Neat! Out of curiosity is there any reason for the structural panels at the back of the rover platform?
  13. Designed my Outer Planets Cruiser - a probe designed for Sarnus, Urlum, Neidon, and Plock (Two probes, a la Voyager). Ion powered with a small nuclear reactor for electrical power. Everyone, meet the Valeros probe! Specs : Mass - 5.02 tonnes dV - 33,000 m/s TWR - 0.08 (1 (mod high thrust) ion engine = long burn fun time, yay!) Xenon fuel - 8120 units Electric Charge capacity - 1600 units (Consumption at full burn 200 ec/s, production 400 ec/s) Solar panels + RTG for cruise, reactor for burns only All only 5 tons and fits snugly within a size 1 fairing, so easy launch if I wanted to do it that way, but it'll have a nuclear ejection + cruise drive.
  14. Dredged up some old 1.0.5 fighters - this one still flies surprisingly well (not as well as my F-21 mind you) and is really good looking.
  15. Suborbital docking. That's a new one.
  16. I must say, the KerbalX mod - an alternative craft menu with actual sorting options - makes the game SOOOOOOOOOO much more fun

  17. The Laythe Cruiser for the upcoming Jool V run touching down at the Desert Airfield after its test flight
  18. Launched the electrical systems for Fort Raven And a Mun ore surveyor, also serving 1/3 of the (coming soon(TM) Mun polar relay system Also, landed the reactor and centrifuge module for Fort Raven - all the other sections need power, so the Presidium ordered that the electrics land first (Apologies for scatterer weirdness) And the first modules of the Asteroid Onsite Observatory - a scientific station for asteroid research (read no mining) - lab coming tomorrow, hopefully.
  19. How does one submit a craft? I want to see how badly my F-21 gets destroyed by fighters designed by actually competent people.
  20. The ACV Taimeria had suffered significant damage as a result of thermal damage during aerobraking. As such, the plan to refit the craft as a Dres mothership was abandoned and the Administrative Presidium decided that the optimal solution, given the cost of orbital refitting and refueling, was to deorbit the ship and burn it up in the atmosphere. After recovering the crew on a routine hiBOOST flight, the ship was deorbited remotely and reentered the atmosphere at approximately midnight Evaary Port time, crashing in southwestern Vaakbia. Debris from the ship was found by local farmers near the town of Bul Tojwir. Reports indicate that it was one of the ship's engine pods, though the engines had been destroyed. Additionally, a proposal for a Jool mothership from Sarwiha Logistics in accordance with the Request For Proposal 4419 Jool Exploratory Infrastructure, Section XII Mothership and Section XV Transfer Vehicle went before the Presidium. The Presidium voted 4-3 to list the proposal for a vote of the full 41-member Space Commission next month, since it does not have the power to approve proposals for new missions under the Space Commission Act 1439. With ¬7k m/s dV, it is more than capable of reaching Jool and back, even without the planned refueling at Laythe (fueler not shown, but with crew and cargo space replaced w/fuel tanks)
  21. @JacobJHC a couple of questions since I'm looking to do a Jool 5 run at my next-next transfer window 1) Since I'll be using CommNet, can I launch comsats ahead of time? 2) My reading of the rules is that the refueling mission is only to be used in emergencies. Is this correct, or would it be acceptable to launch the fueler ahead so that it is already there on arrival? 3) I have Near Future Propulsion installed and uninstalling it would bork my save, can I keep it installed and just not use the parts? I'll be going for 3rd level, non ISRU, heavily modded game with MH but mostly stockalike parts and nothing OP (except maybe for Mk.4 Spaceplane, do we count that as OP??) , and maybe with USI Life Support if I can find a 1.6 compatible version.
  22. Did my 1st asteroid capture! A Class C, in a 100KM Kerbin orbi. The Asteroid Capture Vehicle Block I about to connect with AST-VQA-530 After many, many aerobraking passes in a 100KM Kerbin orbit Also launched the core of the Minmus Orbital Gateway, a refinery, fuel station, and docking hub all in one, as well as the power arms and the LiquidFuel tanks. This will be the... well... Gateway... for the construction of Fort Varsing (Mining colony) and Forts Velarine and Tascine (North and South Pole bases) on Minmus surface. ...and the fuel pod and lab modules for the Mun Gateway, a similar station serving the soon-to-come Forts Raven, Medes, and Symeric Speaking of which, the temporary arrangements at the site of Fort Raven, until the core modules can be launched (temporarily uncrewed, will be crewed when Ft. Raven construction begins) Also, finished Mun comsat deployment, Mun now has full (aside from the poles - coming soon, stick around!) communications coverage. (Minmus has a similar network and trios of these things will also be headed for Laythe, Tylo, and Vall at the next Jool window, along with a trio of ultra long range ones for Jool-Kerbin communication Plus some plane development and beginning to construct the Jool probe fleet for the next transfer window (102 days). Plan is : 1) 3 comsat carriers, with 3 satellites each for Laythe, Tylo, and Vall 2) 3 ultra long range comsats for Kerbin-Jool communication 3) Unmanned (one way) Tylo lander with a lander can to house Kerbals on a later manned mission (might do Jool 5 though, so we'll see) and rover. 4) 1x large, ISRU equipped Laythe drone + 2x small, nonrefuelable Laythe drones 5) Polar mapping satellites for Laythe, Tylo, and Vall 6) Exploration landers for Pol and Bop 7) Rover and base station for Vall 8) A Jool atmosphere diver Possibly, depending on whether or not I decide to do Jool 5 at the next window after this one 9) Emergency fuel cache and return vehicle in Laythe orbit (Just in case it all goes horribly wrong and the mission has to be abandoned 10) Emergency fuel in Tylo orbit All in all, Jool Flotilla 1 will be at least 10, and possibly as many as 17, ships, zero kerbals, all awesome!
  23. Just curious how y'all design your space stations. I tend to mock mine up in the VAB first and then separate and add docking apparatus to each module detached from the engineering mockup. How do you do it?
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