Blasty McBlastblast

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Posts posted by Blasty McBlastblast

  1. Flight Nine

    New facilities mean new opportunities for world firsts! Bob is chosen for his bravery (but also mostly for his ability to clean out test tubes) to be the first Kerbal to walk in space and to visit the Mun. 


    Lift off is a breeze with the larger boosters allowed at the upgraded launch pad.


    Things go well! The Mun is orbited, science is collected over 8 biomes, milestones are completed, and there is even some fuel left over hmm... After several minutes of envelope-scribbling and node-fiddling a plan is cobbled together to also visit Minmus :)

    A series of burns is planned to first escape the moon and lower the periapsis, then a transfer burn to raise the apoapsis out to Minmus, and then a course adjustment to ensure intercept. What could go wrong?


    Nothing. Nothing went wrong! Everything worked perfectly and Bob got to take these amazingly happy selfies while looking down at Minmus. After surveying 8 biomes over several orbits, Bob gathered his data and burned for home, splashing down safely 21 days after launch.


    • funds after flight - 342,150
    • science after flight - 1156.1
    • technology researched - none
    • buildings upgraded - vehicle assembly building 2

  2. @Human Person I think you may be right about the point of failure, I had used a probe who's corners were slightly over hanging the heatshield (pictured), next time i'll try using a heat sink or a smaller probe!



    Flight Eight 

    Another probe lander, this time to Minmus, launched under fairings with a little help from some fleas.


    Once into low Kerbin orbit, transfer was achieved by waiting for Minmus to rise over the horizon then burning to lift the apoapsis without worrying too much about inclination. A course adjustment was performed once past the Mun, requiring less fuel than properly matching planes yet ensuring a Minmus intercept.


    Dreams of ultra-lightweight antenna landing legs were quashed when they were found to clip through the minty surface, luckily the low gravity meant that the tiny probe reaction wheel was easily able to get things upright for relaunch. In total 5 biomes were visited for temperature and pressure testing, with results transmitted home.


    • funds after flight - 534,630
    • science after flight - 387.2
    • technology researched - heavy rocketry, landing, space exploration (caveman completed!)
    • buildings upgraded - mission control 2, launch pad 2, tracking station 2, astronaut complex 2

  3. Flight Seven

    The goal of this two part mission mission is rendezvous! First a target probe is launched into a circular-ish 100km orbit


    Next up is Jeb in a rocket with all the science stripped out and replaced with RCS


    After completely failing to check where the target was prior to launch, and finding it trailing during ascent, Jeb placed his vessel into a slightly higher (and slower) orbit allowing him time to correct planes and closest approach while the target slowly caught up. This phase took a while, and was harder than expected with no orbit info or ability to target the other craft, fortunately all cockpits still come equipped with a "mk1 eyeball" :wink:


    Eventually the two craft came near enough that RCS could close the gap, then with some gentle translation the two were docked!


    Successful re-entry also gave the program it's first recovered orbital object (and Jeb too I guess)


    • funds after flight - 412,879
    • science after flight - 62.9
    • technology researched - none
    • buildings upgraded - none (caveman intensifies)

  4. Flight Six

    "We need to go deeper... into the Mun's gravity well" for science :)


    Launch and transfer went smoothly, with clunky probe parts now able to be protected behind a fancy new fairing.


    With no intention of returning to Kerbin (at least until heatshields are safer!) the lander is sent on it's way to the Mun, this time equipped with state-of-the-art antenna for science transmission. Touchdown in the highlands! (followed by a short hop to the midlands)


    • funds after flight - 356,360
    • science after flight - 216.4
    • technology researched - aerodynamics, advanced flight control
    • buildings upgraded - none (flight directors are feeling caveman-like urges)

  5. I'm making an entry for this challenge, but have started a mission thread so as not to clutter things up too much :)

    I'm really enjoying things so far... at first I didn't think there would be enough rewards to make a career economical, however normal difficulty is very forgiving and things are generally making a profit (for now!)

    The unexpected challenge-within-the-challenge is realising that you need to do something different every flight in order to get ahead! :)

  6. Flight Five

    This flight was intended to flyby the Mun and then land safely back on Kerbin, and it sorta-kinda worked out in the end... just barely!


    The launch, circularisation, and transfer burn went smoothly, and a flyby was achieved, however it was soon discovered that not enough (or any) antenna had been added to the craft, making it unable to turn and burn for home.


    After many days of drifting, the craft passed close enough that controllers regained control and could re-orient for a planned partially-controlled full-throttle retrograde burn at the next apoapsis, leading to an eventual reentry... And complete thermal failure of nearly all parts! By sheer luck the science container and parachute survived, making this mission worthwhile afterall. Bill Kerman is currently in "heated" talks with OMB Demolition Enterprises over the ability of their small shields.


    • funds after flight - 287,538
    • science after flight - 202.8
    • technology researched - propulsion systems, advanced construction
    • buildings upgraded - none

  7. Flight Drive Three

    With low returns for world-firsts but high returns for science, this is the inevitable KSC science collection. 15 KSC biomes + coasts & grasslands made me glad to have action groups activated!


    • funds after flight - 188,310
    • science after flight - 359.0
    • technology researched - general rocketry, advanced rocketry, general construction, flight control, fuel systems, electrics
    • buildings upgraded - none

    Flight Four

    No world firsts here, only an unkerballed suborbital jaunt to recover materials science. Unexpectedly i was able to recover the entire vessel safely without staging by using parachutes and a little retrograde thrusting.


    • funds after flight - 187,695
    • science after flight - 90.3
    • technology researched - miniaturisation  
    • buildings upgraded - none

  8. Flight One

    A humble beginning, just a quick flea ride up to 7,300m followed by a gentle water landing to collect mystery science!


    • funds after flight - 117,533
    • science after flight - 45.2
    • technology researched - basic rocketry, engineering 101, survivability, stability
    • buildings upgraded - none


    Flight Two

    Equipped with new science tests and bigger rockets, Jeb's first suborbital flight reached an altitude of 121km before landing safely 430km downrange



    • funds after flight - 188,480
    • science after flight - 103.2
    • technology researched - basic science, aviation
    • buildings upgraded - none

  9. This thread is a submission-in-progress for the No Contract Career Challenge by @5thHorseman made so as not to clutter up the challenge thread with ongoing updates... I expect this may take me some time to complete!

    My entry is a completely stock normal career, with only one adjustment to always allow action groups.

  10. here is a quick challenge idea:

    70k Scramble 

    This is a race from the launchpad (or runway) up to the Karmen Line (70,000m altitude) and then back to the surface.

    Once your craft touches down and stops moving/tumbling/exploding press F3 and snap a screenshot to show your mission time! Fastest time wins!

    • must have at least one Kerbal on board (because Kerbal facial expressions are awesome!), otherwise no restrictions for parts, mass, etc...
    • sandbox or career game, normal difficulty (no tampering with atmosphere settings!)
    • no cheating (infinite fuel, no part breaking, etc..)
    • entry must be one continuous flight, so no quick-saving for your official entry
    • stock-alike mods are fine, however should probably get their own leader board. please list any mods you used, and try to keep the list short!
    • no auto-pilots, pilot flight aides, or suicide burn helpers.... the craft needs to be controlled by the player
    • you can land anywhere you like


  11. hello! I'm having trouble with igniting the first stage at the launch pad, all of the launch clamps seem to be trying to target only a single engine, leaving many out of range! This happens for radial groups, or single engines alike




    Produced with a clean install:

    • KSP 1.3.1
    • Engine Igniter Re-ignited
    • Toolbar Controller
    • Module Manager 3.0.1

    output log file here

  12. Before i back away from this completely (criticisms were invited by @CrazyJebGuy a page ago), in the spirit of helping:

    • cockpit reaction wheels can be toggled on/off by right clicking the part > "toggle torque"
    • any lights can be added or removed to the light action group by going to actions > light
    • a third of anything is always going to be a recurring decimal
    • imperial units are still silly, and ironically are defined by metric standards anyhow! :P

    i'm sure this will be quoted in it's entirety...

  13. @CrazyJebGuy since you have been critiquing entries recently, i thought it only fair to review your latest :) 

    Firstly, on "GPPM" which is some kind of inverse "passenger miles per gallon", lower numbers are much better, meaning that the WTC SST-1 by @Joseph Kerman is (by your own math) pretty much the same as than the GAI Dublup S.S.T. Mk 1, but why are we using gallons and miles anyhow? (and is it survey miles, nautical miles, or country miles?) time to switch to metric, along with the 99% of the rest of the world! ps: the Blasty Systems BS -40 Super has a GPPM of 0.006 :P

    Onwards with the (unofficial) review! The craft entry division was unstated, but I'm assuming it goes into the supersonic division.

    First impressions were that the massively overpowered control surfaces, cockpit reaction wheel, and thrust vectoring make it very easy to destroy the craft or kill passengers with G-force loads, but also allowed for pilot assisted level flight with minimal trim adjustments.

    While in wet mode with 100% throttle set, cruising speed is vastly higher than stated (leading to dangerous engine overheating) cruising 4,000m @ 940m/s consumes 1.26 x 1,800LF for ~1,300km range (nearly half the range promised in the sales brochure!) However, toggling back to dry mode to reach the desired speed and altitude, cruising 4,000m @ 670m/s consumes 0.36 x 1,800LF for ~3,350km range. While still lower than advertised, this is does meet the requirements specified in the challenge, and raises the question “why did I spend extra for wet-mode?” (because dry mode wont get you supersonic...)

    Landings are extremely tricky with no way to reduce speed other than thrust-reverse, however with a determined long-and-low approach at under 90m/s it can be achieved, emergency splashdowns should be avoided but are possible by stalling just above the water.

    Some cons:

    • All control surfaces are unnecessarily set to all control directions (roll, pitch, & yaw)
    • Cockpit reaction wheels are enabled, contrary to rules
    • Main landing gear steering is enabled, leading to some wild taxiing and a change of pants
    • Cockpit lights have not been added to action groups, and so remain unlit
    • Monopropellant carried for no reason
    • Wing panels overlaps experience Z-fighting, and generally flex wildly in-flight with time acceleration

    And some pros:

    • strong tail strike protection from extra landing gear!

    Overall, while cheap to buy, this aircraft will crash more often and cost more to operate than comparable supersonic solutions, also it does not come with a stair cart... !

  14. I agree that "big is beautiful", however many airports will need expansion to accommodate them! I recall last year doing the "polar charter challenge" with craft approaching the 1,300 (adjusted) passengers and pretty much everything had to launch and land from the grass :rolleyes:

    The Blasty Systems fleet meet (and exceed in places) the specs requested, are simple and robust, have forgiving flight characteristics (low speed take off and landing, stable without pilot assistance), and for a limited time come with a free stair cart!! 


  15. @CrazyJebGuy yeah it's a lot, but they don't really have to judge it if they don't want too. I had a lot of fun doing this challenge quietly on my own (like i do with most challenges) and so thought for a change I'd actually post a submission!

    Hopefully there is no sea-sickness for the judges, most of these planes fly very easily and smoothly, and are available at rock-bottom-prices.... :wink:

  16. I'd like to make an entry; presenting the Blasty Systems Fleet!!


    clockwise from bottom left:

    All planes share common features and construction techniques (T tails, ground level engines, etc..) to the delight of mechanics and dismay of parking attendants everywhere!

    Passengers comfort is enhanced by better in-flight entertainment (batteries and antenna), and a door (much better than climbing through the usual gaping holes found in the fuselage after landing).

    Flight controls are standardised across the fleet (4 toggles flaps, 6 toggles thrust reverse) and limited for passenger comfort, although barrel rolls are still possible according to Jeb.

    Some glory pics:










    sorry to mobile users! 



  17. My tip is to always test-assemble any bases on the space centre lawn before launch, then assemble at site secure in the knowledge that everything will fit... (usually!)

    There are heaps of ways to deliver your base to site, the following video (not mine) is probably the greatest KSP build I've ever seen! :D


  18. @Swacer  squad has nothing left to repay its customers, for me (at least) i've received far more than i ever payed for!

    • appreciation that game devs CAN make accurate simulators fun, and can continue to grow a project they obviously love (without resorting to milking it for every cent like some other companies..)
    • an unexpected lesson in orbital mechanics
    • an introduction to, and deeper understanding of, aerodynamics (still cant decide if newton beats bernoulli for lift though..)
    • a keen interest in the history of space flight (from horseback to the moon in only a lifetime?! wow!)
    • rekindled passion for physics and the sciences of space
    • hope for the greater future for mankind (thanks Elon!)

    Even if the hamburger that squad serves up is a little messy from time to time, it still tastes great :P