• Content Count

  • Joined

  • Last visited

Community Reputation

235 Excellent

1 Follower

About AviosAdku

  • Rank
    Spacecraft Engineer

Profile Information

  • Location Array
  • Interests Array

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Impressive As someone who doesn't use parts mods as a general rule, these robotics parts seem particularly exciting for me and the path editior, from what it sounded like would overcome one of the biggest problems I encountered with the robotics mods the one time I tried using them. As for the experiment station, I (unsuprisingly) was drawn to the impact detection feature. One idea I recall a while back was to simulate this kind of experiment (no "actual" science return, just a mission idea). Although my idea involved a series of modules around the body in question and an asteroid as an impactor. Although I guess I won't make it to Duna on this save either. With all the changes and and my tendency to keep game saves only within the version they were started in. As an upside, I get to first experience Duna (or any body beyond near Kerbin space for that matter) with the new planetary features. AviosAdku
  2. I did a few things, which could be summed up for the most part as "Trial and Error" While tweaking the design and coming up with some new variants, I flew some more missions with my workhorse Ekymia spacecraft. The first mission (a rescue/tourist mission) went great, the second (a test flight using remote guidance to carry 3 tourists) didn't end so well. As it turns out, tourists don't know how to operate the staging system. I think you can guess how this ended. In other endeavours, I tried to get my new Skyfire rocket plane flying. The plane was pretty decent, its booster … Attempt 1: Craft flips out at pitchover leading to emergency separation and the booster promptly making a run for it, I didn't think my flying was THAT scary. Attempt 2: Much of the same, this time I was worried about coming down with nearly full tanks so I bailed out. In the end, I redesigned the booster with some huge wings for stabilisers and while I ended up flying a very shallow ascent, I still was able to glide the thing all the way from the Dessert field to the KSC. Pictured: Passing the mountains on approach to the KSC. The Skyfire may be a bit fidgety at times (and especially at low speeds) but it is truly a great glider. Finally, there was the most "Trial and Error" undertaking. Earlier on I had been goofing around with "Sounding Rockets" (basically a SRB fired skyward with a minimal payload, although one did carry instruments for a contract). Then at some point today I decided to use this architecture to fire an impactor probe at the Mun. No fancy navigation, just going straight up as fast as I can get away with without exploding critical components, timing the launch so as to assure an impact. It didn't work out first time round. The initial design was unstable during 2nd stage flight when not launched from Woomerang (no idea why), prompting at least 3 redesigns/tweaks. Pictured: a Sharika 4, the final design settled on, probably the 6th or 7th flight attempt. The other issue was the timing. While I was able to make some quick calculations, I goofed with my analysis of each miss, aiming subsequent flights even further ahead. Eventually I realised what was going on and after a quick guess, I was able to get an impact trajectory: Unfortunately, it was at night. This one is probably the best one I have of the approach. However, that was my first Munar "Landing" in this career. AviosAdku
  3. Now that is something impressive, being able to fit a pre-existing name into the developing old Kerba conlang and it making perfect sense (if I understood the linguistics discussion correctly, seeing that makes me realise how little I understand this field). AviosAdku
  4. Impressive. I'm not exactly sure what else to say. I just used the transfer window planner for a quick "back of the envelope" calculation: it turns out that the Dv requirements aren't that far apart for Kerbin or Duna transfers (a few hundred m/s between optimal transfers). It's refreshing to see space fiction that actually gets it right, one of the great things about working with KSP I guess AviosAdku
  5. Okay, I've caught up again. It's been a while since I followed this but the recent few weeks/month/s have really been my return to KSP (although my forum conversation skills are as stilted as ever) and to leave out the first major piece of KSP fiction I followed? I don't know if I've ever said this but this story has actually been a notable influence on my writing style. I couldn't help but notice the reflective tone to the past few chapters, quite fitting with the conversation about the slower times on the forum (which come to think of it, I have noticed myself). Also, that mention of Geneney being responsible for the procedures made me think of Gene Kranz's autobiography. I just checked something, this story started about the same time period as when I first started with KSP (almost 6 years ago), even more fitting. I don't know quite what to say but it's nice being back, although I can't help but feel a little old when I realise how many things have come and gone around here since I started visiting. Glad this is still going AviosAdku
  6. Impressive Especially after what looks like it was an "interesting" trip there (I take it the asymmetric engine layout wasn't in the original blueprints). By the way, that's a cool trick for aerobraking with a spaceplane. AviosAdku
  7. Today's activities have been dominated by my attempts at a rescue contract (well, two actually, I only finished one of them today) with my brand new Ekymia spacecraft, a re-entry pod based 2-seat spacecraft, the launcher it turns out is an SSTO. The first attempt didn't go well, thanks to me accidentally staging twice just before orbit insertion, the capsule re-entered … a bit earlier than planned. However, I did manage to get something out of it. A good way to pass the time between parachute full deployment and landing, paraglide around the capsule and follow it down. Needless to say, as much fun as Jeb had, he had a job to do so it wasn't long before another Ekymia went up to make another go at a rescue contract. This time, after a rather hectic orbit full of manoeuvres, the passenger was collected. And then I noticed something … The Ekymia has a fair amount of Dv (over 1700m/s) and thanks to the SSTO launcher, it had nearly a full tank and it felt wrong to waste it so ... In all fairness, I did have a contract to orbit the Mün and the mission hardware designed and ready but they were most of the way anyway and it's not like I haven't done this before (come to think of it, the Orbitan I mission went almost exactly the same way). So I flew to the Mün, entered orbit, did a quick spacewalk survey and came home. I'm not a good shot with Re-entries but by a fluke, I came down a couple of Kilometres east of the space centre. While Phofry watched the reports in the capsule on its final descent, I flew Jeb back to the KSC on his parachute. Incidentally, that would be my first controlled runway landing in this save game. AviosAdku
  8. Seeing as it's KSP, I'd say "because we can" counts as a perfectly valid reasoning. AviosAdku
  9. I might be a bit late but I think I can recall a few rather strange things (unsure how they could be used but here they are): The first is the way the "Mainsail" engine would overheat (partly or fully, I forget) if connected directly to an orange tank (smaller 2.5m ones were fine). The second was the way ISP used to work: Before 1.0, changing ISP (due to atmospheric density) didn't affect thrust (which was fixed), instead it affected fuel efficiency. I.e. an LV-N at sea level could launch itself and a small payload, although it would chew through fuel at an absurd rate. Oh, I just remembered (this one should be easier to use too). The original Mk1 inline cockpit, and its purely aesthetic bubble canopy, if I recall correctly, the IVA had no windows and appeared to be completely cylindrical inside with no sign of the "canopy". AviosAdku
  10. Come to think of it, that sounds like one of the proposed missions for the Dynasoar (Probably one of my favourite airframes along with the X-15 and the Blackbirds). Well, now I know what to do with those plane parts I just unlocked (I was considering an aircraft program that rather than working up in altitude and speed started at orbit and worked down). AviosAdku
  11. Another work of genius (yes, I am a bit of a fan of these creations) What did I do today? A bit of background: With this career save, I discovered I have a tendency toward shallow launch trajectories, reaching orbital velocity before I leave the atmosphere on a number of occasions. This happened on the first flight of this craft (the Orbitan I mission) which gave me an idea. For the second flight (the one I did today), I decided to not bother pushing the apoapsis up and fly around Kerbin in the upper atmosphere at orbital velocity. It wasn't as hard as it looked and while regular corrections were needed, it wasn't that difficult (although aside from the novelty and that theoretically it would be a bit quicker than a proper orbit, it wasn't that interesting). In the end, I managed 3 "orbits" at 60km, 55km and 50km (or thereabouts) before running short of electrical power and returning home via space (the pilot was new, needed the experience and was practically there anyway).
  12. Inspired by a video I saw once, along with last night's semi-functional experiments, I went about building and flying a supersonic, ultra-low altitude drone. As it turns out, SLAM* piloting is actually incredibly fun, howling along at 2-3 times the speed of sound hugging the ground, at night flying north from Woomerang, it's a strange mix of relaxing and exciting. I apologise for the lack of artistry with the screenshots but when I'm flying that low and that fast, one doesn't usually have much time to compose a shot, especially when I need to keep an eye on where the ground is. A couple of times I got really low down, once even kicking up a dust cloud from the jet exhaust and on several occasions, lighting up the ground but such passes were over in the blink of an eye (I think the picture above was taken a fraction of a second after one such pass). That said however, more often than not, these close calls would wind up being a bit too close. It turns out that spearing into the ground at mach 2+ isn't good for the structural integrity of … well, anything. My last flight today was probably my most successful, clocking a bit over 7 minutes of flight time before the engine overheated and exploded (I had ramped back the power for a while to avoid one overheat already but this time it was too little, too late) and reaching the polar mountains (these have some great valleys to fly down). *SLAM = Supersonic Low Altitude Missile (Technically it's more of a "disposable drone" and isn't designed to hit anything but I liked the acronym).
  13. You know, considering the naming scheme for the SpaceX drone ships, I'd say you're in good company. As for me, I also tend to vary my naming schemes according to the "Theme/Roleplay" for that save. For example my miscellaneous missions Sandbox save uses an alphanumeric system of two letters and a number, the letters designating the type but not according to any system (i.e. XR-2, an X-1/X-15 inspired rocketplane and the AL-1 air launch mothership). For my Career save, the system is a bit looser but craft are given a name, so far it has primarily been the program name with possible additions such as a number as with my Altinex program which encompassed my first flights and therefore each successive flight was basically a unique spacecraft. As for the names I use, they mostly are made up words, some based off English (i.e. Orbitan, an orbital missions craft and the name of one of my first functional spacecraft in KSP ever), others basically gibberish although I have ones I have been using and wanting to use for a fair while (i.e. Ekymia, Sharika, etc.). AviosAdku
  14. For me, I got into KSP back in 2013 not that long before 0.21 was released so while I did get a few missions in with the old SAS, Support Buildings, Mun, etc. I never really got that used to them. That was almost 6 years ago I just realised … I feel old all of a sudden. AviosAdku
  15. Well, today's rocket car experiments would probably qualify. Me and my brothers were trying to design drag racer rocket cars of sorts, the idea being to drive the length of the runway as fast as possible without exploding before that or killing the Kerbal on board. Results were ... mixed, with many of my early designs losing control and entering a transonic flat spin at ground level with predictable results. My latest designs are a bit better in that respect, being both stable enough for the run and much faster (the latest clocking a top speed of ~813m/s as it crossed the runway threshold) with a pilot's escape pod that doesn't regularly end up smashed against the fuselage the ground while ejecting at the end of a run or disintegrating from excessive g-forces. However, there is one "small" issue To go from zero to 813 m/s in less than 15 seconds, the rocket car's acceleration can be charitably described as "brutal". It's so bad that I had to add a probe core to the later models to maintain control when the pilot passes out ... before reaching top speed. Herin lies my "crime" To figure out the optimum fuel load, a lot of trial and error was used, time and again I would tweak the fuel loadout, perform a run (with the inevitable G-LOC) and repeat. For almost all of these tests, I used the same pilot (one I had recruited, I forget his name at the moment, had a high "stupidity" stat). The poor fellow had already been through dozens of runs with other models (not counting the ones he had died in which were reverted) the more recent ones having regularly knocked him out when ejecting, resulting in the parachutes not being deployed and his capsule spearing into the water at 200-300 m/s and somehow surviving. Now, having just finished that ordeal, he is strapped into an overpowered rocket sled of sorts and blasted down the runway until he passes out, waking up bobbing in the water in his capsule amid a shower of debris or in the moments before hitting the water (at which point he may pass out again). Now bruised and concussed, he is fished out of the water, taken back to the other end of the runway where another, nearly identical contraption waits, he climbs in and repeats the experience, again and again and again ... You know, thinking about it that way is an ideal recipe for remorse AviosAdku