Atkara

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Posts posted by Atkara


  1. There's something to be said about starting fresh. So I began a new career earlier today in 1.5.x and Kerbostar Enterprises was born.

    Usual stuff, grab a little bit of science around the launchpad and runway (to get acclimated with running experiments, right? :D), launch the first vessel, grab some science after splashdown, then shoot for orbit with none other than Jeb. His pod came back with a fair amount of scorchmarks, as heat shields hadn't arrived yet when he launched. Jeb though wasn't concerned -on the contrary, he seemed to like it... Valentina followed shortly after for the first EVA -this time with heat shield installed.

    The Mun flyby was a bit tricky, as we were basically shooting blind and what was thought to be a free return, was in fact a slingshot. But the crew of 3 (Jeb, Bill & Bob) landed safe and sound. 

    With the tracking station still at level 0, Jeb launched for the first Mun Landing. He's currently at a pretty good spot on it's highlands, while the competition keeps adding more boosters, trying to catch up  :P

    Will I keep going? I don't know. After all, I still have my old career. We'll see.


  2. 27 minutes ago, Hotel26 said:

    A large bonus from this two-stage lifter (Launch Vehicle Mk1a) is that the second stage Rhino winds up in orbit with the payload.  It could conceivably be refueled to be used as a first-stage booster for interplanetary transit injection.

    Hence the Mk1b variant :)

    Glad to hear these new toys are serving you well :D


  3. 4 hours ago, Fraktal said:

    That was a solar eclipse.

    Ain't it grand? I remember being halfway between Kerbin and the Mun when I saw my first one. In my case, my craft's solar panels were suddenly "blocked by the Mun". After looking around, I realized what was going on -and isolated one of the batteries to keep some juice in case something happened in the meantime :P


  4. 28 minutes ago, juanml82 said:

    Can you land and control that thing? I has no control surfaces, the dart in the second stage lacks gimbal, there are no reaction wheels and the cockpit has a 1200 °K heat tolerance IIRC

    I don't know how he lands it -the main reason I opted for the plane solution. The cockpit does have an internal reaction wheel, but I'm not sure how well it steers by itself during the aerospike stage -Laie propably knows.

    As far as temps are concerned though, if you don't go Kerbal mode during ascent, you can bring this cockpit out of Eve -with scorch marks, yes. But safe. I know this well, because the only times the inline variant I use (with the same 1200°K heat tolerance) exploded, were when I was trying to determine the lowest possible periapsis for the aerobraking phase -never during ascent.


  5. The best way I could come up with, to get Kerbals off the surface of Eve, is this:

    ezxY7TO.jpg

    Spoiler

    VSBAdcX.jpg

    It's meant to come down almost empty, get fueled up on-site, take 3 Kerbals onboard and launch. So you need something like a miner on wheels on the surface and something to grab the upper stage and bring it back to Kerbin. But it gets the job done gloriously. With a careful ascent profile, it can extract Kerbals from Eve's Lowlands.

    And yeah. Eve is... what it is :P 


  6. And here I was, wondering where would this fit...

    I did my first successful rendezvous and docking op... in Orbiter 2016 :P

    1W7PNDq.jpg

    1uGGK9l.jpg

    Granted, I had to spend the last couple of days watching tutorials on the use of the simulator's various MFDs. But with that out of the way for the most part, my experience from, propably a thousand similar ops in KSP kicked in. Set up a closest approach, met up with the ISS, aligned with the docking port I had chosen and docked.

    Haven't brought the bird down yet -propably tomorrow :D


  7. I'll try to explain, although chances are I'll confuse you more than help you.

    With your initial ejection burn you ensured a Jool encounter. Now that you've exited Kerbin's SOI, you need to adjust your trajectory in such a way, so that:

    1. You get a prograde Jool flyby, while crossing Tylo's orbit. That's the easiest part, as it's a matter of pro/retrograde and in most cases normal/antinormal input.

    2. Tylo is where you cross it's orbit at. 50% of the time, Tylo is anywhere but where you want it to be. So you make it be there. I usually start with radial out and retrograde input, followed by a process of trial and error with radial in/out and pro/retrograde, till the closest approach with Tylo is where I want it to be.

    3. Your encounter with Tylo results in a Jool capture. You need to get behind it so that it's gravity reduces your velocity, instead of increasing it. Assuming you succeeded in step 2, it's usually a matter of pro/retrograde input.

    4. The resulting Jool capture won't be at a weird orbital plane. This normally belongs to step 3, but I didn't want to clutter it. This is achieved by adding enough normal/antinormal input to get you to an orbital plane that suits your needs. If your final destination is Bop or Pol, you adjust for that. If you're headed to one of the inner moons, you settle for a "flat" orbital plane.

    The hardest part is that all of these wonders are to be achieved on a single maneuver, halfway between Kerbin and Jool. A tall order and at the same time, doable.

     


  8. 58 minutes ago, Ultimate Steve said:

    The resemblance is there, is it not? I'm pretty sure this was my first manned Jool Expedition.

    Indeed it's there. Like yours, my ship's design principles were formulated back in 1.05. Over time, it visited anything it's lander section could touch down and takeoff from.

    1 hour ago, Ultimate Steve said:

    I want to make a decent career or sandbox in which I go to Laythe a lot but I'm lacking free time and motivation.

    Long term projects can do that. I'm also at that point of having lost a lot of my initial momentum and the 13MB save doesn't make things easier. So I take it easy till I get back to it.


  9. Nothing spectacular so far today.

    A rescue drone executed it's ejection burn out of Duna's orbit, bringing back a stranded pod. Also doing some driving on Vall, grabbing the science as I go.

    RNenEgl.jpg

    There are also a couple of detected anomalies to visit -I just haven't gotten there yet.


  10. My Vall expedition is now in stable orbit around their destination.

    Ek4xUXx.jpg

    Eot3VzZ.jpg

    I'll set the main camp at the Northwestern Basin, one of the two spots where the highest ore concentration can be found (in this save at least). This means inclination changes, which means:

    w13WoDC.jpg

    Mining/Refueling ops :P

    Oh -last night there was also this.

     


  11. 17 hours ago, Red Thought said:

    So I can't get past a bug that makes it so I cant recover my vessel after my first flight...

    Recovery can't be done with the landed vessel still in motion, e.g. rolling down a mountain slope. If it's splashed down, the recovery option may not show up immediately, if it's still bouncing -it does however, once the vessel comes to a relative rest.

    Which one of these two happened to your ship?


  12. 17 minutes ago, Cheif Operations Director said:

    I got the code but it's missing a texture folder apparently 

    Where do I put the cube box pictures 

    Assuming you downloaded the proper file (DiRT_1.4.3.0.zip as mentioned above) the part that goes into your GameData folder, does contain a textures folder.

    WCC56QH.jpg

     


  13. As the mod author says,

    On 3/12/2018 at 9:00 AM, Cydonian Monk said:

    The Wheres
    Where Can You Download This From?

    The most recent release, as well as all previous releases not deleted for causing corruption to the basic fabric of reality will always be available on GitHub. If for some reason GitHub disappears into the void, it was (likely) not my fault and I will provide an alternate download location. 
    https://github.com/cydonian-monk/KSP-DiRT/releases

    You download DiRT_1.4.3.0.zip -it's the first file there.