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QF9E

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Everything posted by QF9E

  1. I've done the abort tests and have added pictures from the tests to the mission report: Pad abort With a safe landing. This is not entirely trivial as you don't have a lot of time to deploy chutes In-flight abort. With a safe landing as well.
  2. Good point. I made this zoomed screenshot. I hope this is clear enough. Distances to the MUNseps. Distances are 1005.3 meters, 2.1 km, 3.2 km and 10.1 km. Since the MUNseps are in line with each other, you can easily deduce that the MUNseps are also more than 1km distant from each other. The same image in high contrast
  3. No, you forgot to follow a link. Please provide a list of mission goals for which I haven't included a screenshot in the linked imgur album.
  4. I have finished the mission. See here for report: https://imgur.com/a/fr1iS1Z I believe this covers everything on the mission list, except the Armstrong targeted landing. Launch. Note custom Kerbal names. Liftoff of the MEM ascent stage Deploying the PFS sub-satellite
  5. True, I haven't. Although I have landed... But my rover crashed when I turned on x4 acceleration, so I'll have to do that part again. And I am planning on doing all the things that get you points except land on Armstrong, so I think I'll get some more points than 125. In my previous post I only mentioned some of the things I am planning to do on top of that.
  6. I am in the process of making a recreation of the Apollo 15 mission, using nothing but stock KSP without the DLC - I have an old 1.8.1 install sitting on my hard drive that I have been preserving in pristine condition to play the Caveman challenge, so that install will do nicely. My mission will have: Accurate retro and ullage burns for all stages. This includes the 1st stage, which is unique in the entire Apollo program: It is the only Saturn V 1st stage with only 4 retro motors, all the others had 8. They tried with fewer retros to save some weight but noticed that staging did not go so well, so they reverted to 8 retros on Apollo 16 A two-plane separation between 1st and 2nd stage (this turned out to be a poodle to design with only stock parts and no DLC, but I have it working now) A crash onto the Mun of the 3rd stage after the TMI burn like they did in real life - the 3rd stage has its own probe core just for this The correct number of stages and number of engines in each stage. I will include Center Engine Cutoff events for both 1st and 2nd stages. If I can get it to work (it has been iffy so far), a science package will break on top of the 1st stage right after staging - in reality a instrument package got cooked by the 2nd stage because stage separation distance at 2nd stage ignition was shorter than planned. 4 depoyable MUNseps, which will be deployed by rover A deployable PFS A set of cameras in the payload bay that will observe the Mun. On the Trans-Kerbin trajectory the data will be gathered by the command module pilot, just like the real mission did. My design goal is to get maximum points, with the possible exception of the Armstrong memorial. Which brings me to a couple of questions about the MUNseps: Is the point total for the Science Extravaganza accurate? It seems to me that +20 points would be more consistent with the point values of the other goals. Are the points for the MUNseps cumulative? As it stands I plan to deploy 4, each one more than 1 km from any of the others and the landing site, but if the points are cumulative I can bring more.
  7. Thanks for the badge, and for your leniency as far as that missing landing pic is concerned. As to the landing picture: I'll try to remember. It's not that easy, flying and taking screenshots at the same time... I tried capturing video footage of the game and getting screenshots from that, but that ook me a lot more time getting into a presentable form than sorting through the in-game screenshots. I have designed my LOP-G stations to be light, so I think that's the reason. I was surprised as well: during testing I started off with a single engine, thinking more would be required, but it turned out ok with a single one. This time around it was a Unity bug - stack overflow. The fact that I had been playing non-stop the entire day may have had something to do with it. Thanks for your understanding, I really did not want to do that part again. It's about 70 minutes of game time, and even with x4 it is more than 15 minutes just staring at a screen where nothing changes.
  8. Sometimes all it takes is a bit of patience. I completed test mission STS-6T, booster recovery. I made a one-off version of my shuttle that is boosted by a pair of SRBs instead of the usual flyback booster, and made a recovery ship to collect the booster. The mission did not. however, go without a hitch: at some point the game crashed and as I had been unable to save (because I was in a moving surface vessel), I used Hyperedit to get the correct game state back. I was not going to run the mission again - 15 minutes of straight line sailing in x4 physics warp is a tad too boring for me. I managed to grab my booster and bring it back to the KSC. Full report here: https://imgur.com/a/oVAitNw Some highlights: Uncrewed Gemini shuttle in flight. Note the stubby SRBs instead of the much bigger flyback booster. This version can reach orbit but needs a hefty OMS burn to do so. Booster splashdown Booster recovered, on the way back home. Back at the KSC with the booster
  9. I completed the final Munar Shuttle mission, MUN STS-7. I completed both my LOP-G stations with 2 hab modules each before raising the orbit of one of them to a 2000 km circular orbit. I also landed both my shuttle and the booster on the KSC runway. Full mission report here: https://imgur.com/a/3ez2Vit Some mission highlights: Release of the 2nd of my LOP-Gs after completion. It consists of a propulsion and power unit (the top bit with the ion thruster and solar panels), a science bay annex docking station (the lower vertical portion) and two hab modules capable of housing 12 Kerbals (the two arms). Both my LOP-G in their final orbit. The outer LOP-G has been raised to an altitude of 2000 km by using its ion thruster
  10. Today was a successful KSC day for me. I first fixed my installation, and then completed MUN STS-5 and MUN STS-6, the first two missions of the Munar LOP-G space station mission. Since my shuttle has twin cargo bays I decided to build two LOP-G at the same time, both in the same orbital plane but orbiting in opposite directions. MUN STS-5 lifted the propulsion and power units, while MUN STS-6 lifted the science bays. The plan is to do MUN STS-7 tomorrow, completing the stations with habitation modules and boosting them into their final orbits. As before I landed both shuttles and boosters on the KSC runway. Mission reports here: https://imgur.com/a/jFnxdZy and https://imgur.com/a/ROfemaL Some highlights: Releasing the Power & Propulsion unit of the second LOP-G during MUN STS-5 MUN STS-6: Releasing the first LOP-G after adding a science module. The science module for the other LOP-G can be seen in the port cargo bay Both LOP-G stations orbiting the MUN. They are both in almost exactly the same polar orbital plane and orbit in opposite directions.
  11. Thanks! Yeah, the Kraken was awake during this mission :(. Good to know I am not the only one who's editing savegames by hand. And as to my install: I first uninstalled all my mods, but the problem with landed vessels persisted - I had a Mun lander explode on me when trying to land a second lander next to it. Now I have uninstalled completely (made a backup of my savegames first obviously), and am re-installing one component at a time and doing a targeted mun landing each time. I am getting quite the rocket garden on the Mun, the good news being that a vanilla 1.9.1 install with Making History works flawlessly. I'll reinstall mods one at a time tomorrow and see what that brings me. Thanks for the tip on reverification: while it is too late for me because I already uninstalled everything, it is good to know for the future. Edit: I re-installed all mods except one (which had not been updated since 1.5), and now the game seems to work fine. I reflew the MUN STS-4 landing mission, and it landed fine, next to the base. Hopefully this solves the problems I've had with recent missions.
  12. Thanks! I intended the booster to be reusable from the start. My initial boosters landed vertically under parachute, but once it became clear I could not get the desired accuracy (land on the landing pad in front of the SPH) that way I changed into the currect design. Considering its size it flies pretty well. Meanwhile I have completed MUN STS-4. I flew a rover to the Mun and landed next to the base (my best landing yet, I landed spot on target). The rover did double duty as fuel truck to replenish the EEV. I then drove to a nearby hill to plant a flag and went back to the base. The shuttle's flight crew of 3 flew the shuttle back to Kerbin, where it landed on the KSC. I then used the EEV to fly the 5-Kerbal Munar exploration team back to Kerbin as well. And of course I once again landed the booster, also on the KSC. Full mission report here: https://imgur.com/a/hOMWNdb I did encounter a nasty glitch that rendered my base invisible. And when I switched to the base, the base was launched into space and destroyed. Upon inspection it turned out that the base altitude had somehow been corrupted into an invalid negative value, and to fix this I had to go into the savegame file and correct the altitude of the base by hand. While I would normally consider savegame hacking cheating, I decided that in this case it was necessary to save the mission from a bug in my KSP installation. If you want I can supply the original savegame file and the corrected one, so that you can verify that I only corrected the altitude for the base and the EEV. This completes the MUN STS-2-4 mission: "Can you explore me?" Now would be the time to award the real mission patch, if you deem my mission worthy of such ;). Some highlights: Landing, using the new vertical landing technique. Note the glitched engine shrouds. No idea how this came to be, when I started the mission the engines were fully covered. The rover can be seen between the two fuselages, hanging from the booster attachment point. Base is invisible due to a bug, but as the next picture shows I got very close: Not a very artistic picture, but proof that I pretty much landed spot-on. Base to the left, shuttle on the right. Refueling the EEV with my 5-crew rover annex fuel truck My 5 Kerbal exploration team (one is still in the rover, which I did not want to leave unattended) on a nearby hill, The base and shuttle can be seen in the distance, above the leftmost Kerbal.
  13. As promised, my full mission report for MUN STS-3. And I have to retrace a bit, as I miscalculated the amount of fuel in my shuttle. I was forced to drain the EEV of fuel, for else my shuttle could not make it back home. So now I have an additional challenge for MUN STS-4: I not only need to bring a rover, but about 4 tons of LFO as well. The mission itself was very similar to MUN STS-2, with the addition of a precision landing and some bugs in KSP to make it interesting. Full report here: https://imgur.com/a/gP8iN6E. Some highlights: Shuttle at the point of touchdown. Just to give you an idea of my margin of error during the landing. Afterwards I taxied my shuttle to the base with the EEV in tow. My base after the shuttle had left. I purposely left the EEV lying on its side so that I can refuel it more easily. Its reaction wheels are more than capable of righting the EEV in Munar gravity.
  14. An improvement on my previous vertical landing attempt: this one does not land on the cargo. With some extra landing struts at the rear there's also no more need to flip from vertical to horizontal upon landing. After landing the cargo can be undocked and falls gently to the ground in the Mun's low gravity. Note: this footage from a test, not mission footage.
  15. Thanks, but I haven't finished the mission yet! I decided to land the EEV first, saving MUN STS-4 for the rovers, the crew and the EEV test. Sorry for any confusion I may have caused by posting individual flights of this mission. As far as realism is concerned: true, a robot arm or a ramp would probably be the only realistically viable options. And landing on the tail and flipping over would also be right out. But come to think of it: not landing a shuttle on the Mun in the first place would be more realistic still. I might still design a new shuttle with a cargo ramp and some sort of landing engines that burn vertically so that the shuttle can land directly on its landing gear. Hmm, maybe add a set of landing legs to the back end of the shuttle and landing vertically on the moon, while retaining the wheels for landing on a runway might be viable, in combination with a robot arm.
  16. MUN STS-3: I managed to land my EEV next to my Mun base :). Not without issues, though: when I got near the base, the game started to lag significantly, with lag spikes of 0.5 - 1 seconds or so. Also, the base repeatedly disappeared... Fortunately I found a orkaround: land as best I could with all the lags, save, go to tracking station and enter the base from the tracking station. Result: base re-appears and no more lag. All this meant that I could not land the EEV near the base, but had to be content with landing a few 100 meters off and driving to the base with my Shuttle, dragging the EEV along. More detailed mission to come, for now just a single picture to celebrate this evening's hard work: Edit: at 12 tons the EEV is the heaviest payload my shuttle design has yet managed to land on the Mun.
  17. Your pic earlier in this post with your shuttle vertically docking with a fuel depot on Minmus gave me the idea, so thanks for the inspiration. I thought of flipping the cargo bay upside down as well, but I chose not to do that as in real life it would be very difficult if not impossible to make combined cargo doors / heat shields. I did some experiments to land my shuttle upside down on the Mun, though, which was fun but ultimately not very practical. Now to do a pinpoint landing to set down my EEV next to my base... My experience so far is that you don't need to miss by much to totally lose sight of your target.
  18. I finished the MUN STS-2 mission, full report here: https://imgur.com/a/X8lGfMv I experimented with a different way of unloading cargo on the Mun, and I like this one better than the robot arm I used in the previous mission. While in Munar orbit I moved my cargo out of the cargo bays and attached it to the booster attachment point at the back of my shuttle. I could then simply undock the cargo to unload it after landing. I'm quite proud that this is the exact same Shuttle model that I used for the low Kerbin orbit missions. With a new launch profile I no longer needed the additional fuel tanks that I used in the previous mission. And without robot arm, my shuttle is now fully stock. Some highlights: Touchdown! I landed on my cargo before using the RCS system to gently rotate my shuttle into a horizontal position. Deployment complete.
  19. After a three months hiatus I finally completed my MUN STS-1 mission. I landed my Shuttle near the Munar north pole and deployed a kerballed munar research facility. I then lifted off from the Mun, went back to Kerbin and landed on the KSC runway. As in previous missions I landed the booster on the KSC runway as well. Full mission report here: https://imgur.com/a/zOaVMe6 I used the same Gemini Shuttle design that I used to build my telescope and space station, with the addition of a robotic arm and some extra fuel tanks inside the cargo bays. I used infernal robotics for the robotic arm; otherwise my craft is fully stock. Some highlights: Landing tail-first in near-darkness Building the research station. The station consists of two parts that are stacked on top of each other. Here I use the robotic arm to place the upper part The plan for the trans-Kerbin injection burn. This was the first time ever that I targeted a specific spot on Kerbin from Munar orbit, and it took a few tries to get right. On final approach after a successful mission
  20. @michal.don Thanks for the badges, and the compliments for my telescope design! I already suspected that my booster recovery would not satisfy the STS-6T requirements, so that's ok. Also, no problem with giving me modded badges, without dockrotate I don't think I could have built either the telescope or the ring station. I might do unmodded versions of these missions at some point, but I don't think they will be as elaborate as what I've done so far.
  21. @DoctorDavinci Stage 5 result: 10:35.00 Thank you for running this awesome and very different challenge! I had no idea that KSP could be turned into a racing game. Massive thanks to @Triop as well for setting this up!
  22. @DoctorDavinci Stage 4 result: 12:57.70 The stage 4 terrain is downright brutal. Very challenging stage, but at the same time very rewarding.
  23. @DoctorDavinci Stage 3 result: 11 minutes 44.59 seconds Note: OrX does not show the correct stage number. This is the stage 3 result despite the scoreboard saying stage 1.
  24. @DoctorDavinci : Stage 2 results: 11 minutes 13.03 seconds.
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