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IntellectualTortoise

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Everything posted by IntellectualTortoise

  1. So glad that this story is continuing and I can't wait for more! I like how in a lot of planetary evacuation stories in sci-fi, limited resources (and the plot) necessitate that some people be left behind to face the apocalypse, but the Kerbals are willing to work their butts off to evacuate everyone in the system! Definitely gives the story a more wholesome mood.
  2. Today's update is a short but important one: the first crewed Mun landing of the save. As mentioned in the last post, I had hoped to send multiple crew on the mission but I forgot to unlock the 1.875m and larger heat shields, so I downscaled the Carbon to house just one crew member: you guessed it, Bob. Despite the landing vehicle being a bit unstable and fuel margins being on the thinner side, the mission was a great success, reaching two biomes and all parts launched were recovered. Here is the tech tree after the return of the Carbon. With nuclear engines now available, the next mission will be to Gilly and back, this time almost certainly with multiple crew.
  3. The fourth mission, Beryllium, was the first to reach another celestial body: the Mun. Once again crewed by Bob, the craft achieved orbit around the Mun and returned to Kerbin with all parts intact. Thanks to the OKTO probe core being unlocked, Jeb was not required to pilot the booster to a safe splashdown. Following the Beryllium is the Boron, a mission to orbit and land on Minmus. I was hoping to go biome-hopping but tight fuel margins permitted only a single landing. The mission was again piloted by Bob and both spacecraft and booster were fully recovered, except for the fairings. As the game does not classify deployed fairing panels as parts, they will not decrease the total number of available parts that I have for this save. Fairing bases, on the other hand, do still count as parts. The tech tree following the flight of the Boron: As of now, all launched vessels have been fully recovered and I still have up to 100 parts available for the next launch, which will be a Mun landing with multiple crew. After that I will likely start interplanetary flights but I am also considering placing a science lab in Kerbin, Mun or Minmus orbit even though it will decrease the part count limit for new vehicles I launch while it is in space.
  4. After reading @Ultimate Steve's mission report of a science mode game with a limit of 100,000 funds, I wanted to challenge myself in a similar vein. I started a new normal-difficulty science mode save with the intention to get as far in the game as possible while having no more than 100 parts in flight at any one time. I also imposed the following secondary rules for added difficulty: Parts that are destroyed do not replenish the number of parts available; i.e. parts must be recovered on Kerbin for the number of available parts to increase No launching from the runway; that would make this challenge too easy as I could just use SSTO spaceplanes once I get the technology Any parts manipulated in EVA construction (besides items that can't be normally placed on a vessel like EVA packs and deployable science gear) must be launched outside of a storage container Stock+DLC parts only (I have other parts mods installed but am using Janitor's Closet to ensure I do not place modded parts on a vessel accidentally) Stage Recovery mod will not be used even though I have it installed; i.e. all craft landing on Kerbin must do so via manual piloting Kerbal Engineer use is limited to the HUD at the top of the screen and checking part counts in flight The first launch in the save is the Hydrogen manned by Bob Kerman, collecting science from the launchpad, lower atmosphere and ocean. A simple 4-part hopper that is fully recovered along with 58-odd science points, thanks to Bob being a level 5 scientist able to take surface samples. Next up is the Helium, a suborbital craft also piloted by Bob. The heat shield on the nose turned out to be dead weight as none of the ablator was used during the flight. I added "wings" to the fuselage in the hopes of gliding through the atmosphere to reduce speed, as near-vertical reentries from suborbital hops have been known to end badly. Althought I wasn't able to glide it as intended, by simply rolling the craft I was able to decelerate enough to open the parachutes. All parts were recovered. With some more science nodes unlocked, it's time to go for orbit. The Lithium is a two-stage craft; a booster piloted by Jeb propelled the orbital stage with Bob onboard into orbit. While I had the Stayputnik probe core unlocked, I opted to use a Mk1 pod on the booster instead due to the presence of a reaction wheel. Bob was able to gather science from high space and both components landed fully intact. After the first 3 missions, I have recovered all parts and unlocked the tech nodes shown below. In hindsight I should have probably researched Fuel Systems instead of Propulsion Systems. The next goal is to gather science from the Mun to pave the way for crewed landings on the Mun and Minmus. (Yes, I do have Community Tech Tree installed, but as mentioned above I will be only using stock and DLC parts in this save.)
  5. A few nice pictures I took will developing some new heavy-lift rockets:
  6. @Ultimate Steve Many thanks for this incredible ending to one of the most amazing stories I've ever read on the forum. It completely transcends the genre of "KSP Mission Report" into something entirely new, and the game honestly seems a little boring to me after reading this fantastic adventure. The amount of creativity on display is simply staggering and I'd definitely say it was worth the wait! (additional comments below may contain spoilers)
  7. What does ACOV stand for again? There's a lot of acronyms in this mission report...
  8. I can't wait to see players' creativity and genius come to life through KSP2 in the form of craft designs, mission profiles, mods, and more on a level equal to or exceeding the original game; as well as perhaps making a small contribution to this creativity myself.
  9. Nice mission so far; I like that it's a comprehensive exploration of the Eve system and includes "bonuses" like a surface base and Gilly circumnavigation rather than just being a straightforward Eve landing and return. The orbital assembly of the mission was also cool. Looking forward to seeing more.
  10. I'm considering installing some more parts mods on top of the few that I already have, but I'm hesitant because I don't want to break an ongoing career save. Will the new parts automatically go into the tech tree nodes of the save (meaning I will probably have some of them already unlocked) or will the tech tree break and make the save unplayable? Any advice/tips/warnings would be helpful!
  11. Great mission and video! What mod did you get the crew return capsule from?
  12. I couldn't find any newer mods that have this functionality, but apparently Collide-o-Scope does work in 1.12.3. See here:
  13. That was a long pause. Hopefully this new part is worth at least some of it. Part 10: Better Not Ask Too Many Questions
  14. A few days ago, a club at my college had a giant paper airplane contest. We had about 20 minutes to build them and could use a 2' x 3' sheet of paper as well as tape, scissors and craft knives. Most people just built large versions of regular paper airplanes, but my friend (who I later found out to be @Sparrowhawk) and I went for a more ambitious design with a triangular-cross-section fuselage, a V-tail, and an actual airfoil! We were pretty rushed in building it and realized after a test flight that the center of mass was too far back, so we taped some crumpled-up paper to the nose to add weight. In the actual competition, the plane didn't perform well and scored third-from-last (the contest was for greatest distance from the start). We kind of got it to work on successive flights but it also depended a lot on how it was thrown. Here's a picture of my friend holding the plane: Ironically, the "plane" that actually won the contest was just a tape-wrapped brick made from folding the paper many times. The person who built it had a good throwing arm and didn't want to worry about pesky aerodynamics.
  15. Your wording is a bit unclear to me but I assume it's Step 7 that's giving you trouble. Here's what I do when I get to this step: Set navball to Target mode, set SAS to retrograde, and then burn to kill all velocity relative to target. After that, point towards the target and burn until your velocity gets to about 20-30 m/s. The spacecraft should now be headed directly for the target. If the prograde and target markers on the navball drift apart, conduct more burns to "pull" them back together. When the spacecraft is within about 50m from the target, kill the relative velocity again and use RCS and/or the "Lowne Lazy Method" to dock. I prefer to dock at 0.2 m/s relative velocity or lower.
  16. Which rendezvous method are you attempting and where are you having issues?
  17. I decided to build an SLS Block 1/Orion replica to celebrate the upcoming launch of Artemis 1. Pretty pleased with how it came out.
  18. Here's a Wikipedia article on it. Basically an Orion Drive would work by detonating nuclear bombs behind the ship to produce acceleration (I say "would" because no versions using nuclear explosives were actually built). So a KSP version like @LHACK4142 suggested would launch fireworks out the back of the ship instead of bombs.
  19. Once again I apologize for the delay in posting the next part. Missions are more complex and taking a little longer to fly now that I've reached what I consider to be the mid-game. I'm also trying to balance this mission report with other KSP projects and changes to my real-life schedule so I think new parts will be posted on a weekly basis for the near future. Part 7: Minty, Marvelous Magnificence
  20. Hey everyone, I apologize for the delay in posting Part 6, but here it is. Hope you enjoy! Part 6: Giant Flying Space Carrots
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