Jump to content

DeepSpaceDutch

Members
  • Posts

    163
  • Joined

  • Last visited

Everything posted by DeepSpaceDutch

  1. Thanks for all the suggestions guys! Still going with the flying platform type thing, using lander legs to secure the load. I think I have a workable craft now, still a little low on fuel though. Also it's a bit of a bitch to handle, especially loaded. But hey, we all like a good challenge now don't we? I did succeed in making a few hops around the launch complex, loaded and unloaded. Did have some nice crashes, unfortunately I was so busy I forgot to take screenshots of them. Also I had to abandon the idea of transporting both types of base components with one type of platform, they are just too different. So I'm only taking the hab modules, two of them, so two trips. I'll leave the light tower/node component, maybe I'll drive it over later. Here a few screenies of the dev work; Platform lay-out complete. The wheel wells make sure the load doesn't move forward or aft. Yay, it fits live a glove! Rolling back is covered by the addition of two lander legs. A few itirations down the line we have the beginnings of the fuel system and engine supports, the three fuel tanks at the back are for balance and will not be used. Also we now have four middle sized lander legs making sure the load doesn't move upwards. This things isn't going anywhere! Fighting for control with just two reaction wheels, this ended crashy I might add. Aaahhh much much better! Still fits.. Whheeeeeyyyyyy... Refueling the platform from the hab module. The fuel in the hab modules is probably not going to be enough for going back and forth between the two locations. So I might have to send along a refueling module. Very inefficient, but Kerbal logic is very different from Human logic. They value challenge and stupid but entertaining behaviour above efficiency and safety, and they're damn right! Any feedback is much appreciated!
  2. Magnets sound like it could help tying the modules down to the platform. If zarakon's idea of the lander legs is not sufficient I shall start looking at KAS. Haha, I really don't have skill set to do such a thing I was thinking the same, also the first test would be on the Mun, so that's a no-go. Thanks and absolutely! Very informative and helpfull, you're a great contribution to the community, keep up the good work Sir! No not yet, haven't had the time until today. Hopefully I can tinker a few hours today. Just using the parking brake also crossed my minded, will try that with the addition of a few lander legs and wheel wells to get the base components to stay in one spot.
  3. To be clear; using cables to hold the Hab module up so that it doesn't collide with the structure when docking, correct? Don't worry, was already planning on SAS'sing the bejezus out of that thing Thanks, I think we're gonna need a lot of that, luck.... PS: So I don't need to modify the crafts already on the Mun in order to use KAS, correct?
  4. ^THIS Thank you zarakon, never thought of this one. If this doesn't work the KAS idea maybe a good alternative. Will post updates and pictures in case of succes, or in utter and complete failure
  5. Well I feel honoured good Sir! As I said in the OP I only use MechJeb and the Lazor Docking Cam, I've been thinking about KAS but I wan't to keep my craft as stock as possible to be honest. But maybe I should forgo that stance in this particular case. I do have a few questions as I have no experience with KAS what so ever; - The Mun base is already where it is, there is no way I can add new (KAS) parts to them, is that a problem? - I think my problem has to do with the physics the moment I dock, I have the feeling that when you dock and two craft essentially become one craft there is some sort of physics reset or re-callibration that in this case makes everything go boom. Is connecting two craft with KAS the same as docking? Or is it an entire different animal? Thanks carr0tz!
  6. I'm sorry if I'm a bit thick, but with duplicating do you mean Left click+Alt? And how do you modidy the size? thanks dude! Yeah the problem is that on the Mun Base only one of the components has a Sr docking port on top, the light tower/node and the newer hab don't have it. So that kind of eliminates that possibility. I've tried thinking of alternative ways, like connecting two identical rocket-packs to either side of the hab modules, but I'm afraid the middle sized docking ports are not strong enough and everything wil go wobbly and explody...
  7. The shortest tutorial in Kerbanian history! So, does the engine work?
  8. No Sir, you are not.. I also make checklists, checklists divided into PRE-FLIGHT, FLIGHT, SUB-ORB, ORB, PRE-LANDING, LANDING.....
  9. So I created this purdy litle Mün base, named Chobe Base, as part of my larger Kerbin - Mun infrastructure (a few stations, bases and associated landers/shuttles). After delivering two rovers I still had some fuel left in the robotic lander and whattayouknow, when I was crashing it I think I spotted the Neil Armstrong memorial. So later I send Jeb and Bill in my Mk2 Mun Return Lander to check things out. Turns out the memorial is about 100km to the East of Chobe Mun Base. Time to relocate the base my first thought was! But there are some small complications, Chobe Mun Base is located on the bottom of a large crater. Earlier scout missions have shown that the rim is very steep and there are no driveable exits out of the crater. Besides, driving 100km is gonna be a pain and the terrain to the West of Neil Armstrong Memorial is very rough. So it was quite quickly decided driving is not a viable option, so what then? Only the oldest of the 3 base components has a docking port on top (I never imagined a relocation), and I don't want to make a very complicated contraption using the 2 smaller side docking ports. Also I have bad experiences with docking two ports at the same time. So I decided on some kind of space barge. A large platform with one horizontally placed docking port. I would split the base into the 3 components. One component will drive onto the barge, dock so that it will stay in place and the barge will fly to the new location, unload and repeat. Getting giddy with excitement I started prototyping and after a few iterations I had a platform-prototype that would not crumble under the weight of the heaviest of the components (the wheeled hab/fuel depot). Of course it's still devoid of any engines or other gizmos, this is just to check the feasability and strength of the structure. Some extra images so you can see the details; It could easily support the weight of the base component, but things went bad when I docked, as shown in the images below; When it docks the base component's back end jumps up and when it goed down again it goes through the structure and freezes. When I go back to the Space Center and back to this craft the routine in the images above happens and everything ends in a fireball. So is this solveable? Am I doing something wrong? When I was typing this it dawned on me that I may need to stiffen the structure around the barge's docking port, but is that gonne make a difference? Anybody? PS: The only mods I use are MechJeb and the Lazor Dockingcam, I really don't want to start structural mods just yet.
  10. Current: - Completed 250t refeuling/crew station in LKO - Construction of a Mun Station for LMO in LKO, when it's completed a tug will pull it to the Mun - Completed but yet unmanned Mun Base (when the first Kerbals on the Mun left the base they discovered the Neil Armstrong Memorial by accident) - Operation: Move That Base: R&D on how to move 3 large wheeled base components (each weighing around 50t and quite big) from the bottom of a Mun crater to the Neil Armstrong Memorial. The crater rims are too steep and there doesn't seem to be a way out. Current focus is a sort of space barge that can land on the Mun and take one component in the "barge" before flying to the new location. Will post picture heavy report when succesfull, or in case of total and utter failure. Planned: - Setting up crew rotation and refueling schedule between Kerbin, the LKO station, the LMO station and the Mun base using re-usable transfer shuttles, landers and tankers. - Construction of LDO Station to be send to Duna - Construction of Duna Base using an updated version the Mun Base components - Setting up crew rotation and refueling schedule between Kerbin and Duna - Sending my first probe to the Jool system in preperation for a manned mission. You can follow my exploits here: http://steamcommunity.com/profiles/76561198068097208/screenshots
  11. My newly completed "Windhoek" LKO Station, the disposable tug bringing the last component is still connected to the left arm; And a very happy Bill Kerman after accidentily discovering the Neil Armstrong Memorial when departing "Chobe" Mün Base, turns out the Memorial is about 50km East from my current outpost, time to relocate!
  12. One of my first docking attempts resulted in this station; And now 5 months of KSP later you see the evolution in design (and you cannot see the evolution in docking, but believe me, it's going a hell of lot easier once I learned to use the navball properly!) EDIT: The resemblence to a man with extraordinarily long arms is completely by accident!
  13. Indeed I experienced some great docking this morning, although it ended with a big explosion......
  14. Me too, never get bored of other peoples Mun missions Could be because for most of us our first extra-Kerbin landing was there, it feels like a special place haha (ok let's not get too sentimental here )
  15. If this actually happens I really hope they fix they way struts are saved. I tried different versions of sub assembly loader but for some reason it never correctely loads struts that connect to other parts that have some open space in between. For example tying down asparagus stages with horizontal struts, when I load that from sub-assembly it only loads the struts that are connecting pieces vertically.
  16. Like most of you here I had an extensive infrastructure set up in v0.20, a station in LKO, around Mun, Duna, bases on the Mun, Minmus and again, Duna. And a whole crew rotation shuttle and tanker schedule set up. I´m still a relative n00b, playing since february of this year, so I was quite proud of my accomplishments. Mostly because I´ve done it without extensive help from Mechjeb. Apart from using Ascent Guidance latily because after 100+ manuals launches it gets a bit boring. I do use the Lazor Dockingcam a lot, also MechJeb´s Smart A.S.S is really great for the lazy people, like me Then 0.21 hit and my space program vanished in a puf of update smoke. Ofcourse I will start rebuiling (and doing a better job) in 0.21, however I did want to wait until my two favorite mods where updated as well. So I decided to kill my time with a Mun mission, a bare bones, stock, Mun return mission. So what's the plan? - Create a Mun-lander capable of landing on the Mun and return directely to Kerbin without the need to dock with a Command Module (so we need to land on the Mun with plently of fuel left!) - Create the transfer stage which will push the lander out of Kerbin SOI towards the Mun, do mid-course corrections if needed, burn to get into Munar Orbit and use every drop of fuel that's left during the landing phase. This is because I want the lander to have as much fuel left as possible. In order to achieve this we will not seperate the transfer stage after the de-orbit burn as we normally do. We will use all the leftover transfer fuel during landing and than stage just before landing, a bit tricky, but loads of fun! - Build the booster, as the lander and transfer stage aren't as heavy as some of my other payloads (only around 50 tons) I can make due with a standard 5 core asperagus staging booster - LAUNCH!! LIFT OFF!!!! The 5 Rockomax Mainsail engines are blasting Jeb and Bill upwards! Already reaching 2G's in the first moments of flight, luckily we have the top guns of the Kerbal Space Acadamy in our Mk2 Lander Can! Looking at their facial expressions in the lower right they can't really be bothered... STAGING! The first asparagus stage falls away, Bil and Jeb are throwns forwards on staging and backwards again when I apply full thrust to compensate for the staged engines. Navigation time! This is after the Munar Injection Burn. Bye bye Kerbin! Hello Mun! Love the new 0.21 textures and craters, makes landing a lot more exciting!!! An ominous picture of our craft passing in front of a dark Mun. We have already burned and are now in a stable circular orbit, of course I forgot to take screenshots of the burn...DURRRRRRRRRR A short de-orbit burn later and we're falling out of the sky. The heartrate of Jeb and Bill must be going up right now, in true Neil Armstrong style they are heading straight for a boulder filled crater! Well this is unfortunate, we cannot spend fuel on mocking around, also there is always the danger of losing control and crashing... Time to keep a cool green and oversized head! Starting to see a lot of rocks and boulders down there! We've chosen a spot near the West rim of a large crater, it seems a ideal landing and future Mun-base spot! Almost!!!! Our shadow is slowly coming closer! Our vertical speed is now around 2.5m/s, our ideal landing speed.. TOUCHDOWN! On Kerbin most of Mission Control now turns from blue faced to a healthy green face. While Jeb stays in the Lander Can cockpit Bill is send outside to check things out. As this is the first ever Munar landing in Kerbin history (in this particular save file that is) they keep it short. But there is enough time for... ...planting the Kerbanian United Space Program flag, which for some reason looks exactly like the city seal of the human city of Amsterdam....mmmhhhh Time to return! Landing engines to full thrust, after a short vertical profile we turn dead east on a 45 degree angle in order to get a sub-orbital track over the equator. Just below the lander you can see the flag! Also note the lander legs are translating to their stowed position. After a few moments we are already 36km above the surface traveling at 433.1m/s, the blue target indicator is actually our flag! Aaahhh sweet sweet Kerbin! Not going back yet, we have to complete at least half an orbit from this point until we can start burning for our transfer back to Kerbin. Well this is fun! The plan is to transfer back to Kerbin and actually use an aero-braking manoeuvre to get into a nice Kerbin orbit (instead of using precious fuel). But in order to get into this higly elliptical orbit our transfer burn at the Mun makes us descend to 20km above the Munar service going almost 840m/s! And by complete coincidence our lowest point is right above our landing spot, sweet! (you can see the amazement in Jebs facial expression!) Because euphoria took a hold of me and everyone involved we totally forgot to make screenshots, this is the only screen of the aero-braking. We dip into the atmosphere down to 30km, slowing down before we leave the atmosphere again around 70km. Lovely friction burn! Landing!! The Kerbal Space Port is just behind that huuuge mountain range on the coast line. This is the exact moment we discover a huge mistake which cannot be solved! I totally under-estimated the effects of air resistance during this final phase, also I completely forgot the simple fact that Kerbin rotates. The result being; instead of landing on the KSP grounds we are now heading straight for the mountain range..... In a last ditch effort to save the crew we engage the landing engines and use the ooh soo precious fuel to make sure we don't reach the biggest of the mountains. But will we have enough left to slow us down the final few meters?! Deploy chute, deploy landerlegs, deploy prayer book! The steep mountains in the background which we just narrowly avoided look down at us, they must also be wondering about our fuel... There is our shadow, engage thrusters!!!! We landed next to a tree with the Mun in the background, and in true Kerbal-style; with BINGO fuel! AWESOME!
  17. Scott Manley is your saviour! This tutorial is in version 0.18, but the mechanics are virtually the same. Also, don't forget struts!!!
  18. Ooww happenend to me a few times haha But not because of selecting multiple items. In the VAB you use Shift - Scrollwheel to zoom and then I want zoom in on a specific little detail of my gorgeous space station in orbit and TTTTTTHHRRUUUSTT!!
  19. I've done it countless times in the last few months, still remember the first though! And it's still exiting, especially now that the pieces I'm docking are getting larger and larger
  20. Ow please I hope this is correct. I have a huge interplanetary vessel waiting in Kerbin LKO destined for Duna, but with all the different command pods it is wobble-mania and tomorrow night is Kerbal Night
  21. Indeed it is! I'm currentely constructing a construction kit voor a huge Duna Space Station, my first interplanetary big 'n heavy haul, thinking of putting that on hold untill .21. It's already quite wobbely when stationary because of the dual command pod (station command and tug)
  22. Great explanation of the upcoming changes to (A)SAS behavoir, can't wait!
  23. Well that was embarrassing Yes of course angles haha, and thanks dude, exactly what I was looking for!
  24. In MechJeb 1.9 there was a very handy phase angle toggle which showed all the current phase angels to the other planetary bodies. I'm missing this option in MechJeb 2, apparently there is only a phase angle to target, however that doesn't seem to work when selecting a planet or moon. Am I missing something perfectly obvious?!
  25. Am I the only one writing down checklists with flight stages and action groups for my more complex craft? Besides not forgetting stuff it actually feels more realistic Below is the checklist for my (failed) Duna Lander. Unfortunately incorrectly placed engines (no symmetry used) caused a fuel imbalance and a spectacular Duna crash. For now I'm sticking with setting up my Kerbin-Munar Base logistic infrastructure until I feel I'm ready to play with the big boys (planets) again DUNA LANDER PRE-FLIGHT * CONTROL TO BOOSTER 1. LOCK GIMBAL 2. RCS TRANSFER MODE - LANDER OFF SUB-ORBITAL 3. EXPAND SOLAR PANELS TUG ORBITAL 4. THRUST FWD 5. THRUST AFT PRE-LAND 6. RCS LANDER MODE - TRANSFER OFF 7. UNDOCK LANDER + EXT. GEARS LAND 8. CHUTES POST-LAND 9. EXT. STAIRS
×
×
  • Create New...