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What did you do in KSP1 today?


Xeldrak

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On 9/5/2017 at 8:51 PM, Whisky Tango Foxtrot said:

Testing a new design for a mining outpost that I hope to send to Eeloo.  ....  I've got a similar outpost already launched and waiting at Minmus for a transfer window to Dres, but while that one uses two, symetrically-placed drills this one only has one drill, with an attached rover acting as a counter-balance.

Cool screenshots!  An output waiting at Minmus.... Don't know how tight your design is for delta-V, but you could get more from the Oberth effect if you escape from Minmus and drop down close to Kerbin and make your main burn to escape Kerbin into your interplanetary transfer trajectory as close to Kerbin as possible.  It make the mission trajectory more complex, though.

Edited by Jacke
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I have been mostly modeling Props

Spoiler

rpyF09h.png

But had a little bit of time to launch this "abhorrent" BDB Kane CSM to the Vangaurd-1 space station, another aberration of international co-operations. prior to this the Americans were hitching a ride into orbit on the Trusty Koyuz-2K and its derivatives. We did have a slight staging issue when it came time to release the second stage:

ivxM9Zq.png

No matter, deploy the solar panels and prepare for an emergency EVA by the engineer, Jadin.

R9bzsaQ.png

Here's some of the station approach, there aren't; the best so I've tucked them away, it was done on the dark side of Kerbin.

Spoiler

06Zew61.png

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And so the sun rises on the Vangaurd-1 station and the Russian/European residents have some new guests to host:

2iYXvCf.png

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So, after setting up the casino, I now have a good reason to make a spaceplane!
C5emK1k.png

Holds 60 crew in the 'saddletank' sections. Powered by 3 OPT Legacy J-60 Screamjets, and and two NFLV R1-D 'Kite' rockets. I use the rockets to boost upwards at 30° just after takeoff, till about 10km and 500m/s, at which point the J60s really start going nuts, running all the way to about 35km at about 10°, then just a short boost with the rockets into LKO, with about 1400m/s dV to play with.

QSD2XGX.png

After docking. I will have to rotate the docking port part to be ventral instead of dorsal, the tail bumped into the asteroids once or twice lol (and/or add an extension to the station so the main dock clears the asteroids better)

2WMqhnW.png

 

And a beautiful touchdown! Plenty of fuel left too to help aim for the runway. Twin tail canards make for a decent areobrake too.

MQobPCm.png

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11 hours ago, Cadet_BNSF said:

So you launched from the Pacific Launch Complex on Kodiak? Dude, that's sweet. I live about 300 miles northeast, and I would love to go see the actual complex.

Yeah, Kodiak. The whole career runs from it. It's a little side project to get away from the 'target the Moon, wait until relative inclination hits zero, launch' routine one tends to get at the Cape. IIRC they're mostly doing polar launches/missile testing there in real life, but there's a fair bit of clear ocean to the SE which I'm (ab)using. 

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44 minutes ago, qvazzar said:

Finished altimetry scanning of Kerbin and made blueprint for the scan satellite that i used. It was interesting to try SCANsat mod and a little change of blueprints style.

a3zXMq5.jpg

How did you make this beautiful blueprint? I love it ! :)

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On 9/5/2017 at 8:46 PM, Geonovast said:

Found the same thing when I was flying over it the other day.  Landed just off the pole to refuel, but when I hit the pole, both SAS and the camera freaked out.

BTW - I hope you got your hatches battened down.  Irma looks like a doozey.

Nothing like having to get out and push during an eclipse! (I hope I can push enough to get home... got like 150 science on that craft.

 

I use Science Relay mod by DMagic. You can transmit your science to another vessel. You lose the bonus of landing your samples on Kerbin, but if you do a lot of science and have a station with a lab somewhere in orbit, it's worth it IMHO. I also use DMagic's Orbital Science that gives you around 10 new instruments for more science. The downside is that I max out my expanded Tech Tree quickly.

Edited by Kerbital
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Following up on the success of my first working passenger SSTO, I decided to try to build a heavy cargo SSTO, again using Mark Thrimm's awesome SSTO guide. I overbuilt it quite a bit and added nukes just to test what kind of TWR it would have, so it has 1800 m/s left in the tank, and that's with 3000 units of excess oxidiser. I have yet to find out if it can survive re-entry, but who cares, I built a plane that can go to space and it's awesome.

ZJEJTju.png

 

4wDEpDi.png

The cargo, my future Minmus base.

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48 minutes ago, HerrCrazi said:

How did you make this beautiful blueprint? I love it ! :)

For this blueprint i used the Kronal Vessel Viewer mod and the Photoshop program. 

Spoiler

Will it not be an advertising? But here is my guide to blueprints: http://steamcommunity.com/sharedfiles/filedetails/?id=864703647

 

12 minutes ago, TheEpicSquared said:

Is the rocket an SSTO? Or is there a second stage inside the fairing?

Almost SSTO. The launcher have 3281 m/s deltaV (in vac) that close to 3400 m/s which required to orbit Kerbin. And if satellite can be second stage... then you're right, inside the fairing there is second stage.

Edited by qvazzar
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1 hour ago, Kerbital said:

I use Science Relay mod by DMagic. You can transmit your science to another vessel. You lose the bonus of landing your samples on Kerbin, but if you do a lot of science and have a station with a lab somewhere in orbit, it's worth it IMHO. I also use DMagic's Orbital Science that gives you around 10 new instruments for more science. The downside is that I max out my expanded Tech Tree quickly.

I was already in orbit around Kerbin, so I could have transmitted what I had home already.  Plus Jeb needed to get home anyway.  Couldn't just leave him in orbit for awhile until I felt like retrieval since I had TAC-LS enabled.  It only took about 30 trips in and out of the pod to get it done, but it got him and the results back to the surface.  And it ended up being like 300 Science, not 150.

I'll take a look at the Orbital Science Mod for more gizmos to play with!

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2 hours ago, Kerbital said:

I also use DMagic's Orbital Science that gives you around 10 new instruments for more science. The downside is that I max out my expanded Tech Tree quickly.

One way around that is to turn down science return in the setting menu.

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1 minute ago, Kerbital said:

Oh yes, that's what I do. Otherwise I'd max out the tree by the time I was done with Mun and Minimus:)

I'm hoping this doesn't become a problem for me. In fact I'm hoping for lots of science to earn and to spend.

Today I finally started my science playthrough in GPP 2.5x. It's worth noting that I have MOLE installed instead of DMagic Orbital Science, which should open a floodgate of science for me, plus Kerbal Environmental Institute and Science - Full Reward, and science at 100%. The thing is, I have BARIS installed, and in Science mode, the Test Bench feature consumes science to raise part reliability quickly. Every launch of this little plane so far (about 5 launches) it has fallen apart and I've accepted the death of one scientist. I've opened about 10 tech tree nodes pretty quickly but I haven't begun to spend enough science to keep these Junos from jamming and threatening valuable Gaelean lives.

I'm in for some SERIOUS trouble when I make a plane that's actually supposed to fly (or at least has wheels with brakes). :D 

ayPPcuz.jpg

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15 hours ago, Jacke said:

Cool screenshots!  An output waiting at Minmus.... Don't know how tight your design is for delta-V, but you could get more from the Oberth effect if you escape from Minmus and drop down close to Kerbin and make your main burn to escape Kerbin into your interplanetary transfer trajectory as close to Kerbin as possible.  It make the mission trajectory more complex, though.

I do that when I can, but it only works if Minmus is moving in a solar retrograde direction relative to Kerbin at around 8 days before the transfer window. If it is, I do a Kerbin-drop but if it isn't I burn directly from Minmus. In this case I need to burn directly. Even without the Oberth effect Minmus's high orbit and low gravity help to save fuel vs. burning directly, and I've got a mining/ISRU base set up there already that'll let me get my tanks fully filled before the trip.

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(No pictures yet)

Started a new Science game with the science rewards settings turned up to 10x.  My intention is to only gather science from Kerbin, making use of a water-bound research ship (via Large Boats Pack mod), named Research Vessel 'Zulu'.  My only question now is how to get other vessels safely and easily on and off the ship.  So far I've tried a Science Truck, which works great except for having no way to get onto the ship.  I've also tested a method for air-dropping KIS containers filled with experiments (Surface Experiments Pack mod) next to the ship; the problem arises in getting them out of the water and onto the deck.  As such, I spent about 2 hours fiddling with building a crane that never quite worked how I wanted it to.  The crane is attached to the successor of the Zulu, a ship named Research Vessel 'Pancho'.  (My names have gotten rather odd lately.)

Also considering making a submarine.  I assume there isn't actually any extra science to be gained from it, but I've never gone underwater before (intentionally) so it should be an interesting experience.

After I got bored of that, I practiced precise Munar landings.  I use a lot more fuel than I need to, I believe, but my accuracy has improved quite a bit.  My current method is kinda a reverse gravity-turn, expect modified so I end up directly over where I want to land, then perform a powered vertical descent to the landing zone.  Probably pretty inefficient, but it's been entertaining to say the least.

Edited by Slam_Jones
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35 minutes ago, Slam_Jones said:

Started a new Science game with the science rewards settings turned up to 10x.  My intention is to only gather science from Kerbin, making use of a water-bound research ship (via Large Boats Pack mod), named Research Vessel 'Zulu'.  My only question now is how to get other vessels safely and easily on and off the ship.  So far I've tried a Science Truck, which works great except for having no way to get onto the ship.  I've also tested a method for air-dropping KIS containers filled with experiments (Surface Experiments Pack mod) next to the ship; the problem arises in getting them out of the water and onto the deck.  As such, I spent about 2 hours fiddling with building a crane that never quite worked how I wanted it to.  The crane is attached to the successor of the Zulu, a ship named Research Vessel 'Pancho'.  (My names have gotten rather odd lately.)

 

What a cool idea!! I am going to copy this - I like the novelty of it :) Great way to see more of Kerbin! Did you hack science to build the vehicles?

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No screenshots, but I've designed a craft to land on Tylo and return to orbit. The final stage of that craft will then be re-purposed as a Vall lander.

That leaves me with a solution for landing Kerbals on every planet and moon in the system (although I haven't made any particular plans for Bop; I'm just assuming that the stuff I built for Pol will work there, too.)

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