Xeldrak

What did you do in KSP today?

36066 posts in this topic

20 minutes ago, Zeiss Ikon said:

Didn't get to see it this time, but the computer driving those boosters seems to have suicide burns completely nailed.  Is that Mechjeb?

If you are referring to my station, yes, it uses Mechjeb for the more fine orbital maneuvers. I can easily do the rendezvous and velocity match manually, but Mechjeb can do them to minimize the deltaV requirements and get me a much more finer approach at a lower speed.

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Just now, NISSKEPCSIM said:

If you are referring to my station, yes, it uses Mechjeb for the more fine orbital maneuvers. I can easily do the rendezvous and velocity match manually, but Mechjeb can do them to minimize the deltaV requirements and get me a much more finer approach at a lower speed.

No, I was asking if SpaceX was using Mechjeb to fly their booster landings.  :confused:

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Oh. You could ask SpaceX, but I'm pretty sure they weren't using KORD. :-)

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hgL346e.png

Kerbin return vessel docked!

The Red Spice mothership is fully loaded and ready! Guys, best of luck with the mission.

Oh wait, you guys might want to know the mission plan. Well, here you go...

 

1. Get red spice into orbit and load it up with a Ike and Duna lander, as well as a kerbin return vessel.

2. Burn to Duna.

3. Aerobrake in Duna's atmosphere to save Delta V.

4. Go into a LDO and launch Duna Lander.

5. Duna lander lands on Duna and initiates all the jazz.

6. Launch Duna lander off Duna and randevu to the mothership.

7. Refuel lander and burn to Ike (If delta V is high enough.)

8. Repeat the process done on Duna.

9. Burn from Ike and get back to Kerbin.

10. Use Kerbin return vessel to land on Kerbin while the mothership is left in a parking orbit.

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I launched my second attempt at a Moho probe into Kerbin orbit.

01Pmx7K.jpg

My last one used an ion engine which, in addition to making the necessary burns an absolute pain, ended up not having enough fuel to capture (although that may have been due to the fact that I didn't know how to do an efficient interplanetary transfer back then.) This new one is based entirely around chemical engines, partly to avoid the problems from my last attempt but also partly because I'm in the process of upgrading my Kerbin station and needed to get rid of the oxidizer stored in some of its fuel tanks before I de-orbit them. I've confirmed via F5F9 simulations that this one does have enough fuel to achieve Moho orbit (after topping up its tanks at the station, of course) and it contains a much more advanced payload then my last probe, with a RA-100 relay (up from the RA-15 on the original probe) in addition to the surface scanners that will allow it to locate possible landing sites for a future manned Moho mission.

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Are those two aerospikes your only propulsion @Galacticvoyager?
And if yes, how do you keep your ship stable as it looks like CoM and CoT are very misaligned?

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Sent a team to Gratian :) 

Used hydrogen tanks and the biggest nuclear engine from Kerbal Atomics to create a transfer stage with a there-and-back-again range of 10km/s. Excellent TWR and ISP, but the tanks really can't handle the heat of atmospheric entry, so all burns have to be done in vacuum. Tbh, it's arguable whether a conventional LV-N stage would have been better, since that could basically aerobrake without a problem and cut the delta-v requirements by about 40%.

bRdnU2B.jpg

In many ways, this planet is a trap. 0.75g is almost as bad as Tylo, and the 0.5 atmospheric pressure is both a blessing and curse since you can indeed use parachutes... but you'll suffer a lot of drag losses on the way back, especially if you're an idiot and use a flat topped object like the Spiceweasel lander. And yes, yes, it's basically a rechristened version of the Desertfox that did Niven at 3.2x.

Didn't seem to be any point reinventing the weasel.

A rejiggered Desert Willy provides the surface mobility, stripped of some solar panels and kitted with an extra RTG, since Gratian is a lot further from the sun than Niven. Bon Voyage was happy to pilot it in two-wheel-drive, although I'm instituting a personal rule of no Bon Voyaging over 100km from the LZ. Because otherwise it's just cheating.

aGaHvrV.jpg

The Gratianian spicestorms turn out to be quite ferocious. At least a third of the time will be spent watching cinnamon-clouds swirl across the cold, dry desert. Also, they look like lakes from orbit, which caused a lot of confusion in trying to land by the water's edge!

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The spicy surface samples are worth a massive 480 data points, but it looks like being quite a while until the transfer home, so for now the crew are left to figure out how best to prepare them. Apparently they go quite well with stewed apples.

Iota Mining Corporation took a moment to review their operation and concluded that it wasn't very cost efficient to keep anyone on the payroll, so mission control sent a recovery flight to get them.

ckvJMCG.jpg

Short version, the Badgermole miner is over-complicated (and causes fps lag when docked) and the Alekeg refinery is just plain poorly designed. The radiators can't handle the convert-o-tron's heat output, and the whole structure reaches dangerous temperatures during "normal" operation. 

With the crew retrieved, Alekeg is guided under remote control into low Gael orbit. It still contains plenty of fuel and can be used by outbound flights, but it won't see use as a refinery again.

There may be a revised Iota mining operation in the future, with many lessons learned and applied, but it seems more likely that the mining and refining technology will find its way into field operations.

On the way home, Firebug III retrieves Leo Kerman from Mo'dur, with the intent of sending him on an upcoming mission. Rookie Griffin Kerman takes his place.

Edited by eddiew
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Started a new save with a new modlist, based primarily around OPT. Here's my primary SSTO.

IZIx0cB.jpg

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Yes, I am capable of landing this thing (though it uses so much runway).

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The IVA's absolutely awesome, too.

KhJuNuU.jpg

ks9hrma.jpg

Edited by SufficientAnonymity
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Built a few more mini racing quadcopters today.  Turns out, I can go smaller than my last attempt.

zkTpdlB.jpg
(Far left: Racing Quad III, which I had thought was as small as I could go.  From left to right from there, versions IV, V, and VI)

The latest version, VI, weighs about 11kg and can produce more thrust than is sane, so it is limited to 5.something TWR, though it could achieve 12+ if I set the thrust limiters back to full.

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It is prone to going out of control once in a while, but for the most part it is relatively stable and maneuverable.  And the battery lasts much longer than the old version, somehow (Tweakscale oddities, I imagine).

 

Edited by Slam_Jones
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 Jeb made the case for a Duna landing even though only one lander was left and thus no back up if it failed. Reports that he "stole" the lander are mere rumors and innuendo.

 screenshot1835_zpszhtvgkct.png

 Liftoff is routine.

 screenshot1840_zpsaxa8uxvl.png

And Jeb returns with the science.

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I also failed at arriving at Moho. I got there but couldn't stop.

screenshot1843_zpspdemj9mr.png

 

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mainly working on my SLS for moon and mars in RO / RSS

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So not been getting time to play much recently, but managed to find some free time to work on a Jool 5 project I've had on back burner for about a year!

Mother ship and landers done, just need to evaluate fuel situation and then cast off.

The mother ship is something like the 6th or 7th total redesign and the 4th or so iteration of that, but finally happy! Named the Elantris she is over 130 parts of industrial beauty!

cpM7w40.jpg Plenty of scope for stable aerobraking with entire lander payload safe inside the internal docking structure (the big space with tubing in the middle!) Crew can access all docking nodes through access tubes

RYmD2U4.jpg 

Since I've been playing pretty much exclusively either 6.4 or 10 times scale recently I decided to launch it in one piece (genuinely learnt so much about flying from the big scale!) Also I forgot how ridiculous space y is! These aren't even the biggest possible rockets! 

VXeZjWo.jpg 

QJ1qQ3E.jpg 

Payload is three parts: a simple tug for getting places in the Jool system (the Elantris is heavy) a plane for laythe and a moon lander, the upper stage being refueled and capable of vall etc, whilst with the lowerstage able to do tylo!

oRIqfpc.jpg 

Quite looking forward to this mission, will eventually post a full log, including launches and many many dockings in mission reports!

HC7IUsK.jpg 

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Made a nice 737 inspired plane, and did a few contracts with it. Flies wonderfully.

sEGKVoS.png

And did a couple of more contracts in my CF-100. The tourist was smiling all the time. Not many civilians get to fly in a fully armed and ready jet fighter.

xSSw1ZJ.png

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fhGZqWL.jpg

I did some tests of the Corvus Cargo Lander. It's a standardized lander designed primarily for Constellation-style missions to Duna, but I suspect it's good for anywhere with an atmosphere of up to 1atm of sea level pressure.

t4g67Pw.jpg

I also tested out a new rover design. It's designed to fit in the front of the Corvus lander, but I could also use a cargo Altair to land it on a non-atmospheric body like the Mun.

Edited by eloquentJane
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Launched my LM and docked it to the CSM. Docking is like riding a bike, you never forget it once you've learned.

Despite having put the spare fuel from the LM's upper stage into the still-attached CSM's upper stage, I'm about 900 m/s short so I will need to send up some additional fuel, probably in drop tanks for the CSM.

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Today I got MOST of the launches done for an upcoming Duna transfer  window.  I'm sending infrastructure in a big way.  Comsat constellation for full communications coverage of both worlds, Ore prospecting package for Ike, mining base with ground and orbit support vehicles, Duna orbital station, Ike orbital station, landers for both worlds, in-system tugs to haul passengers and freight (i.e., fuel) between the two worlds, the works.  17 launches, some assembly in low Kerbin orbit, leading to a flotilla of 13 separately-flying craft on interplanetary trajectories, with a final configuration of 25 independent craft scattered around the Duna-Ike system, 10 permanent crew, and assorted other kerbonauts going just for fun training.

I'm now down to the last couple launches.  And it occurred to me:  wait...some of these kerbals are just visiting.  They'll expect to get back home, won't they?

Maybe I should send at least one craft intended to RETURN...?

Okay guys, change the press releases--all the numbers have to be increased by one.  Oh, and tell the vehicle design department their vacations are cancelled--they've just been assigned a rush job....

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Today I held shift and pressed a directional key and... TA DAH!

5a7b48b1345270e3b1d7a2660ee22007.png

I knew this was a feature, but I never knew how to do it!

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@Kertech Dem ballutes! :3

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I've been working on a Dres mission architecture based on re-useable tankers for a couple of weeks now...  Today, finally, a breakthrough on tug/tanker design.  The numbers, just barely, fall into place - one tug can that haul one tanker that can (just barely) support two additional return flights assuming the flights delivered max payload.  (Dres is a stone cold bear to get to and from!  The average isn't bad, but the outliers pop up just enough that they have to be accounted for.)  Fortunately the tanker for the return flights and for lander support are pretty much the heaviest components, so the balance should in theory (famous last words) fall straight into place.  Still, I'm going to have think very carefully about how the rest of the mission components are packaged.

Next step, finalize the lander design, then the crew transfer vehicle.  (Life support is killing me on the latter, because in addition to a wide range of d/v requirements different windows have wildly different transit times.)

Still pondering on the need for an OTV at Dres (if I do need it, I have a self-ferrying design at hand).  Also pondering whether to assemble the tankers into a fuel farm or to leave them free flying.

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15 hours ago, Galacticvoyager said:

Got a Duna Mothership into Orbit...

Testing out a revised Titan, and also needed a Duna Mothership so that once a Duna encounter is established, I can transfer over to the world of red spice! The Mothership is called Red Spice fittingly, will soon launch a lander and a kerbin return vessel onto Red Spice...

Sorry dude but what you're looking for isn't on Squad's red planet. It's all over the place, however, on Galileo's as clearly written below. :wink: Actual biome names are actual.

7 hours ago, eddiew said:

aGaHvrV.jpg

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Today I learned to customize, and gave feedback for a newborn mod, witnessed the resurrection of another mod, and then struggled to pin precise waypoint markers on some planets to collect coordinates for dev work. Nothing screenshot-worthy, sadly.

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2 hours ago, Enceos said:

@Kertech Dem ballutes! :3

They keep me nose and bum from getting mixed up!

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So I've been trying to complete an ISRU SSTaA and I've put-off landing on Duna because it's always "had my number ".

JGFDNKu.png

 After many crashes trying fly or paraglide the aircraft in, I've decided on a 2 stage landing.   Normal flight for reentry and upper atmosphere, then translating to a vertical decent to the surface.  The trick with this is timing the pitch to horizontal at the last minute to land on the wheels.  Something that is very easy on low gravity bodies, but pretty fraught on Duna.

LKQQT5t.png

As you can see... things did not go perfectly.  So I decided to try to land tripod style on the loading ramp and tail.  Amazingly, this works pretty well; the tail is very flexible and the ramp is extremely strong and rigid.  I wanted to do some drop tests to fine tune the arrangement and find the upper limits of the design.  I slowly increased the height of the drop until the craft could land impact at 12m/s without any damage.  Then the weight of the fuel load was increased.  Until...

3BNMnGH.png

...the limits of the runway were found!  

Yeah I guess that will do then...  Closing the cargo ramp flops the craft onto its wheels.

7iOP4MO.png

Edited by Exothermos
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4 hours ago, JadeOfMaar said:

Sorry dude but what you're looking for isn't on Squad's red planet. It's all over the place, however, on Galileo's as clearly written below. :wink: Actual biome names are actual.

No matter. I'll just hunt for green spice instead.

Anyone got good electric propeller ideas?

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Launched another module to the space station - this time it's habitation space and electricity. The contract needed me to have room for seven Kerbals, and I needed power for the lab to start processing that sweet, sweet data, so I launched both modules in one go, using my newly christened SLS-Block 33T rocket.

Launch:

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Circulirization:

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I ditched the first stage with 30 seconds of my burn left, and got into a round 120x120 orbit. And so, I began the long and tedious process of telling Mechjeb to get me a rendezvous with minimum deltaV requirements. After a successful rendezvous, I ditched the OMS stage and docked with the station, called Zemlya, russian for Earth.

Docking:

7rcFMiO.jpg

De-orbiting the OMS:

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And a successful landing. I'm slowly catching up with SpaceX. Elon Musk, watch your back, the Kerbal Aeronautics and Space Administration is going to step in the spotlight now!

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I also built a science van, and drove it around the KSC, and the monolith, collecting all that science. Sadly, I flipped over outside R&D. :-(

EsMCLIe.jpg

 

 

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