Xeldrak

What did you do in KSP today?

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Testing now ejection device installed here in modified X-1 cockpit to prepare for mercury missions. Since I have no upgrade points in SPH, this little thing took 400 days to build!

Take off at 120 m/s, achieved mach 1.5

rc1gTfr.png

Going up

9eBICMk.png

Eject! mission success

BxWFpmw.png

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17 minutes ago, jack gamer said:

Finally I launched the space station to the moon D34D1DD9CDC36E8CF196804C64D5A3FD83BA860E

Cool station :) I think I see some SSPxR parts on there...what other mods did you use?

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Kerbol Escape and Ottoman which scanes Duna surface

A7837F799D8CE11FECB47889A90E8178F9537A88

51FA9733D88AA67A1F9889C970D7E3CFE9DD146B

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Successfully landing Mun

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Before leaving Mun

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725435DD509F302B6B8893706D9F18F52B31ECC7

Home home sweet home

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16DA5A2B2D1878587D254480E50A5F107CC41F8C

39C498235F1CDE563224701D757F0D0E349EC950

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First Kerbal in Earth orbit! I now have a new launch vehicle, my favorite, the Titan, because well suited for interplanetary, Moon landing, Gemini, Mercury, etc. Actually, early model burning Kerosene/Lqd Oxygen. Payload to LEO is 2/3 t.  First Stage is  LR-87, and second stage LR-91.  Crew: Youri Gagarine. 

(Yes I know many pics, but manned missions are so rare in RP-1 :) )

Standing by launch:

57oDRQ2.png

Youri took a photograph from launch tower for is wife when back:

Spoiler

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Ascent

ioB5XEv.png

First stage separation:

ZleIpOz.png

LES jetisoned:

NmUYFqt.png

Ooooorbit! now Mercury spacecraft separation

4ygmnlY.png

Youri stayed 1 day in orbit completing visual tracking, and liquids in microgravity experiments, then deorbited with the retrograde engines.

Reentry:

UgW0dwJ.png

And back, what an historical day!

HVWbueS.png

 

Edited by kurgut

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I'm building a new SSTO project...

LaOgN0x.png

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Sent and landed my first Minmus probe lander, built using spare parts bought at Walmart the Kerbal's finest technology, today. Now that I have orbiters and landers in all of the Kerbin system, it's time to explore other planets in my probe program save. (Basically this is where I do probe missions)

 

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You know, when I started making the Mk0 based jet missile after making the first one off of Mk1 parts, I didn't expect it to be accurate enough with SAS target guidance to hit my 32X, perhaps Mk1 parts just make for missiles that are too heavy to guide accurately.
Top speed from standalone test of missile, I later grossly underestimated how fast it would be when chasing down a plane.
9uYP2AX.png

First test, note the 2 trails in the distance
rX4Y0ou.png
First hit, accurate hit on center of mass
ymvkS9z.png
Second hit, basically crippled the plane
RpPvhiG.png

It does have the weakness of having to start its engine before being dropped to chase its target down since it'll run out of power almost immediately due to SAS.

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For the first time, I did a very low tech unmanned moonar landing, achieved this by "adding more booster" famously knowned rule ( :sticktongue: ). 4 castor boosters added to first Titan stage, and 3 little boosters to help orbit the moon ( and then jetisoned them, and have hopefully enough delta/v to land). I did it 3 times, first time failed, 2nd and 3rd I had less than 100 dv left in my lander!

launch:

AedowF9.png

Moon boosty capture

hFv4eVo.png

Final descent

87p0vSI.png

Landed, and a bunch of science gathered :)

qdeVsHb.png

Edited by kurgut

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Second update for today:

Got orbiters to Duna and Eve, it seems like that I may be able to eventually conquer the planets with my probes after all...

And I still remember the times when for me, getting to Minmus seemed like an impossible feat...

 

Duna orbiter:

screenshot62.png

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Here comes Mar....I mean Duna.

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Eve orbiter:

screenshot75.png

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screenshot83.png

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More SSTO adventures, this time sending a scientist up to the SSTO launched station, in a spaceplane. Took some tweaking of fuel quanities, but ended up with a pretty reliable vehicle, for transportation to and from LKO.

7hnvvno.jpg

EaqZ1sp.jpg

PaPZWq7.jpg

a7DIKHq.jpg

uy2BgQK.jpg

xw30EkS.jpg

 

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iF4JUgZ.jpg

Docked an old lander to a booster... above the wrong moon.

So I reset. I forgot monoprop tanks on my lander anyways...

EDIT: I decided to carry on. I've completed the contracts I have surveying the Mun even though the Kerpollo 2 lander is the most sophisticated satellite I possess already in orbit of the Mun and could do the gravity scans from orbit by itself. I still need to plant a flag and there's 2 or 3 biomes I know still need a proper scientific study.

I've landed in the Northern Basin and my lander is a little... heavy on one side. My launches will be at pleasant nonconsensual 45 degree-ish angles for this particular series of landings utilizing this model of lander. Apparently Science Jrs lie about their weight in the VAB. That or having it's CoM lying just a touch further out than the service bay on the other side gives gravity a touch more leverage than my craft's reaction wheel is comfortable with causing it to topple. I'll deal with it for this mission and scrap the failed lander design during re-entry.

Fuel is a small issue. There's enough for a single short hop before rendezvous making it possible to get 2 biomes if you land near the border intersecting the two you wish to visit. I will probably keep the main design with some adjustments and have a refueling and research station put into orbit to be a FOB for further Commercially-driven Mun research and possibly even mining if I deem it lucrative enough to bother developing equipment. I'm going to try and give it a really industrial Gas-Bar look with a small attendants shack where Kerbals can purchase space snacks.

Summary:

I'll need to set up infrastructure and I've never gotten to this level of sophistication before in a career. I have a pretty clear idea what I'd like to do with my program for the first time ever which is a nice feeling; at least for the short-term.

Edited by MisterKerman

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18 hours ago, Servo said:

The primary motivation for this was to test a couple techniques to produce quality video while working within the limits of my editing software and CPU. The video was shot in 720p (the maximum of my editing package) at 10fps, and sped up to 30fps in post.

Wait a sec, back up... so, the original clips were at 10fps but ended up at 30? Was your game bogged down or is the software somehow extrapolating “missing” frames to smooth it out?

8 hours ago, jack gamer said:

did this...

Wait again, since when to Kerbals leave footprints?! :blink:

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So, what i did is take-off a shuttle, reach the Kerbin space station to refill the tanks, then reach and land on Eve. Now the issue is that i left the shuttle, thinking that i'd enter again without problems but the gravity is too high i can't reach the ladder! And the shuttle doesn't have a computer control! I though that the issue is that i don't have the signal, so i launched and orbited Eve with two new probes but nope... So now i'm here, lost in Eve, on this hostile planet for a year.

DNInefS.jpg

Can someone help mah? I'm on sandbox mode so i don't care if i cheat, normally i would edit the save file but whatev i try to edit the landing gears won't back in, which is what i'm tryin' to do.

Spoiler

PART
            {
                name = GearSmall
                cid = 4293677822
                uid = 3596960297
                mid = 1125862291
                launchID = 108
                parent = 13
                position = 5.3572683334350586,-7.7084794044494629,0.619098961353302
                rotation = -0.707105815,-0.00106053299,0.0010603324,0.707106352
                mirror = 1,1,1
                symMethod = Mirror
                istg = -1
                resPri = 0
                dstg = 0
                sqor = -1
                sepI = -1
                sidx = -1
                attm = 1
                sym = 24
                srfN = srfAttach, 13
                mass = 0.25
                shielded = False
                temp = 408.97521986364916
                tempExt = 408.93101364209042
                tempExtUnexp = 408.93096535214562
                expt = 0.5
                state = 0
                attached = True
                autostrutMode = ForceHeaviest
                rigidAttachment = False
                flag = Squad/Flags/EIA
                rTrf = GearSmall
                modCost = 0
                EVENTS
                {
                }
                ACTIONS
                {
                }
                PARTDATA
                {
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                MODULE
                {
                    name = ModuleWheelBase
                    isEnabled = True
                    wheelType = FREE
                    isGrounded = True
                    autoFriction = True
                    frictionMultiplier = 0.5
                    stagingEnabled = True
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                        ActAutoFrictionToggle
                        {
                            actionGroup = None
                        }
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                MODULE
                {
                    name = ModuleWheelSuspension
                    isEnabled = True
                    springTweakable = 1
                    damperTweakable = 1
                    suspensionPos = (-1.73800936E-06, -0.0880008936, 1.10888898)
                    autoBoost = 0.781999886
                    stagingEnabled = True
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                MODULE
                {
                    name = ModuleWheelSteering
                    isEnabled = True
                    steeringEnabled = True
                    steeringInvert = False
                    stagingEnabled = True
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                        SteeringToggle
                        {
                            actionGroup = None
                        }
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                MODULE
                {
                    name = ModuleWheelBrakes
                    isEnabled = True
                    brakeTweakable = 100
                    brakeInput = 1
                    stagingEnabled = True
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                        BrakeAction
                        {
                            actionGroup = Brakes
                        }
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                MODULE
                {
                    name = ModuleWheelDeployment
                    isEnabled = True
                    shieldedCanDeploy = False
                    stateDisplayString = Deployed
                    stateString = Deployed
                    stagingEnabled = True
                    position = 1
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                        ActionToggle
                        {
                            actionGroup = Gear
                        }
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                MODULE
                {
                    name = FXModuleConstrainPosition
                    isEnabled = True
                    stagingEnabled = True
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                MODULE
                {
                    name = FXModuleLookAtConstraint
                    isEnabled = True
                    stagingEnabled = True
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                MODULE
                {
                    name = ModuleStatusLight
                    isEnabled = True
                    stagingEnabled = True
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                MODULE
                {
                    name = ModuleTestSubject
                    isEnabled = True
                    stagingEnabled = True
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                MODULE
                {
                    name = ModuleLight
                    isEnabled = True
                    isOn = False
                    uiWriteLock = False
                    lightR = 1
                    lightG = 1
                    lightB = 1
                    stagingEnabled = True
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                        ToggleLightAction
                        {
                            actionGroup = Light
                        }
                        LightOnAction
                        {
                            actionGroup = None
                        }
                        LightOffAction
                        {
                            actionGroup = None
                        }
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                MODULE
                {
                    name = ModuleWheelDamage
                    isEnabled = True
                    isDamaged = False
                    stagingEnabled = True
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                MODULE
                {
                    name = ModuleDragModifier
                    isEnabled = True
                    stagingEnabled = True
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                MODULE
                {
                    name = ModuleDragModifier
                    isEnabled = True
                    stagingEnabled = True
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
                MODULE
                {
                    name = FMRS_PM
                    isEnabled = True
                    stagingEnabled = True
                    MM_DYNAMIC = true
                    parent_vessel = 00000000-0000-0000-0000-000000000000
                    EVENTS
                    {
                    }
                    ACTIONS
                    {
                    }
                    UPGRADESAPPLIED
                    {
                    }
                }
            }

 

Edited by Iumih

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Ok, i know what to do: i'm bringin' a lil piece o' metal to use as rung! Wait my friends just another year!

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Nothing.....yet.  Just returned from vacation after a week and a half away, so haven't been on KSP much the past two weeks.  However, I started (One day I will start AND KEEP a career save....hopefully this time) a new accelerated career save yesterday.  I figure, I've got docking down fairly well now, setup many a satellite network in Kerbin, multiple manned and unmanned trips to Mun and Minmus, and made a few trips to Duna in my last career.

Now that I seem to have a good start on getting to other planets, I will be working on mapping planet resources, and building some manned landers/ore refinery ships to land on the planets, and force them to mine and convert ore to have enough fuel to get back to Kerbin.

So, as soon as I get home from work, I will be:

  • Launching a few more missions to unlock more of the tech tree (using 200% science and 200% funds return in this career save).
  • Getting up new satellite system
  • Getting some scanning satellites researched and built to map other planets.
  • Taking my first stabs at ore refinement.

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8 hours ago, RealKerbal3x said:

Cool station :) I think I see some SSPxR parts on there...what other mods did you use?

This mod contains ASET, Animated Decouplers, CMES, Procedural Fairings and Kerbal joint reinforcement.

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2 hours ago, CatastrophicFailure said:

Wait a sec, back up... so, the original clips were at 10fps but ended up at 30? Was your game bogged down or is the software somehow extrapolating “missing” frames to smooth it out?

Wait again, since when to Kerbals leave footprints?! :blink:

It's an amusing consequence of having a slow PC. My game runs at about 1/2-1/3 speed whenever I'm putting any significant strain on the PC. So I recorded in 10fps and sped the footage up to real speed by running it at 300% speed, tripling the frame rate in the process.

8zseMoT.png 

Because shots like this are worth it.

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I just did the very first early career Venus and Mars flybys! Launched with early Titan, Interplanetary transfer with early AJ-10 (just the right deltav!), and for adjustement maneuvers two 1kn engines. I did my midcourses corrections to have flybys in both high atmospheres (without burning up hopefully) = more science! and to have working connection to Earth= can transmit science= mooore science! And science payload is.. well, a bunch of things. Probe used is explorer-6.

Venus:

Arrival

ZOEDYWB.png

Soon flying high:

3cVCvcs.png

Good bye Venus

21JFqcP.png

 

Mars: (maybe one day we'll send some kerbals to visit this :) )

Arrival above North pole

AKF70Dj.png

Flying high:

RMR0qYm.png

Good bye Mars:

Cl8Qqt4.png

 

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1 minute ago, kurgut said:

I just did the very first early career Venus and Mars flybys! Launched with early Titan, Interplanetary transfer with early AJ-10 (just the right deltav!), and for adjustement maneuvers two 1kn engines. I did my midcourses corrections to have flybys in both high atmospheres (without burning up hopefully) = more science! and to have working connection to Earth= can transmit science= mooore science! And science payload is.. well, a bunch of things. Probe used is explorer-6.

Venus:

Arrival

ZOEDYWB.png

Soon flying high:

3cVCvcs.png

Good bye Venus

21JFqcP.png

 

Mars: (maybe one day we'll send some kerbals to visit this :) )

Arrival above North pole

AKF70Dj.png

Flying high:

RMR0qYm.png

Good bye Mars:

Cl8Qqt4.png

 

Are you using real solar system, because I have a struggle going to other planets.

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Just now, jack gamer said:

Are you using real solar system, because I have a struggle going to other planets.

Yes of course, and with Realism Overhaul to have realistic engines thrust, fuel, communication, etc, and RP-0 mod (career mod), well it's RP-1 which is udapted for 1.3.1.

I recomend you RP-1 since stock career game is not balanced at all, but of course that's if you wan't to play career mode :)

You should check the RP-0 discord: Installation instructions, support, cool community.

Just look at the tech tree, all is balanced in historical progression:

OY1GQVa.png

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