Jump to content

What did you do in KSP1 today?


Xeldrak

Recommended Posts

1 minute ago, Caerfinon said:

Luke, use the force...

I had to use R2D2 as all the Jedi had decided to get on the carrier. Sadly when taking the screen shot R2 ended up finding the carriers front jet engine. ;.;

Link to comment
Share on other sites

4 hours ago, ColdJ said:

Also did a Death Star trench run between the hulls, just for fun. :D

While practicing take off and landing on it, unsurprisingly, I ended up short and too low a few times. Explosions happened, but it did make me wonder if a second recovery deck below the main flight deck would work. Fly straight into the hangar.

"Horse, is that you? Bring it in slow!"

 

(considers a carrier barnstorm challenge)

Link to comment
Share on other sites

Nothing really special:
keep going in my "retro-style" save, I stepped up a bit from "single pilot propeller fighters planes" to "multicrew double engine propeller planes":

6Yfct74.jpg

Our engineering team is checking right now the Keinkel KE-111 "Kondor", the new marvelous light bomber  transport plane, obviously inspired by WW2 German  Heinkel HE-111.

(I was actually planning to fly a "little bigger" plane, a B-17 ispired one, but I had to scrap it for the moment because the airstrip, not enough improved, does not support such big ones yet.)

Edited by Araym
Link to comment
Share on other sites

2 hours ago, swjr-swis said:

While practicing take off and landing on it, unsurprisingly, I ended up short and too low a few times. Explosions happened, but it did make me wonder if a second recovery deck below the main flight deck would work. Fly straight into the hangar.

Damn. now I am thinking of a carrier that looks like the battlestar galactica, and you have to land in the side pods. With ACA you could even launch out the sides using catapults.

Link to comment
Share on other sites

8 hours ago, ColdJ said:

Only 17 individual craft being kept track of by the BD AI and having to be rendered simultaniously by the Unity engine. Why would you be experiencing lag! :P You are running KSP on "DEEP BLUE" aren't you?

bad computer.... like usual... also each of those part have a somewhat high part count

Link to comment
Share on other sites

Made an emergency supply satellite around the mun. Never know when Jeb is gonna get stranded:wink:

7 hours ago, ColdJ said:

I have been enjoying @swjr-swis 's Praying Mantis Carrier. Which sadly makes mine look like a barge.

Also did a Death Star trench run between the hulls, just for fun. :D

  Reveal hidden contents

LaCDYvF.pngPNtj2Ps.png

8ogHWEC.pngA0ALccc.png

Use the kraken luke

Link to comment
Share on other sites

With the recently unlocked 3.75m parts, it was finally possible to put together a single launch mission to Mun, with both the lander & command module - still based on around the Mk2 pod, though.   Tipping the scales at 439 tons on the pad, it is the largest launch to date.  It only takes 15 seconds to drop below 400 tons, and in just under a minute it burns 140 tons of fuel (putting it under 300 tons).  At Ap, it's down to 65 tons and after trans-Mun injection the craft is just 32.6 tons.  One thing I'm not used to running into in JNSQ is having around 700 "extra" m/s in the second stage after TMI.  I have to look into reducing the second stage fuel - but first I need to see how much fuel the combined command module & lander burns through on Mun orbital insertion as I may have misjudged that - if so, I'll have to keep the second stage for Mun capture, then jettison it.  Even then, it would have 400 m/s "extra" dV.

95O9s5Wh.png

Spoiler

 

flfjlhfh.png

SRB separation

x3a0KrYh.png

Booster separation - acceleration drops below 1g briefly

sYlflBsh.png

e5wQKhEh.png

First stage separation

7lfKGgmh.png

Fairing separation

4GiemsDh.png

Coasting to the trans-Mun injection burn

uukGveoh.png

 

iw372vsh.png

After Mun transfer, the GPV undocks, turns around and extracts the ML2 lander from the second stage

xks6ZSnh.png

kyCaLdth.png

bcM6NaAh.png

Next up was another new craft - a 3-kerbal direct ascent Mun lander.  Previously, I've discovered the Making History pods don't fair well on Mun/Minmus returns in JNSQ so I built this with a 2-part reentry plan - a 1.875m heatshield protects during the initial stages of reentry, then the pod decouples from the service bay/heatshield section and lands once the worst of the reentry heating is past.  If it works, it provides a much smaller & lighter (and cheaper) craft that the one I launched just before this.  Food supplies are a little tight for Minmus missions, but no modifications are required for either Mun or Minmus missions.

gNlSKmsh.png

Spoiler

With a 3-stage 2.5m Girroc core, a pair of 1.875 radial LF boosters and a pair of Kickback SRB's, it's pushing the capabilities of the 2.5m launcher

GVZ9guoh.png

hJwVLAKh.png

yppUu93h.png

 

nmb5jvLh.png

 

vtq2KAXh.png

The third stage performs the orbital insertion, Mun/Minmus transfer and most or all of the capture burns at the destination, leaving the lander just needing fuel for landing, return to orbit & return to Kerbin

FUJhxRah.png

 

Edited by Cavscout74
Link to comment
Share on other sites

6 hours ago, Mukita12 said:

bad computer.... like usual... also each of those part have a somewhat high part count

Sorry I was being facetious. "Deep Blue" is a super computer used to beat a Chess Master. I was saying, be glad you have any frame rate at all with that much going on.

Link to comment
Share on other sites

So this is just bare bones but workable. I had to go bigger again and I am seriously tempted to make them longer because I had many many attempts where I flew right through and my parachute only stopped me when I reached water on the other side. But as a poor mans Battlestar Galactica Carrier, it works.

I upped their buoyancy and Crash and Breaking tolerances and gave the middle type a drone core so it doesn't need a pilot. I think I gave the Reaction wheel enough torque to keep it stable but it is hard to tell.

Spoiler

bMFbDVl.png

0wBar7p.png

Spoiler

Df94NYr.pngAukLhBZ.png

96bIbw4.png

Spoiler

YYaScGY.png

 

Edited by ColdJ
Link to comment
Share on other sites

Landed on Eve and Gilly, stops 1 and 2 of 14 for my Kerbalism Grand Tour. Now I have to decide if I go to Moho next, which would be a logical step from Eve, or to Jool instead, where I can use a load of purpose-built landers and shed a lot of excess weight to gain some delta-V overall, and get the hardest landings out of the way as soon as possible. I’m carrying a plane for Laythe, purpose-built landers for Vall (much shielding because of Jool’s terrifying radiation belts) and Tylo (less shielding, more delta-V, requires a descent stage) plus a backup for the Vall lander and Tylo descent stage; hauling all that stuff down to Moho is a waste of fuel, but I haven’t yet figured out if going to Jool first will be a net gain or loss of delta-V.

Link to comment
Share on other sites

8 hours ago, Cavscout74 said:

Even then, it would have 400 m/s "extra" dV.

I've wondered: are you experimentally deriving the numbers, or does JNSQ come with pre-documented numbers for its system (or even a dV map)?

Link to comment
Share on other sites

 

3 hours ago, ColdJ said:

as a poor mans Battlestar Galactica Carrier, it works.

You actually did it. That looks a heap of fun. :D

 

3 hours ago, ColdJ said:

I had to go bigger again and I am seriously tempted to make them longer because I had many many attempts where I flew right through and my parachute only stopped me when I reached water on the other side.

Maximize airbraking, leaving enough excess thrust for a controlled approach, so when you cut throttle it comes to a complete stop quickly. Something like my Arret-1N does. It should have no problem stopping well inside that distance.

 

Having flashbacks of the NeedleThreader experiments from years ago. Ahh the simple days when we still believed space fleets would be like BSG made us believe (and I'm old enough to mean the old cheesy original one). This is exactly why atmospheric flight, in a space simulator, is still so much fun.

Link to comment
Share on other sites

3 hours ago, swjr-swis said:

Ahh the simple days when we still believed space fleets would be like BSG made us believe (and I'm old enough to mean the old cheesy original one).

I saw the original movie in the cinemas before it became a tv series. I actually made some Viper Craft a while back. I can fly them but you don't want to lose concentration or your spiraling out of control pretty quick. Guess Vipers were made for space. :) If you want the configs for the cargo hull parts, let me know.

Link to comment
Share on other sites

Just now, swjr-swis said:

Letting you know!

Ok. stay there for 5 min and I will have them up here.

Ok first the ramp ends. I assume you know to create a new txt file that you save as a .cfg file and then copy and paste and save. Just checking because every time I assume I am wrong.

 

Spoiler

PART
{
    name = mk3CargoRamphuge
    module = Part
    author = Porkjet
    rescaleFactor = 1
    node_stack_top2 = 0.0, 6, 0.0, 0.0, -1.0, 0.0, 2
    //node_stack_bottom2 = 0.0, -5, 0.0, 0.0, 1.0, 0.0, 2
    node_stack_top = 0.0, 6, 0.0, 0.0, 1.0, 0.0, 3
    //node_stack_bottom = 0.0, -5, 0.0, 0.0, -1.0, 0.0, 3
    CoPOffset = 0.0, 1.0, 0.0
    CoLOffset = 0.0, 1.0, 0.0
    TechRequired = heavyAerodynamics
    entryCost = 32000
    cost = 3000
    category = Payload
    subcategory = 0
    title = Mk3 Cargo Ramp huge
    manufacturer = #autoLOC_501624 //#autoLOC_501624 = C7 Aerospace Division
    description = #autoLOC_500916 //#autoLOC_500916 = A sophisticated deployment system for cargo delivery on the ground, or on the sea, or in mid-air, or in a vacuum. Wherever you want, really.
    attachRules = 1,0,1,1,1
    mass = 4
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.3
    angularDrag = 1
    crashTolerance = 5000
    maxTemp = 2700 // = 3000
    emissiveConstant = 0.87
    fuelCrossFeed = True
    bulkheadProfiles = mk3
    breakingForce = 30000
    breakingTorque = 30000
    tags = #autoLOC_500917 //#autoLOC_500917 = bay contain convey equipment freight hold hollow load payload (stor transport unload utility
    DRAG_CUBE
    {
        cube = A, 17.57434,0.7443155,1.703521, 17.57434,0.7434778,1.703521, 10.31539,1,8.208119, 10.31539,0.3900836,8.208119, 23.91173,0.8307629,3.691755, 23.91173,0.8663591,1.116834, 0,-1.1199,0.002724528, 3.247601,8.2398,3.755452
        cube = B, 18.29207,0.739895,1.717041, 18.29207,0.7390726,1.717041, 20.06482,0.7,8.241217, 20.06482,0.7,7.314494, 24.25351,0.8534118,6.11441, 24.25351,0.8655999,6.264765, 0,-1.1199,1.220029, 3.247601,8.2398,6.19006
    }
    
    MODEL
    {
        model = Squad/Parts/Utility/mk3CargoBay/ramp
        scale = 8, 2, 2
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = Mk3CargoRamp
        startEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Close
        endEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Open
        actionGUIName = #autoLOC_502078 //#autoLOC_502078 = Toggle Ramp
        allowDeployLimit = true
        revClampDirection = false        
        revClampSpeed =     true        
        revClampPercent =   true        
    }
    MODULE
    {
        name = ModuleCargoBay
        DeployModuleIndex = 0
        closedPosition = 1
        lookupRadius = 5.0
        partTypeName = Ramp
        
        nodeOuterForeID = top
        //nodeOuterAftID = bottom
        nodeInnerForeID = top2
        //nodeInnerAftID = bottom2
    }
}

Now the middle flatter bay that has the probe core embeded.

Spoiler

 

PART
{
    name = mk3CargoBayHuge
    module = Part
    author = Porkjet
    MODEL
    {
        model = Squad/Parts/Utility/mk3CargoBay/long
        scale = 8, 12, 2
    }
    MODEL
    {
        model = Squad/Parts/Command/probeCoreHex_v2/model
        scale = 0.1
    }
    rescaleFactor = 1
        node_stack_top2 = 0.0, 59.76, 0.0, 0.0, -1.0, 0.0, 2
        node_stack_bottom2 = 0.0, -59.76, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_top = 0.0, 60.00, 0.0, 0.0, 1.0, 0.0, 3
        node_stack_bottom = 0.0, -60.00, 0.0, 0.0, -1.0, 0.0, 3
    Buoyancy = 10
    TechRequired = experimentalAerodynamics
    entryCost = 32000
    cost = 3000
    category = Payload
    subcategory = 0
    title = Mk3 Cargo Bay CRG-100 huge
    manufacturer = #autoLOC_501624 //#autoLOC_501624 = C7 Aerospace Division
    description = #autoLOC_500910 //#autoLOC_500910 = Originally we threw away the container the Rockomax Jumbo-64 tank came in, then one day a bright and upcoming engineer suggested we reuse them. He was promptly reallocated to another department and his boss came up with the brilliant idea of reusing these containers as cargo bays!
    attachRules = 1,0,1,1,1
    mass = 6
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.3
    angularDrag = 1
    crashTolerance = 5000
    maxTemp = 2700 // = 3000
    emissiveConstant = 0.87
    fuelCrossFeed = True
    bulkheadProfiles = mk3
    breakingForce = 30000
    breakingTorque = 30000
    tags = #autoLOC_500911 //#autoLOC_500911 = contain convey equipment freight hold hollow payload (stor transport utility
    DRAG_CUBE
    {
        cube = A, 37.5,0.822315,1.748168, 37.5,0.8119329,1.748168, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 32.54395,0.8378618,2.555883, 32.54395,0.8354246,1.347648, 0,0,0, 3.3101,10,3.750001
        cube = B, 26.5625,0.7576667,3.69054, 26.5625,0.7604232,3.69054, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 73.82813,0.8808309,2.632985, 73.82813,0.898478,3.339037, 0,0,0.09955025, 7.451119,10,3.550901
    }

    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = MK3CargoBay
        startEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Close
        endEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Open
        actionGUIName = #autoLOC_502077 //#autoLOC_502077 = Toggle Bay Doors
        allowDeployLimit = true
        revClampDirection = false
        revClampSpeed = true
        revClampPercent = true            
    }
    MODULE
    {
        name = ModuleCargoBay
        DeployModuleIndex = 0
        closedPosition = 1
        lookupRadius = 5.25
        partTypeName = Cargo bay
        
        nodeOuterForeID = top
        nodeOuterAftID = bottom
        nodeInnerForeID = top2
        nodeInnerAftID = bottom2
    }
    MODULE
    {
        name = ModuleCommand
        minimumCrew = 0
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.025
        }
        hasHibernation = True
        defaultControlPointDisplayName = #autoLOC_6011003 //#autoLOC_6011003 = Default
        CONTROLPOINT
        {
            name = forward
            displayName = #autoLOC_6011001 //#autoLOC_6011001 = Forward
            orientation = 90,0,0
        }
        CONTROLPOINT
        {
            name = reverse
            displayName = #autoLOC_6011004 //#autoLOC_6011004 = Reversed
            orientation = 0,0,180
        }
    }
    RESOURCE
    {
        name = ElectricCharge
        amount = 1000
        maxAmount = 1000
    }
    MODULE
    {
        name = ModuleReactionWheel
        PitchTorque = 50
        YawTorque = 50
        RollTorque = 50
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.5
        }
    }
    MODULE
    {
        name = ModuleSAS
        SASServiceLevel = 1
    }
    MODULE
    {
        name = ModuleKerbNetAccess
        MinimumFoV = 17
        MaximumFoV = 63
        AnomalyDetection = 0.12
        DISPLAY_MODES
        {
            Mode = Terrain,#autoLOC_438839 //#autoLOC_438839 = Terrain
        }
    }

    MODULE
    {
        name = ModuleDataTransmitter
        antennaType = INTERNAL
        packetInterval = 1.0
        packetSize = 2
        packetResourceCost = 12.0
        requiredResource = ElectricCharge
        antennaPower = 5000
        optimumRange = 2500
        packetFloor = .1
        packetCeiling = 5
    }
    
}

 

And finally the side pods.

 

Spoiler

PART
{
    name = mk3CargoBayHugeUP
    module = Part
    author = Porkjet
    rescaleFactor = 1
        node_stack_top2 = 0.0, 59.76, 0.0, 0.0, -1.0, 0.0, 2
        node_stack_bottom2 = 0.0, -59.76, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_top = 0.0, 60.00, 0.0, 0.0, 1.0, 0.0, 3
        node_stack_bottom = 0.0, -60.00, 0.0, 0.0, -1.0, 0.0, 3
    Buoyancy = 10
    TechRequired = experimentalAerodynamics
    entryCost = 32000
    cost = 3000
    category = Payload
    subcategory = 0
    title = Mk3 Cargo Bay CRG-100 huge UP
    manufacturer = #autoLOC_501624 //#autoLOC_501624 = C7 Aerospace Division
    description = #autoLOC_500910 //#autoLOC_500910 = Originally we threw away the container the Rockomax Jumbo-64 tank came in, then one day a bright and upcoming engineer suggested we reuse them. He was promptly reallocated to another department and his boss came up with the brilliant idea of reusing these containers as cargo bays!
    attachRules = 1,0,1,1,1
    mass = 6
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.3
    angularDrag = 1
    crashTolerance = 5000
    maxTemp = 2700 // = 3000
    emissiveConstant = 0.87
    fuelCrossFeed = True
    bulkheadProfiles = mk3
    breakingForce = 30000
    breakingTorque = 30000
    tags = #autoLOC_500911 //#autoLOC_500911 = contain convey equipment freight hold hollow payload (stor transport utility
    DRAG_CUBE
    {
        cube = A, 37.5,0.822315,1.748168, 37.5,0.8119329,1.748168, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 32.54395,0.8378618,2.555883, 32.54395,0.8354246,1.347648, 0,0,0, 3.3101,10,3.750001
        cube = B, 26.5625,0.7576667,3.69054, 26.5625,0.7604232,3.69054, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 73.82813,0.8808309,2.632985, 73.82813,0.898478,3.339037, 0,0,0.09955025, 7.451119,10,3.550901
    }
    MODEL
    {
        model = Squad/Parts/Utility/mk3CargoBay/long
        scale = 8, 12, 4
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = MK3CargoBay
        startEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Close
        endEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Open
        actionGUIName = #autoLOC_502077 //#autoLOC_502077 = Toggle Bay Doors
        allowDeployLimit = true
        revClampDirection = false
        revClampSpeed = true
        revClampPercent = true            
    }
    MODULE
    {
        name = ModuleCargoBay
        DeployModuleIndex = 0
        closedPosition = 1
        lookupRadius = 5.25
        partTypeName = Cargo bay
        
        nodeOuterForeID = top
        nodeOuterAftID = bottom
        nodeInnerForeID = top2
        nodeInnerAftID = bottom2
    }
}

Enjoy @swjr-swis

Link to comment
Share on other sites

Oh. If you build with the flatter hulls under the pods make sure you turn off their probe cores. It seemed to stop the craft being recognised as controllable. I did pop a command chair in the middle hull with A kerbal to make sure, but when he got up from the chair with the side cores turned off I could go back and forth between them.

Link to comment
Share on other sites

7 hours ago, swjr-swis said:

I've wondered: are you experimentally deriving the numbers, or does JNSQ come with pre-documented numbers for its system (or even a dV map)?

There is a JNSQ dV map on the mod page.   This was a combination of experiment (I had just over 700 "excess" after Mun transfer) and experience/map (Mun capture is around 350)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...