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What did you do in KSP today?


Xeldrak
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An alarm popped up for an old Mercury flyby probe launched years ago; turns out past me managed to set up a burn to get a second Mercury flyby, which will occur after my first Mercury orbiter gets there. Whether said orbiter will actually be able to orbit or not remains to be seen…

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I did a Minmus mission. Sounds boring, but as I was doing experiments in ELMO (Extremely Low Minmus Orbit), I didn't realize I was about to crash into the highlands. I look to the front of the orbiter and see a menacing mountain quickly appearing over the horizon. I immediately ignited my engines prograde and did so at the right time. By the time I reached the peak of the mountain I was literally a meter away from ground level. It said so on the altimeter. Igniting my engines a split second later would have been the end of Linus, Lemburry, and Piper Kerman (Yes, the one from Emiko Station)

57 minutes ago, Rutabaga22 said:

I sent my Duna orbiter out for a 4 day excursion to Ike!

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Trans Ike Injection

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This shot of me reaching ike is very cinematic IMO
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Orbiting

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On my way home.

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Home.

Always worth it to go on a little road trip. Except you didn't take a road:)

4 hours ago, ColdJ said:

We all live in a yellow submarine.

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Did Kiebherr make the crane?

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9 hours ago, Singhnaut said:

Did Kiebherr make the crane?

CJ Industries, a division of CJ Global, made the crane.

The sub and ship base are made by CJ Marine.

:)

 

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I'm trying to make a fast roundabout mission to eeloo in 2 years, using high energy transfers. but the approach calculator is terrible at calculating approaches on hyperbolic trajectories.

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here something never seen before: the game calculated a "close approach" in the past!

you can see that instead of being T minus something it's T plus something, with eeloo's position as it used to be 250 days back.

Maybe I can use that as a reference to predict how much Eeloo will have moved by the time I intersect its orbit? I'll probably just go by trial and error.

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Haven't gotten much done these last 48 hours in all honesty, largely owing to a lack of available funding for missions (plus new shows on the various streaming services that I use). I spent some time on Wednesday rolling around the KSC with the gravioli detector unlocked and all facilities fully upgraded picking up the sci from various loose locations.

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There seems to be an unusually large collection of cigarette butts here, you unpatriotic ingrates...

I also designed the Kerbal Tour Bus Advanced 7, a Mün lander designed to transfer thirteen Kerbal tourists from Kerbin, land and return safely all in one package. Two problems I had with Wednesday's design - the first is that it was too expensive to launch, coming in at around 220k spesos. The other was that I had designed it only for twelve kerbals and ran out of time to make the minor adjustments that would be necessary to add the last seat. It had to wait until yesterday. After the redesign work, I went ahead and added a couple of gravioli detectors to the Crossroads Baker design and saved the result as Sandstone Xray 7, launching scientist Deswig Kerman to Mün with a goal of collecting Münar science from at least four biomes. The plan is to put the craft into a polar orbit to pick off all the space-based gravioli before landing. Ultimate hope here is to gather enough science to finish unlocking my spaceplane fleet along with several of my old rocket designs, including the TBD and Kerbinport series space stations/orbital drydocks. Deswig arrives at Mün in just over five hours. The rest of the day was spent doing parts tests, mainly. Val had a successful flight of a Bad Idea 3 plane to test a pumpjet at altitude, while scientists Sonrie and Hadwin Kerman along with engineers Munbald and Billy-Bobly Kerman began a MOLE Chemical Analysis aboard a modified Mobile Lab.

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I wasn't quite sure what to call this hodpodge of parts, so I left it as "Mobile Lab". But as I'm typing this, "Hodgepodge of Parts 7" doesn't sound all that terrible...

Their mission should hopefully concluded in six days, assuming I don't have to nursemaid the craft the entire time. Other testing missions included a rover wheel on an IFS cryo tank both on suborbital trajectories. The testing missions were successful, and along with the acceptance of a few new contracts (such as testing a Mammoth engine in a suborbital trajectory), it gave me sufficient scratch to launch the Kerbal Tour Bus Advanced.

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Launch the tourists now, figure out how I'm supposed to get a Mammoth engine up to 110k later...

Tourists Nabro, Dilbert, Roddon, Mademy, Asrey, Dupont, Dean, Newberry, Mausby, Urdard, Agalan, Jesnie and Nataberry Kerman are now en route to Mün and will reach periapsis in 14.5 hours. 

 

Pretty sure RL is going to keep me from playing much today into the weekend, alas, and with my in-game financial situation being what it is, I may not be doing much in the near future. Jeb and Bill will be reaching the target satellite of their ongoing repair mission soon, so I hope to be getting that done, and the Sandstone Xray mission is liable to take up much of my time in the near future. I may couple the Mammoth part test with a solar activity monitoring experiment I need to do for a contract depending on what all that will entail. 

 

TL, DR: Didn't do too much. Mainly parts testing. Launched for more Mün science.

Edited by capi3101
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Team Zissou testing the latest from "@ColdJ Laboratories"

Jeb is ready to set sail 

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Diving works well using either the  built-in controls the Sunkworks diving controls and valve.  The reverse engine is really nice feature! and the lighting is good for the really deep dives.   

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Yes... Team Zissou is happy with the new addition to the fleet. 

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A while back, I was messing around with a Gemini paraglider concept, but due to flight instability issues, I gave up. But nonetheless, it's now a few months later and the idea has still not left my head - I'm back at it again. 

A huge issue last time I made this design was the lack of control - the 'steerable' paraglider (from Knes, an amazing mod) has a misleading name. Essentially, it's just rigid so you can steer with it. I didn't realize that, and ended up making some abomination using jet engines for some semblance of thrust (and thus, 'control'.)

But this time I think I've figured it out. Since I can't really make anything to shift the center of mass for control as in real life, I have basically made a flying reaction wheel. The design is still very difficult to fly and needs a lot of refinement, but I now at least have semblance of control. Also, it's eyecandy, for sure. If I can get it to work slightly more reliably, maybe it'll see the light of day again one day.

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Edited by Misguided Kerbal
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2 hours ago, Misguided Kerbal said:

A while back, I was messing around with a Gemini paraglider concept, but due to flight instability issues, I gave up. But nonetheless, it's now a few months later and the idea has still not left my head - I'm back at it again. 

A huge issue last time I made this design was the lack of control - the 'steerable' paraglider (from Knes, an amazing mod) has a misleading name. Essentially, it's just rigid so you can steer with it. I didn't realize that, and ended up making some abomination using jet engines for some semblance of thrust (and thus, 'control'.)

But this time I think I've figured it out. Since I can't really make anything to shift the center of mass for control as in real life, I have basically made a flying reaction wheel. The design is still very difficult to fly and needs a lot of refinement, but I now have semblance of control. Also, it's eyecandy, for sure. If I can get it to work slightly more reliably, maybe it'll see the light of day again one day.

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KgqHHLS.png

eIpf8Ka.png

D3BuCq1.png

 

Nice ACES suit

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I finally updated KSP to 1.12.3 from 1.11.1 to fix problems I had with robotic part drift on my landers. Nothing seems to have broken yet.

Today my Duna lander/ascent vehicle aerobraked into a low parking orbit. 

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The crew vehicle Benevolent Encounter also arrived in orbit with a 940 m/s propulsive insertion.

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Next up is the arrival and landing of the habitat, and then crew landing.

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Let me introduce the KPS Glom of Nit (Yes, KPS, the Kerbal Post Service). Used for when your Gilly mission is missing a small but vital part, and your engineer has a Kamazon Super Platinum Hyper Prime subscription.

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The part was missed because almost all of the Gilly mission was recycled from older missions and right at the moment a Kerbin to Eve transfer is about 5.5km/s of deltaV so I had to build a rocket with about 10.6km/s on the launchpad for sending a 50kg part.

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I over built a bit as I'm going to have about 2000m/s to rendezvous with and land on Gilly after a loose capture about Eve. 

Edited by Robin Patenall
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Set up a new (er) PC, nothing amazing but a lot better than that which came before

this needed testing so 1.12.3 installed, and since I now also have a graphics card (again nothing fancy GeForce 730) managed to not have the visuals set to the minimum..

holy sweet mother of Gork

Then added EVE, scatterer and a few others

*whimpering*

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Some days you don't even open the game but still end up 'playing' the game.

I have this spreadsheet to keep track of all my Kerbals. It's painstakingly managed by hand by typing in stuff I read in the GUI. It's error prone, and the XP values the UI shows are rounded, sometimes leading to miscalculations of the levels.

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With hundreds of Kerbals to track it just takes too much time, so, time to automate some stuff. I eventually end up doing this for many games. I automated plots of my travels in Elite Dangerous, created economy and resource management dashboards in my massive X4 games, etc. As long as savegames are stored in plain text, I probably parsed it to get more information than the game UI gave me.

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That should do it, now link it back to the spreadsheet and... presto!

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Still have to figure out the tourist contracts, but crew XP tracking is now fully automated!

Stuff like this would be so much easier if not every game company tried to invent their own data formats. Stop that nonsense, game devs, between CSV, XML and JSON you really don't need to re-invent plain text data storage every time you release a new game! :D

 

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2 minutes ago, Beamer said:

but still end up 'playing' the game

I did this when I played EVE Online. I ran a ore reprocessing business with shipping contracts and had to watch my margins in the Jita Market....  Now I get twitchy if I even have to open a spreadsheet. 

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2 minutes ago, Caerfinon said:

I did this when I played EVE Online. I ran a ore reprocessing business with shipping contracts and had to watch my margins in the Jita Market....  Now I get twitchy if I even have to open a spreadsheet. 

I think the first time I ever opened a spreadsheet (I believe it was called "Reflex", I remember it being amber monochrome so it must have been end 80s/early 90s) was when I was playing some old Elite or X or similar knock-off game, I would keep track of profitable trade routes that way. Now I work as a database specialist, go figure. Strangely, but quite fortunately for my later career opportunities, those early days of gaming led me to choose this path rather than wanting to "make games". So if I ever get twitchy from data tables I'll have to find another job :D

 

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