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What did you do in KSP today?


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Prevented Steam from updating KSP just yet, wanna wait on mod updates.

Found my space station had mysteriously vanished at some point. Rather annoying since it wasn't a bad station, though it did have some flaws. I do have backups but merging stuff between saves will be a tall order, so I might just take pride in how far it was and leave it to rest with the kraken.

Reaped the rewards of my first foray into overclocking. After cleaning out the dust from my PC slashed my CPU temperatures, I went up to a modest 22% CPU overclock, with other parts at essentially stock speed. Testing on my current highest part count ship, it's not major but the physics time ratio has gone up a bit. So my missions should play a little quicker.

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I rescued jeb and some juicy science and moneyy old fashioned way or is it old fashioned? Scenario Jebediah visited on ike's surface, landed duna and made back to orbit but not back home and pod is full of science! what could be safest and cheapest way to rescue when rcs, docking ports etc not yet available and vanilla besides mechjeb for stats. I came up with catch'that'thing. And oh boy I had to catch many times because time warp slides ship to be rescued away from bay.

Cooked up challenging and fun mission for myself!

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Needed a semi-reliable platform for the low atmosphere testing (10-30k). It's just a relatively simple plane design, though it does make you wonder how it doesn't land(crash) with a loud THUMP. So I named it the wonder thump. Here's the Mk1 and Mk2(final reliable design)

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Had tried the SRBs on the mk1 above because I had contracts for jet engine testing. Damn thing barely got off the ground, in fact it would sail off the end of the runway then sink slowly down until it had enough speed/lift to start climbing (lowest it went was 5 meters above the ocean) However, it could only reliably test below 15k. So bring out the mk2.

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As you can see this one works a lot better, and is able to get off the ground without falling off the edge of the runway first. Cleared out my whole in atmosphere contract list in one flight. (Gear, 2 types of chutes, 2nd basic jet engine test, separatron test and two separate rockomax engine tests) Total cost after recovery, about 1-2k (fuel) (total gained about 200-250k)

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Indeed it does! And if I can figure it all out then perhaps soon we'll be getting contracts to recover pieces of he Mun's original crust, or to search for evidence of volcanism on Duna...

That sounds awesome. Dont forget about the water / ice... and methane sources. :D

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Today i pushed a rocket in space....

Ran out of fuel doing a test i had to be in orbit for (wasn't paying attention) and ran out of fuel with a periapsis of 68000m...So I got my kerbal out to push it :P.. Never thought i'd be pushing a rocket in space but okay XD

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I made a terrible jet, which the fuellines were in the wrong place on, Didn't realize until i was 22km up... So turned it around and glided from 22km to the runway and landed perfectly... I am inlove with this jet which should now be called a glider... bit unruly at times though

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Poduski Kerman was testing the latest products in the name of Science!

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The story: Following the first two successes of the space program, the Kerbals relaxing on Kerbin and running some tests for Rockomax. One of these tests created a giant smoke plume. Poduski wasn't fazed at all.

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I landed Jeb on Mun successfully, but didn't have enough fuel to return to Munar orbit. I launched a rescue mission, but forgot to install lights and underwent intense lithobraking while landing. The second rescue mission went off almost perfectly, but Bill decided to sneak on the capsule that was supposed to be empty. So, I dumped him in orbit and now have to rescue him.

All in all, an average day.

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I found out that if you leave a Kerbal+Capsule on the Mun, you can complete a ton of 'Plant Flag on Mun' missions for some nice cash. :D

That really needs to be changed. You can also have a permanent orbiter, even unmanned one, around celestial bodies to instantly complete any "do science in orbit of..." contracts that pop up for that location.

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That really needs to be changed. You can also have a permanent orbiter, even unmanned one, around celestial bodies to instantly complete any "do science in orbit of..." contracts that pop up for that location.

The planting the flag thing, yeah I can see that needing to be changed, not so much the orbiter, considering that is how lots of scientific satellites are used in real life. Once their mission is complete, the satellite (or probe in the case of voyager) is then left sitting up there in space, and the scientists back here on earth come up with new ways to use them and they go get more funding to pay for their research and equipment/personel to use the abandoned satellite/probe. So the repeatable contracts for science are valid, have the first one pay a lot, just make the following ones pay less to represent the fact that you don't need to send another ship there.

Now as far as the flag missions go, I think that it should be that each kerbal on the mission can only set 1 unique flag per orbital body, per mission (for the contract purpose only, just general purpose flags they can set as many times as possible provided they go back to the ship/pod for more flags) So, if you send up a 3 man lander, that means you should be able to do the flag mission 3 times, before you have to send new kerbals (each kerbal would represent a different company/nation figuratively) I'm actually thinking that when I complete most of the unique contracts that I can do without having to spam repeatables to install the life support/better than manned mods, start over and then set up permanent bases as that I see as being a more realistic way to do the repeatables. Think I might also do the kethane as well, never done that yet.

Edited by Ruthgar
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That really needs to be changed. You can also have a permanent orbiter, even unmanned one, around celestial bodies to instantly complete any "do science in orbit of..." contracts that pop up for that location.

I think for orbiters its a good thing, you now have a reason to build space stations.

EDIT AS for what I did today...

I built the Ranger 1, a ship designed to putter about Kerbin's SOI, picking up Kerbals and salvaging abandoned craft.

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She was expensive, and I ended up losing money on the deal... but I did deliver fuel to the Vostok 5 and sent it back with Bill and (the rescued)Aldin Kerman aboard.

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After that, the Ranger went on to tackle the original ship in the Vostok line and the first to land on the Mun, the Vostok 1.

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Another rescued Kerbal was put into the Vostok 1 and the pilot and the ship flew back home to Kerbin.

Now the only thing in Kerbin's SOI is the Ranger 1 itself, now acting as a fuel depot around the Mun.

Edited by Xacktar
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More contracts. The higher-end part testing contracts yield a decent science haul for something you can do in Kerbin orbit. I sent a mission to test the Skipper in flight, and the Poodle and Mainsail in a suborbital situation, and attempted to land it. I'm keeping some of the "test part" contracts around to make their experimental parts available without researching the requisite node: which is where the LFB came from here. Ran out of power on the way down (didn't think to add batteries), so the landing gear didn't deploy to absorb shock. Only lost an empty FL-T200, some fuel lines, and two landing legs, so the important (read: expensive) things were safely recovered. Went straight up and a little west to come back down in KSC.

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Cut throttle to test the Skipper, then disabled it and ran fuel out in atmosphere with the LFB (which was also the launch engine). Fired the Mainsail and Poodle dry once at the right altitude, so didn't break the provided fairings.

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Lots of rescue contracts - I've got a cheap lifter with a probe and empty pod to go rendezvous with the Kerbal, and I've figured out an orbital maneuver method that's rather quick and works without regard to target position at launch time. It's not the most efficient, but it gets me a close encounter in under two orbits. Came across an odd thing: the RCS and SAS sometimes turn off automatically as you come close to a Rescue Mission target.

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Put up a pair of satellite probes with 80 monopropellant and some RCS thrusters when testing the Hydraulic Detachment Manifold for a contract - they have a thermometer, battery, antenna and some solar panels, so "Science from orbit around Kerbin" is trivial. A good source of cash, too, so I'm not being too careful with money.

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Finally, a Mun landing that I screwed up. Didn't really have enough fuel to get off, as I hadn't put much in, and I had taken up the probes at the same time. They served as drop-tanks to try and offset their mass, but it clearly wasn't enough. There was fuel left, until I destroyed the tank trying to stop my slide down the mountain on which Jeb had landed. He has the science for two different contracts on him, and was also going to test the LV-1 on a Mun escape trajectory... so that's a more conventional "rescue mission" (the sort set up by accident and bad flying). In the mean time, he's providing lots of cash planting flags and picking them back up whenever a "Plant a flag on Mun" contract comes around.

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Edited by Concentric
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Came across an odd thing: the RCS and SAS sometimes turn off automatically as you come close to a Rescue Mission target.

It seems to happen everywhere when getting in within 50-100 meters of an object. Especially panic-inducing when it occurs while landing on a body.

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It seems to happen everywhere when getting in within 50-100 meters of an object. Especially panic-inducing when it occurs while landing on a body.

I've also noticed that my throttle acts funky at times (always on the planes) for some reason it doesn't always go/stay at full throttle when I set it at that. Wonder if my unupdated MJ mod is causing it.

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