Xeldrak

What did you do in KSP today?

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I put my first satellite in keostationary orbit. KCOM 1 is now in a 5 hour 59 minute orbit above Kerbin. It wasn't hard, I just hadn't done it before cause I was lazy. But it's cool. I feel accomplished.

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Jeb, get off the magnetometer boom... You are screwing up the reading.

[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=548339561[/URL]

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[img]http://i.imgur.com/fSGwbiY.jpg?1[/img]
Built the LaytheSiter 1 today. It might look like it took 10 minutes at the most, but really it took hours. This thing is made to drop 3 probes on different Laythe islands to find the best site for a base.

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[quote name='Jasper_f']Tried making the Serenity in KSP, now that we have the cargo ramp and bigger engines. Unfortunately due to the fact that the ramp is clipped into the top layer of the plane, it starts to oscillate, which results in decapitation of the Serenity (which is more serious than losing the primary buffer panel). I will try to find a solution.

-- quick edit--
If you know the solution, please let me know! [/QUOTE]

The b9 aerospace pack comes with "invisible" struts.

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Jeb took the latest iteration of the K-15 for a quick flight:

[img]http://i.imgur.com/CkDAhEP.png[/img]

He managed the ascent profile very well this time and achieved orbit with enough dV to rendezvous and dock with the LKO station

[img]http://i.imgur.com/15Z454S.png[/img]

Reentry:

[img]http://i.imgur.com/VMba5Il.png[/img]

Jeb decided that he would prefer not to ditch in the ocean. Luckily for him the plane is quite maneuverable

[img]http://i.imgur.com/yW254fI.png[/img]

Unfortunately the engineers forgot to put any landing gear on the spacecraft, but any landing you can walk away from is a good one:

[img]http://i.imgur.com/2JMcRzi.png[/img]

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[quote name='Choctofliatrio']Question: Does putting satellites in geostationary orbit have any real use in stock KSP? Aside from roleplaying and such[/QUOTE]

Nope, no real use. GEO is used for communication satellites (say, satellite TV or Internet) and weather satellites on Earth and since Kerbin has neither weather nor civilization, practical uses of geostationary orbits aren't modeled in game.

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[quote name='juanml82']Nope, no real use. GEO is used for communication satellites (say, satellite TV or Internet) and weather satellites on Earth and since Kerbin has neither weather nor civilization, practical uses of geostationary orbits aren't modeled in game.[/QUOTE]
If you use RemoteTech, having ComSats in GEO is pretty useful if you ask me. That way you always have coverage over Kerbin

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I built a stock Enterprise & went to Duna.

ci8SJFg.jpg

Went to the surface and back with the on board shuttle.

qRF9O4L.jpg

Full album



 

Edited by Bill Zarr

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Power's out, running KSP on a gennie. All my work clothes are in the washer so I can't even go to bed yet. Soooooooo......

Entertained myself with some BD Armory in .05

[img]http://i.imgur.com/yNF7lsn.png[/img]

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After about 4 months away from KSP due to being too busy with university, I finally returned to playing again. For the first time since KSP was updated to 1.0.5, I returned to orbit the Mun. I plan on returning to Minmus and then landing on both Mun and Minmus after unlocking more parts. Time to get more science!
[img]http://i.imgur.com/fBiwfq7.png[/img]

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[quote name='Bill Zarr']I built a stock Enterprise & went to Duna.
*snip*
[/QUOTE]

Holy kraken dude, that idea to use an airbrake as an impromptu launch ramp is downright brilliant!

also: very beautiful Enterprise replica.

rep to you sir!

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Wrapping up the last tourist-to-orbit contracts and starting to phase out this segment.
New goal is to establish a com-network - this time without a pilot but fully automated, launching only one additional satellite to cover the launch and positioning of the four ComSats, which will be launched together on a single rocket - hopefully it wont get to wobbly!
As soon as these are in place exploration of the Mun can begin.

Somehow new careers are the most fun for me. ^^

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My first drive to the beach submarine... a bit of a sinker and hard to swim...?? got to 600m and Barsen K got scared.... a quick redesign and made -900m
[IMG]http://4.bp.blogspot.com/-y7sAmY685ZE/VknGQ9nKozI/AAAAAAAABZg/o3nIdGZNnQY/s1600/screenshot94.png[/IMG][IMG]http://1.bp.blogspot.com/-0-xMFm1vBfk/VknGQw7pBrI/AAAAAAAABZo/-Y_8t_hE_yM/s1600/screenshot86.png[/IMG][IMG]http://2.bp.blogspot.com/-KJpf2GUiSW4/VkmhugTSJDI/AAAAAAAABZA/1qhOw1LSY4M/s1600/screenshot80.png[/IMG]
[IMG]http://2.bp.blogspot.com/-xVQPwG7DyNw/VkmhumMVLQI/AAAAAAAABZE/UHSiNqxqNMw/s1600/screenshot77.png[/IMG] Edited by algwat
add sub II

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I experimented with making some barges with my career game, thinking I could haul a few tons of liquid fuel over to the other continent and use that as a staging area for airplanes doing surveys further from KSC; extend the range of my survey capabilities a good bit. Had fun with the concept, but the tricky part turned out to be getting the fuel to the plane from the barge. That either means docking the plane to the barge (iffy to an extreme) or using an intermediate docking rover. I'm powering everything with jet engines since I don't have rover wheels yet, so... I DID manage to dock a rover onto the barge. But I decided it wasn't really feasible just yet (hence no pics).

If I were using KIS/KAS and other mods, I could build a real base camp on site and run fuel lines to planes. Noted for future mod games; this one's hard mode, stock parts only with only informational / visual / audio enhancements.

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Didn't accomplish a whole lot over this weekend - RL was kicking my butt pretty hard. I began checking for mod updates on Friday afternoon; nine of my mods had yet to be updated for 1.0.5. Unfortunately, one of those was KER, so switching over was a no go. I'll be checking those remaining nine as the week progresses. Meanwhile, I'm still in 1.0.2.

Friday I switched from my career save over to my litterbox save and designed a target vehicle. I've been meaning to see for some time if the [I]Magpie 7[/I] spaceplane would be capable of doing its intended job - namely, to haul ore down from orbit. Launch of the target vehicle (appropriately named [I]Agena 7[/I] - look up your history of the Gemini program) was a success and the test flight took place on Saturday. It would be accurate to say that the Magpie has "relaxed stability", but aside from pitch-up tendencies with the airbrakes deployed the craft was controllable, and it performed a successful launch, rendezvous, docking, re-entry and landing with the target payload aboard. I think I can tone down its spoilers (right now they're set to full deflection; a lesser deflection may be adequate) and I do need to remember to set TAC to keep its nose full of fuel at all times, but other than that the plane is good to go.

I also worked with my [I]Albatross 7[/I] heavy refueling plane design over the weekend, moving its center of mass aft to compensate for a too stable profile. The craft is still too stable; on those instances where I could get it off the runway (damn thing had a tendency to just fly apart for no reason whatsoever), it would go into an unrecoverable dive - no matter what altitude I leveled out at. I'm considering scrapping the existing design altogether at this point and starting from scratch; right now it's not capable of delivering much besides a good headache every time I try to fly the stupid thing...

I'll be heading back to my career save sometime in the very near future, if for no other reason than to do the actual [I]Magpie[/I] mission. I am considering whether or not I could use the plane to make ore deliveries [I]from[/I] the surface at this point - if there'd be any utility in doing that or not as opposed to just bringing up gas or not. I'll have to do more research there.

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Continued setup work on MunBase One... it's operational, but I'm not quite done with improvements... the two Landing Zones are designated by flags, but I want to put some lighting and refuelling infrastructure in place yet.

Launched a training mission for Val, Bob, and Jennica to get them all to 3-star level.

Redesigned my standard Munar/Minmus lander to reduce part count, cost, and overhead dead weight.

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Discharged from the hospital, heavy sedated on meds and took the MV Ady Gil on a shakedown cruise, achieving a top speed of 84 knots (over twice as fast as the real boat!)

[video=youtube_share;QRuA6axxyUg]http://youtu.be/QRuA6axxyUg[/video]

Experimented with multiple craft control - one vessel would be powered up with the Z key then rapidly switching away allows for a fun pursuit or formation sailing scenario. However it is frustrating to setup and only one savegame worked (apparently one can only do the hit Z and switch away real quick trick a total of once. a second attempt to regain control and reset heading and power simply results in the speedboat being 'dead' as the game auto throttles to zero when switched away)

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Tested a deathproof emergency reentry glider (kind of a pegasus, nope [I]DREAMCHASER[/I]...). Aerospike and rcs for orbital maneuvering needs. It can deorbit 4 Kerbals alive in any case, selfstabilizing aerodynamics, even absolute noobs can land everywhere successfully.

[IMG]http://i.imgur.com/wvjNrgp.png[/IMG] Edited by Mikki
Dreamchaser

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I don't know whether I'm using the new jumbo-sized engines correctly; please advise.

[img]http://i.imgur.com/3ePIQip.jpg[/img]

-Upsilon

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[quote name='UpsilonAerospace']I don't know whether I'm using the new jumbo-sized engines correctly; please advise.

[url]http://i.imgur.com/3ePIQip.jpg[/url]

-Upsilon[/QUOTE]

Looks fine to me...

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