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KSP2 Release Notes
Everything posted by Frank_G
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Welcome fellow kerbonauts, to the blueprint archives of the Six Six Science Space & Aeronautics Agency It is time to share some of my work with all of you in this kind and awesome forum. Feel free to download, test and comment. New and updated craftfiles will be added to this page when available, so be sure to take a look from time to time. Have fun! Frank Info on recent updates: 2016-04-25 - Ares I launcher craft checked - KSP 1.1 compatible 2016-04-25 - Updated Moray Delta VI b for KSP 1.1 2016-04-25 - Updated Diamondback Raider for KSP 1.1 2016-04-06 - Added Diamondback Raider 2016-04-03 - Added Ares I Launcher Pack Note: Most of the presented craft will be pure stock KSP. However, i use RasterPropMonitors and ScanSAT as standard mod install. Usage of mods will be mentioned in the craft description here on the page. If possible, a stock version will be included with mod craft. Launchers The latest iteration of the Ares I Launcher has finally arrived. A complete new capsule design made it possible to fit 4 kerbals into a 2.5 m fairing. The smaller capsule profile allowed for a sleeker fairing design. To ensure your kerbonauts safety, the capsule has been equipped with a custom designed LES to separate the capsule from the rocket in case of emergency. After a successful launch or use of the LES, the launch escape tower can be separated from the capsule, using action-group 3. An extra set of separatrons ensure, that the tower moves clear of the capsule to prevent unplanned collisions. Dont forget to run through pre-launch procedures! Turn on the Stability-Augmentation- and Reaction-Control-Systems. Decrease any pre-selected throttle settings to zero, to prevent stage separation accidents. Last, zoom into the fairing and select the clamp-o-tron docking port as control point. During launch, the new Ares I is stabilized by two sets of Vernor engines at the lower end of the solid rocket booster and the lower section of the second LOX stage. Sets of ullage motors provide clean stage separation of all stages. Begin your gravity turn at an altitude of roughly 5.000 meters by leaning of 5° towards your desired ascent trajectory. Once the second stage ignites, use throttle control and attitude to follow the apoapsis at about 40 seconds distance right into your desired orbit altitude. The Ares I is set for launches to a 100 km circular orbit. If you intend to go higher, you have to use the Orion-Ks rocket motor to go beyond that altitude. Once in orbit, the new 4 kerbal Orion-K capsule takes over. After separating from the orbital insertion stage, it switches to its own rocket engine with about 960 m/s of dV for orbital maneuvering. An RCS system provides the necessary fine control for orbital rendezvous and docking procedures. Please note, that the RCS blocks are deactivated during launch to not interfere with the launch stability system. Hit action-group 2 to activate them. The payload section of the capsule houses solar panels and science equipment. To ensure generation of electricity, dont forget to open them, using action-group 0. On return to kerbin, the rocket motor of the Orion-K capsule is separated via staging, once it drops below the Karman Line. Close the payload bay and retract the antennas using action-group 0 again. The heat-shield provides excellent protection during deceleration through the atmosphere. Once you reach safe speeds, the 2 drogue chutes can be staged. When the capsule is roughly 2.5 km above the ground use action-group 9 to cut the drogue chutes and deploy the main chutes. Welcome back to Kerbin! And now download and enjoy this complete Launcher package. Download: [STOCK 1.1.x] Ares I Launcher pack [added 2016-04-25] Landers Spaceplanes & SSTOs The Moray Delta VI B2 is the latest SSTO spaceplane in the Six Six Sci Fleet. With a cargo lifting capability of 36 tons to 95 km Kerbin orbit, the compact spaceplane is not only very capable, but also quite efficient. The six specially arranged R.A.P.I.E.R. engines allow atmospheric speeds of up to 1.500 m/s and altitudes of 23.000 m before the craft has to switch to rocket propulsion. The very low TWR of 0.43 (a pilot with knowledge of low TWR spaceplane flight profiles is strongly recommended) when fully loaded indicates, that it takes its time to bring this craft to speed and altitude, but the efficiency in both fuel usage and costs is just remarkable. When lifting cargo around 20 tons, the Delta VI will reach any desired orbit around Kerbin with a lot of Delta V left for maneuvering and de-orbting. A payload not exceeding 10 tons can be deliverd close to the Mün, if a free return trajectory is plotted. With an empty weight of only 31.0 tons, this robotic craft consists mostly of tanks and loading space. Fully fueled and loaded with 36 tons of cargo, the launch weight goes up to 149.8 tons. Special wing arrangements and excellent balancing offer not only very stable flight performance throughout the mission, but also gives the Delta VI exceptional maneuvering and gliding capabilities. Please note, that the liquid fuel pumps in the front tanks are turned off, to keep the maneuverability. Your pilot can activate them, once the craft switches to rocket mode. From that moment on, there is no need for any additional care. The loading bay includes a sr. Clamp-O-Tron docking port for payload mounting, a standard Clamp-O-Tron docking port for docking to stations and other craft, a light to aid docking in total darkness, solar arrays and fuel cells to keep the craft powered. Download: [STOCK 1.1.x] Moray Delta VI B2 Cargo Lifter SSTO [added 2016-04-25] Space Stations Kerbin Orbital One was constructed to serve as a modular orbital science platform. Now circling Kerbin in a 100 km equatorial orbit, it is equipped to fulfill almost all upcoming scientific contracts. All station parts were designed to fit into the cargo bay of the Moray Delta VI Cargo-Lifter for cost-efficient assembly. KO1 is supported by a variety of utility vehicles. While some of the KO1 modules are designed for self assembly, the first and most essential one is the Orbital Assembly Unit. Coming with a variety of docking ports, light and other useful things, this one was brought up with the second launch, to dock all kind of modules to the station core. The second craft is the Orbital Utility Vehicle. It operates autonomous or can carry 2 Kerbals. It was designed to arrange experiments platforms around the station and to allow scientists to collect results from experiment arrangements around the station. The third vehicle ist the autonomous Orbital Science Carrier. It carries a variety of experiment setups. While originally being designed as a stationary truss, the addition of thrusters transformed it into an orbital science gatherer, that can operate independent of the station. The last vehicle is the Orbital Resource Detector. It can scan Kerbins surface for useful resources and pinpoint high concentration areas. In case of emergency, the station can be evacuated, using the two escape capsules. The docking pylon allows craft with standard clamp-o-tron to dock with the station at safe distance. The download comes complete with all station parts and vehicles as subassemblies, together with a craftfile that shows the fully assembled station. Download: [STOCK 1.0.5] Kerbin Orbital One Space Station [added 2016-03-20] Satellites & Probes Service & Utility Craft Rovers The Diamondback Raider is a rover, made for rough terrain and long term missions. The rear docking port allows for modular extension of its features at will. The chassis features an almost indestructible roll-cage, housing all the vital thingies and offering comfortable compact space for two Kerbonauts. Lights, Tanks and all other equipment has been strategically placed in protected positions. Testruns proofed, that the rover can easily withstand crashes like slamming into a solid building wall at 50 m/s without sustaining structural damage at all. Only make sure to have a level 3 engineer in your crew, to fix flat tires. The armored rear compartment houses batteries, reaction wheels (for putting the rover back on its wheels) and 2 nuclear batteries for operation in total darkness. The top mounted and well protected solar panels, which run all the way to the back of the vehicle (giving it its name), provide enough power for long endurance high speed runs. Two monopropellant engines have been placed at the back of the vehicle, to allow for speeds of up to 50 m/s on Kerbin and even more on other worlds (cliff jumping is fun!). Sets of RCS thrusters allow for short jumps and fall stabilization on low gravity worlds. Action-groups are provided for switching between 4 and 6 wheel drive, reaction wheel toggle, afterburner toggle, antenna toggle and docking port decoupling. Please see craftfile description for more details. And now download your personal Diamondback Raider. Have fun! The Diamondback Raider Mk. II is almost identical to the Mk. I. The Mk. II has a slightly adjusted wheel stand for KSP 1.1.x new wheel physics compatibility. Download: [STOCK 1.1.x] Diamondback Raider MK. II [added 2016-04-25] The Dune-Bug micronized surface exploration rover is a very capable and stable little rover. It carries a large variety of science instruments and can operate completely independent. Its very small size makes it ideal for interplanetary transport, as it fits into the smallest cargo bays and landers. It can move through most forms of terrain and has no stability issues, when going up- or downhill, even while turning on slopes. If it flips regardless, it is equipped with a reaction wheel that can flip it back on its wheels. For steeper terrain, it can switch from 4- to 6-wheel drive. The landing capsule is not included in the download. Download: [STOCK 1.0.5] Dune-Bug [added 2016-03-20] Aircraft The historical archive - Craft from earlier KSP versions Download: [STOCK 1.0.5] Ares II-K Launcher and Orbital Utility Vehicle [added 2016-03-27] Download: [STOCK 1.0.5] Ares I Launcher Replica [added 2016-03-26] Download: [STOCK 1.0.4] Spaceplanes & SSTOs - Moray Delta II Cargo SSTO spaceplane [added - 2015-07-19] Download: [STOCK 1.0.4] Spaceplanes & SSTOs - Arrowhead X4B Nano SSTO [added - 2015-07-05] Download: [STOCK 1.0.4] Landers - Crater Flea Mk. IIb Jool Grand Tour Lander [added - 2015-07-11] Download: [STOCK 1.0.4] Rover - AT-Rabbit Mk. I [added - 2015-07-02] Download: [STOCK 0.90] Spaceplanes & SSTOs - Arrowhead X3-DS Explorer Nano SSTO Download: [STOCK 0.90] Aircraft - Albatross I Science Survey Plane [added - 2015-01-25] Download: [STOCK 0.90 plus modded version] Landers - Eve Mission Pack [added - 2014-12-30] Download: [STOCK 0.90] Landers - Konstellation Type II Base Lander [added - 2014-12-28] Download: [STOCK 0.90 plus modded version] Satellites & Probes - Mapping Satellite Pack [added - 2014-12-26]
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I usually launch missions within Kerbins SOI for 20 - 50k of funds. However there are missions that dont pay off... like Eve return missions. I recently prepared the "Explore Eve" and a "Plant a flag on Eve" mission in .90 career. 250k for lander, transfer- and return vehicle, and another million to get the 3 parts into orbit. I will rethink the launch vehicles once more to reduce costs for sure, but at least everything already looks nice
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SCANsat mod with version 0.90
Frank_G replied to OhioBob's topic in KSP1 Technical Support (PC, modded installs)
There is an actual .90 release of ScanSAT already and it works quite nice. Just go to the ScanSAT thread and download it. -
Level 5, but i wont convert to any church, especially not one of a youTuber . I will never reach level 6 though. There are other aspects of life, both real and virtual, that i like to keep my attention on.
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[SOLVED] Returning from EVE (6 months trying...)
Frank_G replied to extremez3r0's topic in KSP1 Discussion
Delta V = 10.5 k / TWR on Eves surface 1.2 - uses 8 asparagus aerospikes and 1 skipper as last stage of the asparagus setup. I have a new version of the craft for .90. The old one no longer exists. -
[SOLVED] Returning from EVE (6 months trying...)
Frank_G replied to extremez3r0's topic in KSP1 Discussion
You could drop a rover and move your kerbals to higher ground. Then land the return vehicle there and try again. Eve is a real hog, when it comes to return missions. From the picture, your return vehicle looks pretty much ok. I found it very helpful to launch straight up, beginning the gravity turn very late at arround 40 km. My capsule was powerful enough to do a circularization on its own, so all i needed to care about, was getting it out of the atmosphere. You can take a look at the link to my Eve return mission in my signature. The lander / ascend vehicle is completely stock and no aerodynamic mods were used. -
Today i tried some new booster designs for large rockets, using spaceplane parts... it doesnt only look very nice, it works too... . The new features and parts of Version .90 really rock!
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Thank you for pointing there!
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Finally repeating my failed Jool Grand Tour mission in .90 career mode.
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KSP .90 is really the best update we have got so far. It really takes KSP from a sandbox with traces of career to a full scale game with all a good career mode needs. Editor features and tools were changed to give the best possible experience. Difficulty settings were added to provide challenging gameplay for every type of player... And Squad really did lots of overtime to get all this to us in time. I am sure, all the other issues and little things will now get full attention and will diminish from update to update. I can only say thank you Squad.
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KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
Frank_G replied to KasperVld's topic in KSP1 Discussion
Download is complete, installation has been done... playing 0.90 now. Thank you Squad!!! -
Hi there! My first post and my DELTA-IV/ORION/LAS replica video!
Frank_G replied to jrodriguez's topic in Welcome Aboard
Welcome to the forums! You have chosen to join one of the most friendly communities on the net. You´ll feel at home here in no-time. And that is one nice video, you uploaded. See you around Frank -
Welcome to the forums TeMPOral! Your mission summary sounds pretty impressive for just 40 hours. So, Godspeed for your upcoming missions. See you around
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Europe, Germany, Nordrhein Westfalen, Münster
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Banned for using cloaking device on signature
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3 mods... Procedural fairings, ScanSat and RasterPropMonitors. The rest is stock.
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Mission summary: Planing the landers, testing the jetboat, designing the colony core and launching the lander-sections and the robotic survey mission. And here are the promised pictures of the Laythe colony from arrival to the finished colony. When i find the time (will happen shortly), i will make a separate thread with detailed mission informations and more screenshots. Top to bottom: Departing Kerbin - Tanks away - Planing and executing aerobraking around Laythe - Descend by parachute - Powered descend for the last meters - Touchdown! The first six colonists arrived on Laythe. Top to bottom: Colony core section arrives - Horizontal docking close to the ground is a real PAIN... but it works - The fully assembled colony with view on the vehicle bay and the jetboat in the distance - Another view on the colony.
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Today, i successfully established my Laythe colony. After some hard work, bringing the pieces to the right spot and some seriously hard docking maneuvers on the surface of Laythe, the colony was finally assembled. Besides 2 broken solar panels, everything went to plan. Note to self... if another jetboat is being sent to Laythe... dont forget ladders and probe core... hnngnn... I have tons of screenshots, i just need a day or two, then you will see the results
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Getting out and push is a common kerbal way of saving the day.
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Hm... Every time i open the game with a fresh idea of yet to be constructed mayhem....
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Well, the principle of liquid fuel and oxidizer being a perfect propellant for rockets was actually discovered, while mixing a nice cocktail, replacing the missing karbonated klub soda with other stuff found lying by the side of the road. With remarkable effect...
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totm june 2018 Work-in-Progress [WIP] Design Thread
Frank_G replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
And he clips tanks inside each other. Cupcake recently released VTOL masterclass part 2 on YouTube, where the construction of his craft is covered in detail. -
Absolutely my first aerobraking maneuver around Jool... minutes of tension... not certain if it will be enough or too much velocity that the ship will lose... The whole structure wobbeling and squeezing... absolutely awesome moment, when the ship left the dense atmosphere into a perfect orbit...
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Engine ignition and launch clamps go in different stages. Ignition usually at 50% throttle, then throttle up to 100%, followed by release of the clamps. Gravity turn starts when velocity exceeds 100 m/s with a 2 degree pitch. Then i slowly pitch the rocket further over, reaching a 45 degree ascend angle at around 10.000m of altitude. The rocket continues at 45 degrees until the apoapsis is about 40 seconds in front. By pitching the rocket further towards the horizon and starting to throttle down i keep that 40 second distance as long as possible. When passing an apoapsis of about 60 km, the periapsis starts to rise above zero. Usually this gives you a perfect circular 85 km orbit (or higher if desired) without the need of cutting engines. As you gain horizontal velocity early with the constant thrust preventing the rocket to loose speed to gravity and drag, this way of launching seems to be very efficient.