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Everything posted by Zedwardson
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The "You know you're playing a lot of KSP when..." thread
Zedwardson replied to Phenom Anon X's topic in KSP1 Discussion
I am in a relationship with a girl from Africa - That is the Horn of Africa (Ethiopia/Somalia and so on) Mozambique is south across from Madagascar (that large island) as she had to flee there in 2000. -
I always thought it should be Kash.
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Made my first SSTO, all stock. It is completely useless except for giving the pilot a Orbital ribbon for the cost of fuel. It is fun to fly due to the fact that to make it work I have to use a lot of features (such as pumping the surplus fuel forward before landing to counterbalance the heavy back and so on). Now that I have done that off my checklist, I think I will go back to rockets as I find them more fun since they are quicker to orbit. the 2nd one I launched I added two more scoops to hopefully let it burn off more fuel as I ended up low on Oxidizer, not fuel.
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my only abort system is rapidly pressing the spacebar to let the final stage separate and then land. if it cannot survive landing (such as most station modules) it goes up unmanned. I only lost 4 kerbals to launch failures for rockets (don't get me started on space planes from the hanger) one was a 3 man capsule that had the paras ripped off by i think tumbling Gforce, and the second one was a one manned capsule that had a deployed canopy and was hit by one of the boosters that was flying uncontrolled in the KSC airspace. (I have lost six to goofing off with jetpacks on the Mun.)
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Might be old hat to most of you (Just getting back into the game) and built myself a nice space taxi. All is reusable except for the first stage core. all stock parts (minus MJ controller) and can carry up to six kerbals. Due to the nuclear engine it can do a ton of orbital maneuvers before depleting fuel. After the first mission I changed it power system (smaller solar cells and added two RTGs in the rear) and changed removed two unneeded parachutes. I am also sure that the crew cabin module can be replaced by other modules to give some flexibility to the missions. I know this might be old hat to a lot of the more experienced players, but I am quite happy with my little space taxi/mini-shuttle.
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Most of my Kerbal fatalities is not due to rocket failure or explosions, it is is me messing around with jetpacks on mun and impacting hard enough to kill them. I use MJ a lot. I completely suck at making space planes.
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Anyone else use the new Mk 2 Parts for rockets?
Zedwardson replied to DerpenWolf's topic in KSP1 Discussion
Do to this thread I made a small nuclear powered Shuttle like system using the Mk2 parts for the upper part. I think my old capsules will no longer be used for orbital work. -
My scanner "bus" is built out of structural batteries. .
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Built a good workhorse rocket that not too expensive, and started to build a station. Core module on the ground This Module almost didn't make it to orbit. had to use the long burn of the thrusters to finish the orbit. Next time I will launch with the fuel tanks empty or build a bigger rocket. Though I did put a 40 ton tug in orbit with Jeb (not shown) to help with the construction projects. The core module is double ended with the ports, I have a nice science module and capula, and then I have the "Werks" module that consists of the power plant, storage fuel tanks and so on. Next step is used the cut down heavy launcher to put the First expedition crew on board, and also develop a resupply ship to top off the tanks. Might transfer the tug over to the station so that it can drain the fuel tanks and start to use the station as a gas station of sorts. (This is really my first station that I will be using.) Also it right now unnamed, any ideas will be helpful.
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Kerbal Space Administration - to the Mun and Beyond
Zedwardson replied to Zedwardson's topic in KSP1 Mission Reports
And the Kraken killed my save Thus ended this short tale -
Launched my first sat into KEO. I have plenty of DeltaV to keep stationkeeping for the life of the saved game.
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Kerbal Space Administration - to the Mun and Beyond
Zedwardson replied to Zedwardson's topic in KSP1 Mission Reports
As a note: I have already flown the Hermes missions - Nine missions, one unmanned, 8 manned (one for each kerbal in my space program) and while all lived, some nice failures too. Don't want to spam with all nine launches at once so I will spread them out even as I go into the next stage of the space program. -
Kerbal Space Administration - to the Mun and Beyond
Zedwardson replied to Zedwardson's topic in KSP1 Mission Reports
Kosmos-1 First attempt to orbit. Launch Name: Kosmos-1 Mission Goal: Launch Satellite into orbit. Mission Result: Failure* Notes: The launch was planned for orbital insertion of a scientific package and to test the comm system to obtain science. Orbit was not achieved as the package was launched into a heliocentric orbit. The mission was not a complete failure, as science was received by the probe. It detected a flaw in the amount of battery power installed on the probe, however science was collected and while unable to enter into the gravitational effect of the mun, it was able to carry out some imagining of the nearest body. While unable to carry out the mission goals, it was not a complete failure, and now is orbiting the sun, however its communication gear is was not installed for long range transmission of science. It does not have any on-board fuel so it is cataloged but is deemed lost. Due to this launch failure it was deemed to move the liquid fueled rocket, and the kerbaled manned program forward with the Hermes project, with the idea that the Hermes launcher developed in this program could be also mass produced for probes. -
Starting over with a new save, really going from scratch doing tests and all that. Building up with suborbital tests, two attempted sat launches (One was launched into a helocentric orbit, the other in a slowly decaying orbit. Started maned program - two suborbital tests, and just had my first orbit. After using Mecjeb it fun on how bad altitude control is on manual.
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Kerbal Space Administration - to the Mun and Beyond
Zedwardson replied to Zedwardson's topic in KSP1 Mission Reports
Able Series tests The Able series tests consists of four (4) tests based off the RT-10 Solid rocket booster. The KSA has a large number of these rockets due to the extensive use of this open source design by a number of former Kerbal military forces. The Able series of tests was to determine the categories of design that the RT-10 surplus booster could be used for the KSA. Launch Name: Able-1 Test Mission Goal: Test launch pad and tracking equipment for KSA Mission Result: Success Notes: Rocket took off and followed ballistic path. Altitude achieved was 30,000 meters. as expected, rocket and instrumentation was lost on impact. Launch Name: Able-2 Test Mission Goal: Test Parachute package and break height record set by Able-1 test. Mission Result: Success Notes: Flown in less ballistic path. Altitude achieved was 35,000 meters. Parachute package is a success and has been approved for flight status. Launch Name: Able-3 Test Mission Goal: Test staging and double stacked RT-10s. Break 100,000 meters Mission result: Success Notes: Altitude achieved was 150,000 meters. Important data about extent of atmosphere determined. Difficulty in launch caused development of separation ring. Launch Name: Able-4 Test Mission Goal: Separation ring testing, Mission result: Success Notes: Altitude achieved was over 300,000 meters. Last of RT-10 Able series testing. Last image is a rendering of Able-4 on its suborbital mission. -
The war was over, both the long cold war and the occasional hot war was ended, Kerbin was rebuilding, with many of the old weapons being converted to scrap. Battleships made into cars, bombers into cans of Kerbal-Cola, however one of the most difficult issues facing the new Kerbal administration was what to do with the large rocket forces that existed and also how to support the high tech jobs offered by the rocket programs. Soon it was decided, the Kerbal Space Administration (KSA) would be formed, taking possession of the rocket forces and given funding to keep some key production lines open. It was time for the Kerbals to look to the stars. the KSA had three commandments. 1. Use and thus dispose of former weapons of war. 2. Develop technology to send robots and Kerbals into space 3. Gain scientific know how and knowledge [Note: Playing in sandbox mode: This is for fun and not going to get bothered by funding or such, but I am playing it real, mission failures are mission failures and will show the failures. I am playing with the Kethane and SCANsat mods, Mecjeb2, and the mod that gives Kerbals ribbons for what they have achieved to help me keep track of who is who. Also I will sometimes have odd missions like a odd suborbital flight to simulate the KSA expending in creative ways old military rockets. While I am not playing with funding, I am going to build a family of rockets and launch and use the correct rocket. Also I plan to start with probes even if I am starting out with a kerbalnut program. The Kerbal Space Administration (KSA) is proud to announce the first class of Kerbalnuts. 1. Jebediah "Jeb" Kerman 2. Bill Kerman 3. Bob Kerman 4. Henski Kerman 5. Endos Kerman 6. Lenney Kerman 7. Richald Kerman 8. Keirrim Kerman These eight (8) kerbalnuts have been selected as Class One of the KSA program to put Kerbals into space. Jeb, Bill, and Bob are founding pilots of the KSA, while the other five where selected after extensive research by placing a ad in the New Kerbal Times. All eight will begin training while rocket and capsule research and production is underway. When asked about the chance to fly in space, the answers ranged from lifelong dream from Endos, to proving himself from Henski, to "It beats mopping floors" as quoted by Kirrim.
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Well, started a new save, and decided I didn't like my heavy lifter, and built one that is 100x better. So I needed to test my new Voortrekker (Pioneer) launcher, and promptly decided to start building a station. First was the core Consisting of two 6 way connectors, 2 hitchhikers, some solar cells, and some utilities. Next was the Science Module, including two labs, minor solar and propellent, and three additional docking ports (there is one on the "tail" near the science station solar cells) And now the Hab module. Including the command deck, two Hickhikers, more power, and more mono. I have called this station "Juffertje" (Dragonfly) station, I still have 11 more docking clamps open. I am not totally sure what is going on the station, but the 4 near the hab module will be small modules (not sure yet what) Two of the docking ports of the 2nd set of 4 will be reserved for crewed vessels. the science clams might be used for science experiments, and the one near the science station will be used for "Progress" style refueling and resupply of the station. This was all done off stock parts, and my new launcher is a dream to launch compared to my old launcher which is going to the dustbin. If folks have cook ideas for station modules, let me know.
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You Will Not Go To Space Today - Post your fails here!
Zedwardson replied to Mastodon's topic in KSP1 Discussion
So I designed a Rover, and wanted to put it on the mun. after some trial and error I finally have a simple, bare bones rover that works well enough. Design the lander for it, and look over my lifters and it turns out that one of my main lifters is ideal for a mun shot. Munrover project begins. Launch 1 - the payload wobbles and the rocket is unable to get it working right, so launch failure. redesign payload. Launch 2 - Staging error, launch failure. Launch 3 - stage is unable to make turn fast enough to make final orbital burn, ends up instead at 100k it is 65k and starting to hit hair. Launch 4 - new reaction wheel insert correct issue. After one orbit the main stage fires, and the payload strut fails and the payload hangs on by a thread. Launch 5 - My GF Cat jumps on keyboard at launch. so much for that launch. Launch 6 - Orbit uneventful, on burn to moon the lander stage starts its launch, and goes into uncontrolled flight. Launch 7 - Orbit uneventful, new design with some thrusters and reaction wheels to help stabilization. Still issues at separation. Launch 8 - test for final separation, find out that my rovers wheels are sticking on the stage separator. I watch it go free. Relize that that stage only had 60Dv, so I was a go. set up maneuver, (mind you, all these launches where at 100k and 0 degrees inclination) begin burn, which is good. Run into old stage from failed launch or my old stage from this launch. Lost of Probe. Launch 9 - after debris clean up problem free flight till landing. Rover is released and lander falls over. This is not bad as the rover survived, but it rolls down a hill, ALMOST runs over my Kerbals on the moon, and rolls over the flag for hte first Kerbal landing. Also, it is dark out, and I didn't put lights on the lander. -
Congrats, once you have figured out docking, you can do whatever you want by simply adding in orbit.
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Kuston ....The eagle has landed. I just pulled off my first manned (Kerbaled?) landing on the Mun. I am on the mid planes and I really wish I could figure out how to build a rover that works. So far I had many fails in ground testing. It was designed originally to be a single launch system like Apollo, but the height of the the stack caused terminal oscillation problems. So I used my soyuz class rocket to lift the lander with a extra stage to dock with the command ship, and then went on my way to the Mun. Not bad for a week or so of playing, by far the hardest, most pain in the butt moment is docking.
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I am headed with Bill, Melrod, and Herson on Munstar 1 (yes, that is a bad pun) on the goal of landing on the Mun with a Kerbaled craft. This will be my first try at landing on the Mun
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Hello all, I am going to be brave enough to share my launchers and craft. I generally go with low part, all stock designs and saw this thread and decided to share. I try to keep my rockets close to what real rockets look like for the most part. Please let me know if there is a issue with the shared files, as I am sharing with google drive for the first time. My rockets generally have a Africaans or Esperanto name. KHS Station Core and Launcher (Kerbal Hejmo en la Spaco) File here https://drive.google.com/file/d/0BxCKBNvHWJfaTUQ3cXV5QlgwS0U/edit?usp=sharing This is a simple ~ten ton station core with attached launcher. The attached launcher can place the core into a 100km 0 inclination orbit with just over 4000 Dv left to move it to another location. The Station and launcher is under 90 parts. The core itself has a copula, Hitchhiker pod, 100 units of thruster fuel, the 6 way docking port, and batteries and solar cells to power the whole thing. Here is the station at 125k above with a science module (let me know if anyone wants that), as you can see this one launched with the wrong thrusters, but that has been rectified in the upload. Now some lifters for your use. Transvaal 1C https://drive.google.com/file/d/0BxCKBNvHWJfacVF2dTE4X3dlVTA/edit?usp=sharing This is my heavy lifter in my Afrikaans series of launchers. (I have one bigger one on the drawing board, but not built it) As stated previously, it can launch 10 tons into LKO with 4000 Dv left in the upper stage. Combined with the payload that can also include engines, this opens up the entire system for exploration. Payload can be easily increased by increasing the number of Vald boosters as the current design only has three. Currently in my game this is being used for testing, launching parts for my space station, and prepping for a eventual Kerbaled Mun shot. Veld Launcher The design for the Veld Launcher was simple, the local design team designed a 30 ton spacecraft that included a 3 man capsule, a hitchhiker module, a docking port, and a sizable engine/fuel combo. This was to be used as a general taxi and all purpose orbital craft, with the option of using it as a core for future manned missions. Thus the Veld was put to paper and to the launch pad to put it in orbit with its own stage only to be used for final adjustment in LKO. The Veld vehicle itself has 2000 Dv by itself, so this allows a wide range of mission options. (Let me know if anyone wants the Veld Vehicle) For ideal launches, you must down thrust your main engine in the lower atmosphere so you don't waste fuel as the 4 boosters will normally make it hit terminal velocity at times. And it a fun launch (unlike the Transvaal 1C) Olifant https://drive.google.com/file/d/0BxCKBNvHWJfaTzM0clczSTZYbzQ/edit?usp=sharing The Olifant launcher is a all Liquid fueled rocket that is useful to both put complex single kerbal capsules in space, but also for probe landings at sites like the Mun. It is a very easy flyer due to its all liquid fuel design and for manual flight I can very accurately place payloads in the correct orbit. It is a very simple design with few parts. I will skip over the Ratel and the Korperal, two simple designs for early Karbal flight and small probes and are almost small versions of the Delta II launcher, and instead go to something a little more fun. Verkenning https://drive.google.com/file/d/0BxCKBNvHWJfaZURCZjlhMUVFMDA/edit?usp=sharing One of the early Nasa Launchers for small probes was called the Scout. It consisted of picking off the shelf solid rocket boosters. I took the concept to KSP and developed the Verkenning (scout in Afrikaans) and it consists of a simple stack of the three main solid rocket boosters. It is a blast to fire it with small payloads. Where else can you in seconds launch a .5 ton probe 1.6 million K above Kerbal in a suborbital launch like I did in one of the tests? For more useful payloads it might be best to have a liquid stage to help with getting the orbits more regular. However it very useful (and fun) to use this booster to quickly launch probes into retrograde, high Molniya orbits, and the like. I hope you enjoy a few of these.
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Well I made a major step. I landed a probe on the Mun. Used a nice liquid fuel rocket with early tech to do it too. Time to build out a whole family of launchers out of stock parts. Then get the Kerbal'ed space program running and start to build some more distant probes.
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You Will Not Go To Space Today - Post your fails here!
Zedwardson replied to Mastodon's topic in KSP1 Discussion
The first test launch of the Olifant launcher did not go as planned. Nor did the 3rd one of a modified 1st stage. Really Jeb was quite lucky to made it out alive on this test. -
I started to play the non-sandbox mode now that I found out I was missing out on a ton of science points. Also added 3 mods (Mechjeb, Kethane<sp>, and one that provides sounds. Did the entire mercury stile flights, and now building a little spacelab with the one person pod. Including a lander that who base I might be able to use for at least robotic types (you can fall out, but you can climb in since I can't figure out how to extend the ladder all the way down. I am new at this.) So I had my "Gemini" style missions with the new spacelab. The Mark I and Mark Ib Helix missions where hectic, in the Mark I, Billy Boblan K on a EVA lost his footing, and I had a crash course in the backpacks, after 15 mins and using way too much fuel, I was able to get him in the pod again and headed home. He had the non-lander version and I found out I had the stage separator at the wrong place. figured he was doomed, but he landed on water and it was a easy landing. His comrade Chadfry K became my first kerbal to pass away, as his lander sequence was poorly designed, and the fuel tank that was dropped exploded, causing him to loose control and his Helix ended up being pieces across the Kerbal Launch complex. The Mark II Helix was redesigned for Kerbal safety, and had a flawless test mission. Also launched a probe into Polar orbit. The proposed Mun orbiter/lander that is on the drawing board has been named the Chadfry Memorial Orbiter (Staff felt that it would be too cruel to name the lander after him.)