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Zosma Procyon

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Everything posted by Zosma Procyon

  1. I have a mobile base on Tylo, which landed right in the middle of Grissom Crater. Actually it landed in an unnamed crater, which became Grissom Crater with a recent patch. Anyway the base has nearly depleted its science and I'm trying to get out of the crater to get more, but the walls of the crater are quite steep. I know the tricks of driving up a steep incline, but I don't suppose anyone knows of an easier way out of the crater? I'm currently driving toward the southern rim.
  2. A few really bad rockets I built and launched while drunk one night arrived back at Kerbin after 6 year trips to Jool and back. They required cheating to survive reentry. Here are the highlights. I used two of these stupid things. They didn't carry enough oxidizer to maneuver and tumble like crazy during reentry. They are for recovering manned shipwrecks for contracts. The one pictured has two newish kerbals ready for the chopping block. I really don't know what I was thinking with this one. But at least it looked really cool during reentry. And I at least got the landing system right. Anyway it carried 9 kerbals back from some of my oldest bases and stations in the Jool system. Some had been out there or nearly 40 years. The worst of the monstrosities I launched that night is still 81 days from reentry. This is carrying 4 rescues and two shipwrecks. The airbreaks and heat shield make think it might have been okay on reentry without cheating...if it carried enough fuel to slow down in Kerbin orbit. But the rescues were all in Tylo orbit, and while intoxicated I MASSIVELY underestimated the amount of Delta-V needed to maneuver in Tylo orbit. It has just over 1000 Delta-V, just enough to put it into an aerobraking trajectory and slow down by about a third.
  3. How much thrust will a NERV engine make at sea level on Eve? I know it is a tiny number, but I'm considering sending a boat base to Eve, and obviously jet engines don't work there. If the majority of the hull space was liquid fuel, I figure a boat with 6 or so NERV engines could make slow progress across the exploidium seas. The only other kind of stock boat I've heard of is an overly complicated paddle wheel design that I don't feel like reproducing.
  4. It's currently in a holding orbit over Kerbin waiting for the launch window. This model of mobile base doesn't have very good forward visibility, but it looks cool.
  5. I have a boat base on the way to Laythe, and I'd like to record the orbital interception and landing. It might be very cool. So how would I do that?
  6. This is more or less the version that will be launched to Ike in about 200 days.
  7. I got overly exited during a test drive of a mobile base that took a week to get not to shimmy itself to death, and this happened.
  8. It worked. Thanks for the help. Now I have to kit it out for its flight to Ike.
  9. Thanks. It won't look as cool, but I'll give it a go. I had the dampers turned up because of bouncing on landing. A few of my early attempts landed too hard, bounced, and flipped over.
  10. As mentioned in my last post, I have been trying to get this mobile base to wok for about a week. Here is a link to the google drive stored part file. https://drive.google.com/file/d/1nsRq8QnZwdtJJYQtrVZCtBCpCMiiokcD/view?usp=sharing Someone mentioned that the shimmy happens when wheels are overloaded. I don't think that's the cause, because the shimmy doesn't start happening until a certain number of pairs of wheels are attached, as illustrated by these screenshots. Just 4 wheels, no shimmy. 8 wheels, no shimmy. 12 wheels, first sets of interior wheels fitted, no shimmy 16 wheels, shimmy present. And every iteration after this shimmied. The version I've posted in the link above slid sideways and would have fallen off if I hadn't paused. Here are some construction notes. To hold the pontoons together, there are midsized docking ports tucked away in them. This is how I tricked the game into allowing two points of connection on the pontoons. Two docked docking ports per pontoon, which are autostructed to the root part, which is the capsule. Also, part clipping is of course turned on. I haven't updated to 1.4.5 because when I tried yesterday, I got a bunch of errors I haven't seen before, including at least one Unity error which tried to open a Unity webpage but couldn't connect. And the game said that pretty much all of my spacecraft couldn't be loaded because of parts that no long exist. So I don't think the Mac releases of 1.4.5 and 1.4 are ready yet. In fact the MH update was listed as 1.3.1. KSP Version 1.4.4, Making History version 1.3, most recent versions of MechJeb and Kerbal Alarm Clock.
  11. I'll try to post the next failed attempt. I don't know how to do that, btw.
  12. Does anyone know how to stop ground vehicles from shimmying until they either burst their tires or blow apart? I've been trying to get this mobile base design to work without the death shimmy for a week. Each time when loaded onto the launch pad, it either shimmies until the tires burst, or does what this attempt did and spins in a circle until I give up and revert back to the assembly bay. I have about a dozen mobile bases around the Kerbin system, so I know its possible to defeat the shimmy, but I can't get this one to work. In this mobile base, all of the SAS systems and reaction wheels are disabled; so that definitely isn't the problem. If I got it to work, the pontoons would have wheels alternation outside/inside all the way down them. I have tried autostructing everything, autostructing nothing but the wheels which do it automatically, attaching the pontoons to the science labs, attaching them to girders hidden inside the science labs...honestly I still have a few ideas to try, but by now I'm confident that they won't work either. I'm still using 1.4.4 and MH 1.3. I tried to update and got a bunch of errors including Unity errors and possibly every spacecraft I have not being loaded because of nonexistent parts. My mods are the most recent versions of mechjeb and kerbal alarm clock. By the time anyone reads this I will have deleted the failed craft pictured in this post and be working on a nearly identical attempt.
  13. Is there a way to rearrange the order that the cabin interior view windows appear in flight?
  14. I launched this fuel depot station to Eve, where an asteroid is already waiting to be digested.
  15. I've been experimenting with 80m diameter rings, and have accepted that there is no real way to make them hold together. 40m is enough for now.
  16. I've moved dozens of asteroids the right way. So much that the easy to reach rockets are kind of depleted. So I decided to pluck rocks out of bad orbits and use them for space stations. I'm still flying in the stations the slow way.
  17. I have decided to engage in a launch hiatus or the next two or three in game years. Three reasons: (1) I have about 20 flights currently en route, including more than 20 kerbals en route to Kerbin from Jool, at least 5 of which are rescues. (2) I have a lot of contracts piled up because of how long it takes to complete missions in the outer system. (3) Most of my non-five star but still experienced kerbals are in transit back to Kerbin from Jool. So except for a few rescue contracts at Dres and Jool that I just accepted, and a Moho asteroid station ready for launch (that I cheated the asteroid into Moho already), and maybe a mission to "Explore Tylo", I'm not going to start anything new until my schedule is cleared up. And thanks to the KSP Alarm addon, I will be kept busy while fast forwarding through time.
  18. I got my new Tylo base together. It'll launch on two separate rockets. An earlier attempt to fit the pieces together didn't work out. The I think the autostructing was wrong and it summoned a Kraken. After this is kersploded. And... ...it wreck my airstrip. This explosion cost me 8 million credits. It was an expensive base, a lot of NUK's, and since the kraken froze the game and I had to force quit, I couldn't revert to launch.
  19. I'm working on a new 34m tall base for Tylo. I think it might have too many lights. Actually I just have to turn off the landing gear lights.
  20. I launched a perfect (I think) ring station. This one is heading to Moho.
  21. I established a new base on Duna. AN exploration contract required it be at least 2 parts. 3 science labs, 6 drills, an ISRU converter, and more than 20 crew; 16 of the crew were immediately transferred off planet and are already back in orbit waiting for the transfer window back to Kerbin. Duna's dinky little atmosphere makes landings look more dramatic than necessary. I chose a landing site on the edge of the southern ice sheet. Here is the transfer craft landing. The crew ride in the container. All 16 packed like sardine in their space suits. MechJeb's autoland system can be hit or miss. It pretty much nailed it this time. Landed this expansion within 20 meters of the main base. Pretty in pink. This is the first time I've successfully docked with airlocks on the ground. One of the first crew to leave the base looking out on the lifter. And here is the transfer lifter burning into its parking orbit.
  22. I installed this space station in Minmus orbit. I called it "Anaxagoras Station", after the ancient Greek philosopher who suggested that the sun was the same thing as the stars, just much closer.
  23. I launched a one-shot station to Minmus. The crew were not enthused during the launch.
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