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Kertech

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Posts posted by Kertech

  1. Still mucking about with remote tech and infernal robotics

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    mnJqSHy.jpguqin0XP.jpgThe original three didn't have enough batteries to last the night side of kerbin (seven massive dishes take a lot of power...)

    But at least I'm connected...

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    Thinking about launching a solar array as well, haven't yet cause those orbits take ages... Saying that I saw how ong it will take my plock probe to get there, 44years,

    FORTY FOUR YEARS!!! :'( 

    At least the boosterspearation looks cool...

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    Test bed of my Vagrant two probes which are nuclear assist solar powered probes, for use from Dres toJool when solar alone is a bit risky, the Vagrant 3 have an onboard nuclear reactor for warmth and power for the OPM stuff... 

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    Anyway exams next two days so no kerbal for a bit again :'(

  2. So in my saves I get to Duna and Eve, I then say to myself "well they're centuries ahead of our space program so they'd probably have cryo tech now" 

     

    slap on a couple of cryo pods onto a new generation of interplanetary ships (mine are always multimission) and their you go, make sure you have enough electric charge and what ever resource the deepfreeze stuff consume! 

    Also solves my keep fit issues

  3. 55 minutes ago, kraden said:

    RemoteTech becomes awesome with Infernal robotics. However I've unfortunately discovered that designs like this can be kraken bait. I always test them on the launchpad before an actual launch.

    Tickling the krakens tail is the point of "ingenious" design work though...

  4. After some mucking about whilst doing the serious exam revision

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    I finally started doing a new career save and got upto the interplanetary relay building stage

    I used to do a dedicated trio of relays for each planet but robotic parts made this option attractive...

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    This is my outer planet relay (there's three of them) the smaller inner planet relay was a bit simplerto launch, just loved the folding limbs to give the dishes space...

    Time to launch some planetary probes...

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    With this save I've also decided to do things properly and actually make some subassemblies of standard parts (rockets, probes etc.)

    Imaginitively called the atlas family which currently have 1 tone, 4 tonne and 10 tonne variants... 

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    Been mucking about with weather balloons, Jeb was horrified by the lack of motors!!!

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    And made my first useful spaceplane (though very not stock, those shiba engines are amazing!!)

    m3Tzj6S.jpgJust to wrap up, launched the first three of 7 Vagrant probes, designed to become the first relay for their planets as well as gain orbital information, don't really want to do probe landers when the relay can suddenly go over the horizon and you lose all control!!!

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    But I'm back kerballing and it's good!!!

  5. The way I answer this question is with kerbal engineer (KER). It gives you a thrust to weight ratio and you can change which body you're around! I aim for about 1.5 take off thrust to weight but that's cause that's what I'm used to more than any technical reasoning. 

     

    Side note terrier might be over kill out there, apart from tylo and laythe, jools moons have pretty pathetic gravity!

  6. For me kerbals are only sent into space (after first missions) once the hardware has been built, so interplanetary ships and stations are autonomously built then a crew transfer happens. 

    Crew transfer vehicles are tested first before use, again autonomously. 

    (I play with TAC, keep fit so there are plenty of ways for me to kill my kerbals already...)

  7. 7 hours ago, Kertech said:

     

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    Posted this earlier, only realized the glaring mistake just now! The return pod on the right, has no thrusters, none at all, it was meant to have rcs to de orbit, but me being an idiot didn't press x!! Time for a kerbal solution...

    Join them together...

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    You'll then see a second error, the capsule with RCS has only got two thrusters, which means only two directional translation!! docking this was amassive pain, having to rotate to change the plane of translation every ten seconds!!

    Reentry was a bit hairy, the docking port jr isn't the best attachment point... had plenty of fuel but de orbiting with two rcs ports took ages!!!

    Snapped apart within the atmosphere, luckily they both have parachutes!!

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    Bill and Bob home safe...

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  8. Early career communications set up

    Started off with the Lunar sat 1 mission

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    Jeb in command to place the first comsat in lunar orbit

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    His sparrow pod for return is a dainty little thing

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    Repeat for minmus

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    Finally the launch of the first space station 

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    Set up to eventually look like this

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    (after a lot of fiddling...)

  9. Kopernicus

    Outerplanets mod

    Xen’s Planet pack

    Kerbal planetary Base systems

    ScanSat

    Dmagic Orbital science

    Remote tech

    Tac Life support

    Deep Freeze

    Keepfit

    MechJeb

    HyperEdit

    Community Tech Tree

    KAS

    KIS

    ResearchBodies

    VesselMover

    Safe Chute

    Atmospheric autopilot

    Cacteye

    Kerbal Alarm Clock

    Tarsier Space Tech

    Champagne Bottle Redux

    SSTU

    Surface Experiments

    Ven’s StockPart Revamp

    Crowd sourced science

    Eve Biomes

    NearFuture

     

    Propulsion

    Electrical

    Connected living space

    Infernal robotics

    Infernal Robotics rework

    Probes plus

    Station science

    Stock alike station expansion

    Kerbal Atomics

    Cryogenic engines

    Interstellar fuel switch

    SpaceY

    KWredux

    Empty node hider

    KER

    KJR

    VX series engines

    Arkas Planet

    Contract Configuror

    Solar science

    Jool Biomes

    Kethane

    Universal storage

    Cx Station parts

     

     

    My mod list atm, Essential are KER, KAC, KJR, 

    All the rest are there cause I like it

    Table seem odd I know, I keep a table so I know what I have, what they're called in folder, version number, game number the build is for and forum link! Did it on a fresh install so a lot of work up front but long term it's SOOOOO much easier!!

  10. The only console I've ever used is a wii, mario kart, and random games on it are fine for social gaming only really. 

     

    KSP isn't really social, it isn't multiplayer (other than when modded) and I feel like the core community here are pretty happy with the game they play already to want to have to learn new commands, play without the mods they love and lose their save games.

    That said if it brings new players to KSP who are put off by the computer requirement (I have friends who don't play PC games cause they assume it requires an expensive gaming machine (my humble laptop will argue that point) ) but already own an XB1 or PS4 then best of luck to them and SQUAD. 

     

    As the existing community it is important we DO NOT DISCRIMINATE between PC and console players, we all were new to the game once and had no clue about orbital mechanics or action groups etc. so let's be the happy welcoming community we all know and love!

  11. 24 minutes ago, Van Disaster said:

    @Kertech you may want to look into Kerbinside, it provides fixed base dishes for RT - and as they're actual buildings they don't suffer from the problems parked vehicles do.

    Hmmm, might do, I just had quite a lot of fun sending them off in suborbital/orbital trajectories...

  12. Some messing about Millenipost stuff

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    Squat is the way to build a rocket according to Bill

    Brief flight over to the pyramids

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    And decided if remote tech was gonna be there then kerbal would probably have built a ground network. 16 identical stations transmitting around the kerbin system attached to three low tech (probe core, communotron, solar panel and a battery) low orbit probes. How to stop the planet blocking your view, make the planet your view!!

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    Start of the larger side of fun

  13. Decided to build a recoverable satellite launcher/ crew transfer vehicle...

    Ground tests held out

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    Next build a booster (early career so it's a bit lumpy, later models will be cooler to look at

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    This one is loaded with science instruments for return

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    Built a probe for the Kerbin system, science is needed for munar programs!

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    Finally Icarus 1 proved I don't understand remote tech very well, since it lost communicationshortly after leaving the system, but the booster loked great anyway!!

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  14. So I started a new game (fresh install and everything) and decidedto do it right and make a table of mods and which ones need updating details about them etc. (can you tell I'm procrastinating from revision) then had to check they're working with 1.1.3 (which not all of them are but still plenty oftime till exams are over!) 

    Built a large civilian space station

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    Built a small science station

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    And tried some early career mode things (not very interesting to look at as we all do this...)

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    Found TAC has an issue atm so deinstalled it

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  15. When using the count down to burn time you need to start burning before your marker, if the estimated burn time is up it is half of that before and half of that after, what you're trying to achieve is all the acceleration happening at 0sec, but cause that would require an infinite accelleration you need to start before, e.g. A 2 minute burn will begin at -1minute and end at +1minute. Hope that clears things up and happy mun encountering! 

     

     

    The the other way to reach the mun though is just time warp until it appears just over the horizon, burn prograde, watch the map screen until you get an encounter! Just make sure you have a more or less 0' inclination.

     

     

    happy flying

    After re reading I would also suggest, if you AP is flying off, cut your engines, fly to apoapsis, then burn prograde there! If you're way too high then it'll only take a few hundred dv!

    The navball is the greatest tool in the world!

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