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Gordon Fecyk

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Everything posted by Gordon Fecyk

  1. Pretty much. That's what I ended up calling the picture. By the way, I fully expect to have enough parts unlocked after returning from Moho to end this do-over, and resume the JNSQ Exploration series. I'd end up redoing the Lindor mission and, as long as Krel didn't explode my rover, continue through as planned. Though I suppose I could redo Duna first and maybe get a proper look for anomalies.
  2. Oh, here we go again I guess I should be expecting these things by now. We head back to Kerbin tomorrow after a successful, but hairy, launch back to Moho orbit.
  3. Moho Landing! Also picked up Experimental Science from the Moho Randolith.
  4. Tech Tree after Mun mission This includes the Orion and Medusa nuclear pulse engines, which could make a Moho visit almost trivial. But we can't land with an Orion pulse engine, so I'll use lander designs intended for Talos.
  5. Schrödinger's Randolith? The thing was a lot harder to find than it seemed, even against a background of bright grey. Though in the end, we got Nuclear Power early, which means we unlocked enough to get Ol' Boom Boom in time for the trip to Moho!
  6. And there's another one! I hope these polar terrain issues get resolved at some point. Even as funny as they are.
  7. If anything I'd say stock aerodynamics would be a lot more forgiving than flying this in FAR would be. When I've built FAR space planes using stock jet engines, I always need twice the jet fuel if I'm either flying in stock aero, or in FAR aero with Advanced Jet Engine installed - AJE seems to be the equalizer to FAR's aerodynamics if you wanted to be closer to stock aero plus stock jets. In the stock KSP system, I suspect this thing could go to Minmus and back.
  8. https://kerbalx.com/gordonf/SSTO-Crew-Craft-for-JNSQ-or-other-25x-scale-home-world Mind you this needs rapiers to work. It's also designed for FAR, but could work with stock aero if you filled all of the wet wings with fuel.
  9. 05 JAN Postponed A scheduled IT project requires me to postpone tonight's stream until Wednesday night.
  10. Returned from Minmus Already headed to, or have landed on, the Mun as of today.
  11. Minmus Landings Complete This was the tech tree after completing The Science Dance and driving a ways out from the KSC: With this I got the Seismometer, which was more than I had the first time I did this. Then I managed to get a lander and rover out to Minmus, a day ahead of schedule. See you all tomorrow for Minmus explorations.
  12. @AeroSky I'm continuing it on Discord - whatever is happening with sound seems specific to my PC. But as long as recording audio with graphics still works I'm not going to fight over lack of audio in streams. @Norcalplanner This is KSP 1.9.1 using the stable Kopernicus Continued.
  13. Week One Complete In the first few days of the do-over we managed to get sounding rockets to the upper atmosphere and low space, a pair of Science Jrs to high space, Chris Kerman to a low equatorial orbit and Valentina Kerman to a high polar orbit. We filled out tiers 1 through 4 of the tech tree and made inroads to tier 5 to get the Mk1 command pod. I'll do The Science Dance off camera and prepare for our Minmus mission this Monday, 28 DEC. I think I can continue this through Discord since sound is a problem streaming to YouTube as well for some reason.
  14. No audio in Discord I haven't had any luck getting sound to stream in Discord. There's no option to turn audio on or off, and in the browser version it says it's streaming the audio but it is not. I might end up moving this to YouTube after all, but I won't have it archive the streams if possible. I'll keep this thread updated.
  15. Actually I first noticed this on Eve, when I started using the ruggedized wheels. My solution was to turn the spring / damper setting to manual and to set it to 1, which seems to set the dampers to behave as though they were on Kerbin with the default setting of Auto. A little more stress on Eve to be sure, but a lot more stable.
  16. Starting this evening! After an on-call week I'm able to start the do-over. This first week will introduce JNSQ Kerbin and start building science for that first trip to orbit and that trip to Minmus. I'll be on That Other Server 2 in the gaming voice channel starting from 7 PM Central / UTC -6. This first night will most likely be initial setup through, recruiting the original A E K team. One change I'm adding is I'll pretend that Principia is installed, which will change the orbits of Minmus and Bop. Minmus will have a larger delta V requirement for getting there but it will be the second world in the series. Bop's orbit will be retrograde, but by the time we get back to Jool we'll have the Medusa nuclear pulse engine again. I'll continue the series at 7 PM nightly, taking breaks on 24 and 25 DEC unless time permits. See you there!
  17. Add-Ons and Mods Part packs: Bon Voyage - by Maja, introduces automated land and ocean navigation EVA Struts and EVA Transfer - by DMagic, a lightweight alternative to Kerbal Attachment System that enables strengthening connections between docked vessels, and resource transfer between separate vessels Explodium Breathing Engines - by me, introduces jet engines and intakes that burn oxidizer using fuel in the ambient air, while not being overpowered (much) JX2 Antenna - by Steedcrudgeon and Snark, adds extremely long range relay antennas to avoid spamming RA-100s, and is recommended by Team Galileo SCANsat - by Dammy, David Grandy and Technogeeky, facilitates automated surface scanning and anomaly detection, is also recommended by Team Galileo The Orion Project - by RoverDude, introduces the most kerbal propulsion system ever! A variant of this is expected in KSP 2.0 DLCs Making History and Breaking Ground - by Squad, introduces recreations of historical parts, additional engines, and additional ground-based activity World changers: Community Tech Tree - by lots of folks, expands on the stock tech tree for more advanced part packs Ferram Aerospace Research Continued - by Ferram4 and Dkavolis, adds somewhat realistic aerodynamics and body lift to all parts, along with flap and spoiler controls for control surfaces - also introduces aerodynamic failures UnKerballed Start - by Spink Arkon, redesigns the tech tree with an emphasis on probes and satellites World Stabilizer - by Whale_2, to help landed vessels stabilize after entering physics range Rational Resources - By JadeOfMaar, redefines the resource management system, is included with JNSQ, and requires Community Resource Pack JNSQ - by Team Galileo, the system to be explored, a 2.7 times scale re-imagined version of the stock solar system with twice as many worlds to explore I'll also add a patch to force JNSQ into Principa mode, moving Minmus closer and forcing Bop's orbit retrograde, but won't use Principia itself Eye candy: Environmental Visual Enhancements - by Waz, adds clouds, auroras, lightning, and many more additional atmospheric effects Scatterer - by Blackrack, introduces realistic light scatter and diffusion, along with eclipses, colourization to clouds and surfaces, and improved oceans RealPlume Stock - by Zorg and many others, adds realistic engine exhaust plumes and audio Re-Entry Particle Effect - by PizzaOverhead, adds plasma trails and ablative effects to craft travelling fast enough through an atmosphere Distant Object Enhancement - by MOARdV, adds light flares to the skybox to represent celestial objects and nearby craft Texture Replacer - by Shaw, used here to replace kerbal skins and suits, and to give Chris Kerman his trademark moustache! Kanadian Dictionary - by me, not for the localization in this case but for the additional flags and agencies Quality-of-life add-ons: Transfer Window Planner and Kerbal Alarm Clock - by TriggerAU, makes long term mission planning much simpler Kerbal Engineer Redux - by Cybutek and Jrbudda, provides more information on your craft builds and realtime data in flight Utility add-ons: Kopernicus Continued - by Prestja, Thomas P, Sigma88, and a long list of contributors, enables replacing the stock solar system without excessive hacks and is required by JNSQ SmokeScreen - by Sarbian, enables replacing stock engine exhaust plumes and is included in RealPlume Stock Firespitter - by UltimateFlash15, RoverDude, and another long list of contributors, is required by The Orion Project Community Resource Pack - by RoverDude and many others, standardizes resources across several part packs and planet packs, and is required by Rational Resources and JNSQ Modular Flight Integrator - by Sarbian, allows hooking into the stock Flight Integrator to introduce new effects, is included with Kopernicus Continued and required by Ferram Aerospace Research Continued Module Manager - by way too many people to count, is required by a very large number of add-ons to perform magic without violating Squad's EULA I probably missed one or two. But if anyone asks me for a mod list I can point them here now.
  18. So about that do-over... I posted a new thread in Mission Reports so JNSQ discussion doesn't get cluttered. First priority is finding a Discord home server. I don't have the time to run my own server and I figured one more stream in an existing server wouldn't be too much trouble. Would a Discord server owner be interested in hosting a daily one hour stream? Second is making sure all of the designs I used from the original series still work. Some craft use old versions of parts like the 1.25m service bay, and other craft will need rebuilding from the ground up. That's on me. What I'm hoping to do is a do-over that avoids the process of editing all new episodes, at least until before reaching Krel again. After that, the schedule would end and I'd resume producing episodes normally, doing Krel and Aden over. So that's the plan. Please let me know what you think over at that Mission Reports thread.
  19. Broadcast Schedule Join us on Discord at That Other Server 2 in the #gaming voice channel, nightly at 19:00 UTC -6 / 7 PM US Central Time. Monday 28 DEC Tuesday 29 DEC Wednesday 30 DEC Thursday 31 DEC Friday 01 JAN Saturday 02 JAN Sunday 03 JAN Kerbin Relays Launch Minmus Launches Minmus Exploration Minmus Return (Taking this day off) Mun Launches Mun Landings Complete Complete Complete Complete Complete 1 of 2 Complete Monday 04 JAN Tuesday 05 JAN Wednesday 06 JAN Thursday 07 JAN Friday 08 JAN Saturday 09 JAN Sunday 10 JAN Mun Exploration Postponed Mun Exploration Mun Exploration Mun Explore or return TBD Moho Prep 2nd landing complete Postponed Complete Complete Returned Safely! Cancelled Complete Monday 11 JAN Tuesday 12 JAN Wednesday 13 JAN Thursday 14 JAN Friday 15 JAN Saturday 16 JAN Sunday 17 JAN Moho Launches Moho Landing Moho Exploration Return to Kerbin Re-Arming Re-Arming Duna Build Complete Complete Complete Complete Kraken attack! Complete Complete Monday 18 JAN Tuesday 19 JAN Wednesday 20 JAN Thursday 21 JAN Friday 22 JAN Saturday 23 JAN Sunday 24 JAN Duna Launch Duna Arrival Duna Exploration Duna Exploration Duna Exploration Quick visit to Ike? Return to Kerbin Complete Landed Lander In Progress In Progress Complete In Progress Complete! All craft used should be available on Kerbal X, in my JNSQ Do-over Hangar, at some point. In 18 months and four KSP versions, I produced a JNSQ Exploration series. This came up after suggestions that no one ever explores past Duna, or no one ever explores past Jool, after completing the first JNSQ Space Race. It seemed like a good idea at the time, and once I fought through Moho and Eve I figured I could reach the rest of the system with relative ease. Then time constraints came up and I introduced RoverDude's Project Orion engines just so I could get to places within a reasonable amount of real-world time. But then came surface interaction problems that all started once out at Lindor, and I found the only way to work around those was to start over in a new saved game. So what I'd like to do is stream the process. I wouldn't post new episodes to YouTube until out to Lindor again, and I'd redo episodes 18 and 19 for Krel and Aden. But I'm also curious if there's a viewership interested in watching that process, including the expected failures. I don't have a Twitch account so that's out. I could stream to YouTube but I'd want to hide or delete the stream archives afterward. I think Discord would be a better choice. Is there a Discord server someone has that would be interested in hosting this? I'd like to do a regular schedule of 7 PM to 8 PM Central (UTC -6). five days a week. Once I'd reach Lindor again and ready to visit Krel, that's when the regular streams end. It would be a science mode playthrough with the goal of reaching each world's random monolith, assuming it exists. I'd use Bon Voyage to time warp through ground and ocean travel. Please let me know in responses what you all think. I'll link to here from the JNSQ main thread shortly. -- The JNSQ Exploration Do-Over Looks like I'll be able to do this weeknights from 7 PM to 8 PM US Central (UTC -6) starting on 21 DEC 2020. I picked December 21 because that's the first day back from being on-call from work. Streams will appear on "That Other Server 2" in the #gaming voice channel on Discord. Thanks so much to The @Misguided Kerbal for hosting this series! I'll try to keep some kind of advance notice as to what point a given episode will be, and hopefully I can skip past boring bits like The Science Dance and long transfers to and from Lindor. Check back here for a table featuring dates and episode themes. In the meantime I'll occasionally stream over there to show off preparations and other work. But the next week (14-18 DEC) is off because of real life on-call. I'll post an add-on list in another post here as well, so You At Hometm can play along. I'll also try to keep all craft constructed at Kerbal X, which should mostly be stock except for Explodium Breathing Engines and RoverDude's Project Orion parts.
  20. Both, actually. I tried plowing on with the JNSQ Exploration series in Bleeding Edge based on good success I had at Minmus and after succeeding in building a space plane that could take four crew to orbit and back. But I'm running into unique problems on Lindor's moons with their surfaces not quite being there, or being in a different place than the displayed terrain suggested. Or something. Parts would explode for no good reason, wheels and EVAs would lose traction if they didn't just explode. When I encountered this I went back to rovers I've left on other worlds. I didn't have one left on Edna which would have been a good idea in light of this, but everything else left on Moho to Eve to Laythe to Pol seemed to still work as intended. Ultimately I stopped troubleshooting when I realized a brand new game didn't have these issues on Lindor's moons. At least not yet; I am planning a replay in a fresh save, and I'm backtracking to 1.9.1 with the known stable Kopernicus Continued edition. My original save for that originated on 1.7.3 and migrated through 1.8.1, 1.9.1 and 1.10.1, which is the only thing I can't test. So I guess when you start a new game, stick with one KSP version along with the plugins and add-ons you use throughout that save, and don't ever migrate that save to another installation.
  21. Release 1.7 now available for download Explodium Breathing Engines 1.7 now available for use on KSP versions 1.3 through 1.10. If you find yourself journeying to Oz and you struggle with propeller craft, you might want these new engines! Release now available from GitHub. SpaceDock update coming shortly.
  22. Ya... that doesn't look right. I use mostly stock parts and Ferram Aerospace, and the Lindor V rocket is pure stock. In my own testing I used KSP 1.7.3 and 1.10.1 with the matching add-ons for that version. It might be my imagination, but from the video it looks like the pod is ever so slightly wider than the heat shield. That would definitely expose it to shock heating if so.
  23. This is the second post I've seen with this question. I've returned a Mk2 pod from the Mun with only 250 Ablator, and a Mk1 pod from Minmus with full Ablator. This is using default settings in Normal mode. Do you have any way to record an attempt to video? I'd like to observe this, preferably with Kerbal Engineer's Thermal tab open, but I think you can also display heat information using the Physics section of the Cheats window.
  24. The add-on was originally made for stock Eve and its possibly evaporated Explodium Seas, but I always wondered what it would take to operate such a engine at, say, real-life Titan. I'd suspect even if it worked the engine would ice-up rapidly from freezing water vapour. From the math I did, it does seem to only need a little bit of fuel compared to a lot of oxidizer, so it doesn't need to be much. The 1-5% found in Titan's air could be enough if the icing problem could be solved. The percentages in the current version are suggestions from OhioBob. [Update] The tag text worked as described. I'll post an update to Explodium Breathing Engines this weekend.
  25. Looking at a streamed do-over Since I'm looking at a likely do-over of my JNSQ Exploration saved game to work around surface issues, would anyone be interested in watching a live stream of the do-overs? It's one thing to see the edited versions and it's another to see the multiple Krakenite-initiated reloads. (Thanks @Matt Lowne for canonizing the stuff that lets people revert to the past! Our very own Omega-13 device.) Is there a good Discord server dedicated to JNSQ aside from the old Space Race server that recently was decommissioned?
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