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scottadges

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Everything posted by scottadges

  1. Sweet! Been watching the development for a while, great to see it released. Can't wait to play with new space stations!
  2. Watching this whole thread makes me want to try out crazy, unrealistic lander concepts!
  3. Hi there, just a friendly check to see if this mod is actively being managed? It seems to be working fine, but KSP AVC is telling me this was last compatible with 1.3 (which I'm now running 1.3.1). Not sure if there's an updated 1.3.1 version available? I see the last version from 7/17/17 on GitHub, etc. Thanks for your work on the mod!
  4. This one actually works pretty well as a lander with the ability to refuel (the small canisters on the sides are ore/ISRU/radiator/battery units). What makes it unconventional would be the extreme part clipping to get all that equipment into a small package. It has an integrated landing leg assembly, extra MP and LFO tanks, plus a tweakscale'd engine assembly. Showing the different iterations that were less-than-successful until the Mk3 version. This one is drifting in space, 'cause atomic engines need LH2 not LFO... (per my mods at least)
  5. Thanks! Appreciate your comment. Here's my mod list, if that helps (spoiler'd below). I prefer mostly part-related and quality-of-life mods (tools, UI, etc.) rather than changing core mechanics of the game. And I haven't gotten into the whole USI/KIS/KAS/Life Support stuff yet.
  6. I just have to say this mod is one of the best for KSP and literally one I can't play without. THANK YOU for all your hard work on it and keeping this updated as you do.
  7. Simulation 003: Duna Rover Landing System I've got my unmanned rover ready to send to Duna, but I was experimenting with different ways to get it to the surface. For some reason... I thought there would be more heat coming in from orbit, so I started designing a system to cocoon it in heat shields (Spoiler alert: Duna's atmosphere doesn't produce that much heat on de-orbit at 900m/s... duh) Anyway, it was a cool experiment and maybe I'll use it when I send something to Eve! I didn't get any good screenshots during actual descent (I forgot to turn off 4x timewarp and it landed too quickly). Decouplers blew the top of the frame off. Then it kraken'd around for a bit until I was able to roll over away from the radiator & airbag mess. The landing legs were only to help tip over the frame so I could extricate the rover, since I wasn't sure how it was going to orient in the end. I won't use all the heat shields for Duna, but I'm still using the airbag concept.
  8. Working on a rover for my upcoming Duna missions and testing it on Kerbin, then I got to wondering... what would happen if I drove the little guy into the sea?
  9. The past several days have been all about designing spacecraft. I posted this on my Duna mission report with pics and more details ======================================== DSV 101 - Duna Service Vehicle 'Valkyrie' This is the first in a new class of interplanetary spacecraft for the kerbals. It represents an evolution of their technical and design capabilities, utilizing experimental new materials and integrating cutting-edge technologies with proven design methodologies towards one monumental goal: Successful completion of the Duna Mission. Mission parameters and design specifics: ======================================== LKO Transport 'Charon' Evolving out of the successful Mk3 STS shuttle program, a new class of Mk3 LKO transport was designed to support the needs of the upcoming Duna Mission. Hopes are high for this class of spacecraft, with additional variants already on the drawing board. Background and more information:
  10. Designing Spacecraft [Moving this to my History of Spaceflight thread]
  11. Simulation 002: Duna Survey Orbiter Mk2 (Successful Reactor & Engine Testing) Now we're getting somewhere. Here are shots from the LKO shakedown testing flight. Running tests on the reactor and engines, it was clear that the upgraded cooling systems were adequate for the amount of electric charge needed. This platform comprises 2x 1.25m reactors capable of outputting 100e/s each, which is more than sufficient for the 180e/s requirement of the VASMIR engine. While the two reactors were each able to run at 40-50% total capacity, energy generation also comes from the 4x large solar panels. This was enough to run the VASMIR engine at full throttle for a long time. And at 50% capacity on the reactors, their lifespace was well over 15 years. I'll need to evaluate if I can reduce to only 1x reactor and still have enough electrical output. In that case, it will save a great deal of weight and increase overall dV for the craft. I'll likely maintain the large-ish solar panels, since they should still produce an adequate amount of energy in orbit around Duna (unlike out as far as Jool).
  12. Simulation 001: Duna Survey Orbiter Mk1A (Not Successful) This design was based largely on the Kerbin Polar Orbiter platform, with some communications changes and added Xenon fuel capacity. The platform was successful in simulated tests around Minmus (i.e. alternate saves/quicksaves from the main save file), but apparently the propulsion and electrical systems were not adequately tested under full load. This simulated version utilized a transfer stage for Kerbin escape and orbital adjustments. But upon Duna orbital insertion... with the Ion engine at full throttle... the nuclear reactor suffered a complete meltdown when core temperatures hit almost 200% nominal. The cooling systems were apparently not enough to keep it within proper temperatures. Additional testing will be completed after checking cooling requirements and possibly utilizing other cooling technologies.
  13. 1. A Momentous Era for Kerbals (Game Three: KSP 1.2.x & 1.3.x) This represents a rather prolific period of spacecraft design based around several core design strategies. The primary goal was to build up towards a Joolian mission and construct all infrastructure, stations, and ships towards that mission. You can read more in a separate thread here: My First Joolian Mission (sadly, this was a bit too ambitious and was never realized) SPACECRAFT Kerbin Service Vehicle (KSV Mk1) - 'Spirit of Jebediah' First true multi-crew spacecraft constructed and launched from the surface of Kerbin First craft to orbit Kerbin, then later the first Mun mission with successful return to Kerbin Duna Service Vehicle (DSV Mk1) - 'Valkyrie' An experimental prototype for multi-crew, interplanetary missions Using new design techniques and technologies, the DSV class is the basis for future Mission parameters and design specifics: Mk3-1E Shuttle - 'STS 6699 'Celine' 5th-generation shuttle, all previous models "decommissioned" (aka violent re-entry, intentional or not...) Cargo bay Hab Module 'Myriad' - previously a rescue hab for stranded crew of a previous mission (Mk3-1B) Shuttle program designed around multi-use role with ground-based launches, orbital operations, and surface return for larger crew compliments and cargo requirements At the height of the program, four (4) shuttles were in use between Kerbin and orbital facilities Low Kerbin Orbit (LKO) Transport - 'Charon' Evolved out of the successful Mk3 STS shuttle program, a new class of Mk3 orbital transport to support orbital operations An experimental prototype for multi-crew, interplanetary missions Mission parameters and design specifics: Mun Lander - 'VonKerman's Pride' Experimental/proof-of-concept lander with moderate refueling capabilities using compact drills & ISRUs Planned as a new class of versatile, short-distance mission and transport spacecraft Limitations with overall dV and time for refueling limit its effective range, but may serve as the basis of a next generation spacecraft ####################################### KERBALLED STATIONS Orbital Manufacturing Platform - 'Foundry' Significant effort to establish a large-scale orbital manufacturing platform that supports missions throughout Kerbol system with construction & infrastructure, yet serviceable from Kerbin STS 6698 'Cassiopeia' (Mk3-1E Shuttle) shown docked to bring engineering crew Orbital Facility - 'Delphi' (kerbo-stationary orbit at 2864Km) Using new technologies, a major orbital expansion built in part by 'Foundry' and Kerbin-based launched Designed for long-term crewed habitation, training, and scientific experimentation Envisioned as a beachhead for future Duna and Joolian missions, determined less efficient than launches from 'Foundry' and Kerbin orbit STS 6697 'Elliandra' (Mk3-1E Shuttle) shown docked for crew transfer from LKO Munar Hab Mk2 - 'Werner Station' Second Mun expedition, launched as permanent Hab/Refueling station Originally part of Mun refueling/rescue for KSV-01 'Spirit of Jebediah' UNKERBALED SPACECRAFT Kerbin Science Orbiter (87Km LKO) Early expedition to map Kerbin Nuclear-based, ion-powered engines with decent DV Prototype for other unkerbaled probes throughout the Kerbol system
  14. Hello all! It's been a while since I've been playing KSP and so I decided to dust off these older threads and jump back into the game a bit. I'm taking things more slowly and not so worried about my original Joolian mission window. The kerbals will be focusing on Duna missions (see Mission Report: My Duna Expeditions if you'd like to see progress) to get better at spacecraft design as well as using multiple missions to complete key steps in the process. I'll be working through each mission type to help them learn: Probe Survey (unkerbaled), Rover Expedition (unkerbaled), First Kerbal Landing, Long-Term Hab & Infrastructure, etc. From a "storytelling" standpoint, I think the shorter-term focus on Duna makes sense. The kerbals got very ambitious in planning a large-scale Joolian mission, where they put a lot of emphasis, resources, and time into the infrastructure and support craft. But they weren't quite sure the best way to get everything to Jool. They'll eventually get there, but there's a lot of learning yet to do.
  15. StrutCo. presents.... Stories of Spaceflight: The Especially Sad Tale of 'Helmut's Sorrow' After the early successes of his twin brother Werner Von Kerman, the ambitious yet hopelessly reckless Helmut Von Kerman set out to prove who was in fact the better space engineer and undertook a secret project at the KSC. It was unofficially designated KSA-Z01 (by Helmut himself) and built around an as-yet unproven atomic engine system. In a daring night-time launch, the KSA-Z01 was sent into the heavens with none of the safety checks or routine protocols put in place for other KSC spacecraft. This lack of safety would prove fatal to Helmut Von Kerman's dreams of atomic engines traversing the Kerbol system. This is the only photo of the KSA-Z01, which would come to be known as 'Helmut's Sorrow', captured by long-range photo-telescopes from the Munar Hab. It features a wholly non-traditional design, including wing-like solar panels and huge extensible legs. Critics have decried it as an abomination, asking "Is it a lander? A rocket? Stuff bolted on everywhere... What the heck, Helmut?!" Mission reports are unclear, but it seems at some point on the way towards Minmus, the KSA-Z01 experienced a significant mechanical failure with its poorly tested LH2 engine system. The sole crew member, a junior KSC pilot with no business being in the cockpit, was lucky to jettison into space before the engine burst into an uncontrolled burn. The spacecraft careened out of Kerbin's SOI until it eventually ran out of fuel. It is currently in an eccentric orbit around Kerbol. If calculations are correct, it will appear back at Kerbin about every 2 1/2 years until the end of time... Helmut Von Kerman is currently under investigation by KSC Security and permanently barred from the KSC, pending full inquiry into his secret project. However, he has shown himself to be quite sneaky and may find a way to restart his secret missions. Stay tuned!
  16. This is a record of the exploration of the Red planet in the Kerbol system, including a variety of un-kerbaled and kerbaled missions. A few additional notes on the missions. Some of this is based on experimenting with craft and timing for the missions (I'm calling them "simulations") where I actually run the mission, but don't save it to my main save game. Mission Structure Unkerballed Survey Probe (Polar orbit) Unkerballed Rover (scouting for future ground facilities) Kerballed Ship with Lander Unkerballed Refueling Ship / Permanent Fuel Depot (higher Duna orbit) Long-term Habitat / Space Station (not manufacturing, orbit TBD) Kerballed Ground Facility Unkerballed Mining Rigs / Platforms (placement TBD) Ike-specific missions: Survey Probe, Landing Craft, etc. This may also result in additional craft or infrastructure in LKO to support the Duna missions.
  17. Here is my history of the spacecraft and key space infrastructure that make up my kerbal's space program as they endeavor to expand across the Kerbol system (across many different Kerbal lifetimes). 1. A Momentus Era for Kerbals (Game Three: KSP 1.2.x & 1.3.x) This was a prodigious time for kerbal-kind. They looked up at the stars and dreamed of advancing Kerbal civilization with robust missions, permanent kerballed stations, sprawling construction shipyards, mining operations, and other infrastructure reaching to every corner of the Kerbol system. My Duna Expeditions My First Joolian Mission My Inner Planets Exploration Exclusively in Sandbox mode, ships and orbital installations from this time utilize a wide variety of mods in their construction. Specifically stock parts (Ven's Stock Revamp), everything from Nertea, Bluedog Design Bureau, a smattering of Tantares, and many other random parts mods. It features extensive usage of Tweakscale and Interstellar Fuel Switch. 2. An Alternate History of Spaceflight (Game Four: KSP 1.4.3) Key points in history. Decisions made or not made. Technologies discovered (or not) that lead in different directions. This timeframe covers a period of unprecedented design for Kerbals, using a foundational set of technologies (Tantares) and building their space program from the ground up. Completed in Sandbox, the design direction was consciously chosen in limiting part usage to specifically BDB and Tantares with a limited number of stock parts Use of Tweakscale with extremely limited or not used at all Favorite mods such as Stockalike Station Parts, Mk3 Expansion parts, SpaceY were excluded Parts clipping was a major technique to achieve the desired form & function. Introduced management of kerbal vitals for the first time using Kerbalism 3. Earning Every Step of the Adventure (Game Five: KSP 1.4.5) They say it means more when you earn it... Every adventure leading Kerbals to greater discovery and thus new technologies to explore and increase their scientific knowledge of the universe. The challenge was to get as far as possible in a Career game using primarily stock parts with some additional mods Major focus of the Career was incorporating KSP-Interstellar Extended and progressing up the tech tree Parts from BDB, Tantares, and SSPRx were not utilized Kerbalism incorporated from the outset Tweakscale and IFS not permitted 4. New Beginnings (Game Six: KSP 1.6.x) A new frontier awaits as the Kerbals once again start from the ground and work their way upwards towards new discoveries and unlock the secrets of the Kerbol system Focus is minimal design and the most functional spacecraft possible Primary usage of stock (Vens Stock Revamp) and SSPRx as well as Near Future Technologies Not using Tantares and specific usage of Bluedog Design Bureau parts (primarily rockets and engines) Not utilizing KSP-IE as it adds a lot of extra stuff... Trying out Snacks! and Kerbal Health (since Kerbalism is having issues in 1.6) as an alternative to managing Kerbals 5. Really, Let's Do It This Time (Game Nine: KSP 1.7.x) Note: Games Seven & Eight were basically trashed by a series of mod experiments and fighting various bugs from the 1.6 to 1.7 KSP updates. So started fresh as Game Nine. Here it is....the Ultimate Career. Starting small, but dreaming big! Accept every challenge and accomplish every goal! This is the career to end all careers! (At least, before KSP2 comes out...) Apply lessons learned over several years of playing KSP Use the tricks learned from various types of playstyles and missions to achieve KSP greatness Incorporate Kerbal Construction time to add element of time to the playthrough Dropping Kerbalism or other life-support mods (mostly, because Kerbalism was being re-written and I didn't like Snacks!) Heavy use of Near Future and SSPRedux with a focus on small-scale to large-scale spacecraft design Modularized re-use of the "same parts for the same function" philosophy (see more here: Designing Spacecraft) 6. Other Interesting Content Various moments in the Stories of Spaceflight mini-series such as the (mis)adventures of Helmut Von Kerman (aka Werner's "evil" twin brother) and other fun vignettes that might come up. Design thoughts, various ideas, and philosophy on creating spacecraft
  18. Hi all, been a while since I've been on the thread. Took a long break from KSP and now I'm getting back into it. Wondering what is the most current save? Assuming it's Turn 85 on the Google Drive? (I only ask because I saw several recent threads of the save file being in different locations) Also, is this currently on 1.3.1 or still back on 1.3? I'll take a look at what's up there and propose a mission or two. Thanks!
  19. Is this why you don't search for "Scott Manley" on Google Images? Go ahead - CLICK it
  20. I'm working on this challenge and have my Cassini probe designed, but I'm wondering about the specific "4 tons". Here's my design (see below): I'm assuming it says "at least" 4 tons, that it could in fact be a lot more than 4 tons?
  21. Sorry to hear of your loss. Hope you and your family is doing OK.
  22. I'm really loving all these parts, but curious (since Mini-AVC keeps yelling at me) since this is for KSP 1.2+, there's no problem using this in 1.3 or 1.3.1 right? (Just thought I'd ask. I'm aware that most parts-related mods are version-independent.)
  23. Well I guess you just GOTTA click now (it's OK, really... you can click it)
  24. I would love it if someone had a quick tutorial on the forums for how to diagnose these crash reports. Like, what do they mean and where to see what's actually happening in the text file. If anyone has posted this before, please direct me!
  25. Thanks @JK_Kerbineer I looked at un-installing/re-installing IFS, but that didn't seem to help. I'm back to going mod-by-mod and installing, then loading, seeing if it crashes, etc. This is why I always update months and months later!
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