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KSP2 Release Notes
Everything posted by Cavscout74
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The Minmus automated sample return mission landed safely, collected samples & launched the return capsule back to Kerbin. Next, my second manned Mun landing, with Val & Bob, was completed on the far side of the Mun. They kept the surface mission fairly short to avoid giving Gene a heart attack waiting to reestablish communications. It was followed shortly thereafter by Jeb & Kelrik becoming the first kerbals in Minmus orbit. Seconds after establishing a 25km orbit, Jeb decided they had just enough dV to make a very dangerous landing on the Minmus basins with the GPV's orbital engine. Jeb figured (correctly) he could keep the GPV steady with RCS while Kelrik jumped out quickly, planted a flag & grabbed soil samples before blasting back into orbit. The plan worked, but they ended up with just 29 m/s dV after leaving Minmus orbit (and less than half a tank of monoprop). Since Jeb performed his stunt when they were out of contact with mission control, the only clue was taking a few minutes longer than expected to come back over the horizon & reestablishing contact. Jeb & Kel decided to wait till they landed and turn in not only soil samples but a Minmus greenstone after recovery. They are currently 5 days out from reentry. I also put a 3 satellite comm relay network around Mun and launched an IR observer to solar orbit
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Didn't get too much done today - second Mun crew launched (using the new Girroc Launcher) and I placed a new 400G relay in polar orbit to replace the much weaker Pioneer-based relay. Val & Bob heading for orbit and on their way to Mun New polar relay coasting to Ap of its parking orbit After entering a 175km orbit, a short time later the transfer stage pushed the Ap over the south pole out to 25000km before staging away Once the new relay was established in orbit and all systems checked good, it was time to deorbit the last Pioneer-based relay around Kerbin.
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At one point in time it was announced that as their intent to release a major update every quarter. That was before the pandemic IIRC. I haven't really kept track of how close they're coming to that - honestly, I think they release them too often as it is. It's gotta be a huge pain for modders - there are several mods I use that have either stopped being updated or got adopted by someone new since this faster update schedule started I would've rather seen half as many updates with twice the content. The celestial body updates could have been one or two updates, the part revamps likewise. Rather than being spaced out piece by piece. But that's just my 2 cents worth
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I recovered my Mun crew today, and put up a proper set of relays to replace the poorly spaced Pioneer relays at around 500km. The ECN-1M (Equatorial Communications Network - 1 Million meters) was placed via a single launch, placing 3 equally spaced 12G relays in (you guessed it) a 1000 km orbit and finally (I hope) solving my LKO communications problems. Last view of the GPV's engine before the explosions started. One of my favorite parts about JNSQ is that reentry is actually dangerous now. I also ended up editing the reaction wheels to be a little more powerful - even with the nose RCS, I couldn't quite keep directly retrograde during reentry. Previously, I had its RW's turned down to just 0.5, but I bumped them up to 1.0 now. But the brave Mun explorers made it through & splashed down safely in the Western Sea ECN-1M carrier boosting its Ap to 1000km Relay deployed in orbit Once the 3 new relays were in place, it was time to say goodbye to the trusty Pioneer relays that had been (usually) providing LKO communications links till now Next was the second Mun lander sent on its way to await Val & Bob Finally, with 2.5m engines researched, it was time to test larger launchers. Still using the tried and true Mk2 pod, Jeb & Kelrik launched atop the new 2.5m Girroc launch vehicle towards a Minmus orbit. The Girroc doesn't really provide any extra dV to the Mk 2 GPV, but it places it in orbit with just the core rocket rather than needing the complex triple-core 1.875m Dawngrazer Looking back toward Kerbin after course correction en route to Minmus. I toyed with using the FASA RL-10 engine on this one, but it feels cheaty with its ridiculously high Isp (it needs to be edited to use hydrolox instead of LFO if I want to be less cheaty). The "production" version goes back to the Restock+ Schnauzer engine
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Is there a way to like @kspnerd122's idea more than once?!?!?! That mod looks great, but the stock system still desperately needs to be collapsed by default. My main game, I rolled back to 1.10 just to avoid the stock inventory system - there's stuff KIS/KAS has that stock doesn't, and having two inventories was extra annoying - plus the new bugs of 1.11
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Got a small station into orbit - the MOL (Manned Orbiting Lab - loosely based on the real plans). In my setup, the station launches on its own, then a crew goes up in the next launch (the MTV - MOL Transfer Vehicle). Once an engineer & scientist are loaded on the MOL, the pilot undocks & heads for home in the MTV, leaving the other two on the station. Once it is time to leave, they can land in the Mk2 pod attached to the station The MOL is my largest launch in this save: The MTV goes up next: It reaches LKO with around 600 m/s dV remaining, giving it plenty to rendezvous & dock with the MOL. The MOL has a clamp-o-tron jr in the nose or the radial airlock can be used for docking For normal ops, the passenger cabin is jettisoned along with the orbital stage for reentry. On launch, there is an additional decoupler tied to the abort system that decouples the passenger cabin with the Mk 1 pod. I haven't actually tested it to see if the parachute is strong enough for both. But hey, that's why we give kerbals parachutes, right? I ran out of time to recover my intrepid Mun explorers, but I did grab a nice shot of them coming home:
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Am I the only one who likes exploring surfaces?
Cavscout74 replied to king of nowhere's topic in KSP1 Discussion
I enjoy roving/exploring sometimes. Some places are really nice looking, but others get too boring after a while. Usually the bigger the rover, the better - up to full blown mobile bases: This thing was pretty fun to drive on Kerbin & Mun. Never got around to landing one on Duna, but I'm sure it would've been a lot of fun there as well. On Kerbin, I actually broke off deployed solar panels from driving too fast This one was also a lot of fun - test version was launched to Mun, then the "real" version was sent to Moho. The landing cradle used a pair of BG joints and a clamp-o-tron jr to secure the rover, so it was actually capable of biome hopping if there was enough fuel. It was built to protect crews from the intense sunlight on Moho - structure panels shield all the crew areas from overhead sunlight, even if there isn't any real game mechanic for it. -
Updated Canadian Broadcasting Act may affect personal content
Cavscout74 replied to Gordon Fecyk's topic in Kerbal Network
Exactly!!- 24 replies
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Updated Canadian Broadcasting Act may affect personal content
Cavscout74 replied to Gordon Fecyk's topic in Kerbal Network
This oddly enough reminds me of when my state enacted a law required everyone recycle. Specifically this line from the article: "And while the government insists that individual Canadians won’t be hauled in front of the regulator to atone for the lack of Shania Twain in their playlists..." The state said the same thing, the recycling law was being enacted to ensure businesses recycled and they had no plans on fining individuals. Fast forward a year or two, I was working a job that required about 75% or more travel. So I frequently I either had no recycling, or just a few things that I didn't bother to put out till the bin was more full. Then I get a letter in the mail from the city informing me I haven't put my recycling out for 3 weeks and if I continue to not put it out, I would be fined.- 24 replies
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What is your favorite place to go in KSP?
Cavscout74 replied to Wizard Kerbal's topic in KSP1 Discussion
Well stated @KerikBalm Haven't been in quite a while, but my favorite place is probably Laythe - and just about the same spot @Brikoleur pointed out I think. Nice views & good areas for landing & bases, and very close to the equator. I can't find any good ground shots that show Jool in the sky to compare. I usually put down a small ground base for refueling the Laythe spaceplane, and a larger floating base, then either a rover to drive from the LZ to shore and a boat to get to the floating base or the rover will be amphibious & make the trip itself. This image was from when I finally loaded up Scatterer for the first time. First place I went to check out, since I had just made the trip the day before As for why I like it? What's not to like - a water world with breathable air, stunning images of Jool in the sky, & the perfect world for spaceplanes. And now geysers. Honorable mention goes to Duna & Minmus. Duna has some pretty spectacular views too and Minmus is just plain fun & close to home. -
Continued testing on my JNSQ science save, with further adjustments. Sent the first manned Mun lander on its way - the crew launched separately and rendezvoused in Mun orbit The second stage covers most of the transfer to Mun, leaving the lander to perform the Mun orbital insertion, landing & launch back to orbit. It ended up with <100 m/s after rendezvous with the Mk2 pod back in Mun orbit. Crew heading for Mun to rendezvous with the lander I also sent an automated sample return mission to Mun Crew rendezvous, Mun landing, and return to orbit. Crew is currently heading home Also launched a Minmus sample return mission & my DSC-Jool probe finally departed orbit. It's scheduled for a course correction in a few months that should put it straight into a Tylo intercept for a gravity-assisted capture. It doesn't have enough dV to do much more than enter Jool orbit Minmus sample return - made some minor changes to the original design (deployable sun-tracking solar panel & 2 antennas instead of 1, also only used one pair of sepratrons for the return module) DSC-Jool performing transfer burn
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Started off with some adjustments to my CF-02 Cobra, eliminating the ground-looping issues. Also did some stall testing - power off with gear & flaps down, it stalls right at 30 m/s. For power-on stalls, well, it's TWR is >1 so that wasn't really happening. Maybe a vertical climb up until the engine starts losing significant power. Then it was time for a test flight of the crewed Mun orbiter. The first try ended up 9 m/s short of completing the return to Kerbin maneuver so a quick revert & redesign (still haven't started career, just testing designs & tweaking the tech tree) was called for. The improved version got back to Kerbin with nearly 400 m/s dV remaining, allowing for a final deceleration burn just before reentry. Somehow in the process Jeb disappeared - he wasn't on EVA, wasn't showing up in the tracking station, wasn't even listed in the astronaut complex (not even as KIA initially). After the mission, he showed up on the KIA list - apparently when he tried to reenter the capsule after an EVA, he was krakened into solar orbit & died. Had to do a little text editing to fix that. Initial version: Improved version with larger SRB & stretched radial fuel tanks Booster separation with Mun in the background: Mun transfer Mun arrival - entered a ~100km circular orbit, stepped down to a 50km orbit to simulate rendezvous with a lander, then departed for home from the 50 km orbit
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After a break of a few days, I got my a Minmus satellite into a polar orbit, sending back a bunch of science then tested a pair of reworked aircraft designs. HECS-Minmus Jeb got to test out the improved CF-01B SuperStar, based on the basic Star with improved, afterburning engines. Even with afterburners, it can't quite break mach 1 down low (250 m/s dry, 339 m/s wet at 1000m) but by climbing up to 3000m, Jeb was able to push through to just over mach 1 (345 m/s) Val was assigned the completely new CF-02 Cobra, the first swept-wing jet, powered by a new turbofan engine. It was an improvement in every category. The engine begins to overheat as it accelerates, and Val was forced to reduce power after reaching 563 m/s at 1000m. After turning around and climbing to 2500m, she was about to get up to 569 m/s before needing to throttle back. The Cobra has a distressing tendency to ground loop after landing, and some adjustments are needed before putting it into operational service. Descending towards the desert airstrip, her engine dangerously hot Making a low pass over the airstrip before returning to land
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Will the community abandon KSP 1 after KSP 2?
Cavscout74 replied to wpetula's topic in KSP1 Discussion
IIRC, originally KSP2 was announced as being for PC-only to start - so other users will be stuck with KSP1 until/unless that changes. Unless they've changed that & I missed it. -
It does seem rather high, but then again I've never once worried when I've had extra dV on a mission.
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This is one forum I've never ignored anyone - I didn't even realize I could until I first saw this post. Several MMO's I've played in the past had greater or lesser numbers of players - both in game & in forums - on ignore. Here, even when I've disagreed with someone, we both had valid reasons for our opinions. I think this might be the most civil forum I've ever been in. And kudos to the mods for helping keep it that way, too.
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Continued working my way through - and adjusting - the tech tree in my science save Surveyor-1 launched to the Mun on an Atlas-Agena Bill also wrapped up his day in orbit - his final sunset before reentry Then it was time to launch another probe, an Argo, atop the new Titan launcher After reaching orbit, the Agena upper stage doesn't have enough dV to do too much more than push the Argo out of Kerbin's SoI It does become the first kebin-made object to leave Kerbin's SoI a few days after Surveyor-1 completes its Mun mission. I'm actually trying to find a way to at least get an Eve fly-by - there should be enough dV, but my timing was just horrible, so it may take a few years While Argo-1 was leaving Kerbin behind, Surveyor-1 arrived at the Mun and performed the first soft landing The Agena stage and the braking SRB scrubbed off most of the velocity, leaving only about 200 m/s for the Surveyor's landing thrusters to burn off The lack of larger launch vehicles limits my ability to get probes off to other planets. However, using a very experimental triple Titan, a probe was launched into LKO that will head to Jool It will be on fumes by the time is arrives though, and won't be doing too much more than a Tylo flyby to capture around Jool Last but not least, first launch of an Acorn pod with 2 kerbals on board. They are scheduled to spend 5 days in LKO, performing the first spacewalks before returning home.
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The one time they mentioned the play modes, they indicated it would be closer to science mode than career - which to me indicates no contracts or funds. But that was a while ago & I haven't seen anything mentioned since
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Got a few more Pioneer comm relays into orbit today - switched to using a complete Atlas-Agena, which substantially increased the orbital altitudes I could reach The first one used an Agena engine on a small fuel tank, and was a big improvement over previous launches that ended up spinning out of control Then I realized "hey, why don't you just use the complete Agena like it was meant to be used" That one was placed in a large polar orbit The next one became my first (in this save) Mun orbiter In between satellite launches, Jeb, Val & Bill all got their first orbital flights in. Jeb was first, with a short 2-orbit trip in the basic Atlas-Moho View from the cockpit during splashdown Val rode the upgraded Atlas-Mohogena (Moho-Agena) and spent 4 hours in orbit before the batteries started running low & she returned. Bill took up an improved Mohogena with solar panels and is planning to spend a full day in orbit Bill's first sunrise in orbit
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Soylent Green is..... Kerbals!!! At least there would be no need for artificial dyes as food coloring
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More speed units
Cavscout74 replied to Jack Mcslay's topic in KSP1 Suggestions & Development Discussion
I'm in the US and agree with the "keep it metric" idea for stock. I wouldn't mind a toggle between m/s & km/h though. Like the way you can now toggle AGL & MSL altitudes. -
The 0.35m nose cone parachute from USI Sounding Rockets
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Fired off a few sounding rockets for science, then Val got her shot at a suborbital hop Meanwhile, Jeb was testing out some new aircraft - the jet CF-01 Star and the turboprop CFP-05 (currently nameless) The -05 had some serious issues with the engine dropping to just 14kN power output in flight. If that can be alleviated, this may be a nice aircraft. Until that happens, this will go back to the corner of the SPH to gather dust Also used the Atlas to boost a pair of comm relays into orbit, but my communications is still horrible. I think something is set wrong in my science save, because comm's are worse than other JNSQ saves I've had The first one used a LFO upper stage that has a misalignment on the thrust axis. Unfortunately with the reduced reaction wheels, that made it nearly uncontrollable so I tried a SRB upper stage - unfortunately, that was also out of alignment and it just spun out of control until the SRB burned out. The satellite was able to regain control quickly after staging the spent SRB and on the plus side, the Atlas got me high enough that the satellite's monoprop engine was able to finish orbital insertion. Finally, Bob got to deploy another ground relay, west of KSC this time.
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@Hotel26That is what I generally do. I actually have a tail-wheel endorsement on my real world pilot's license. Some designs are better for wheel landings, others prefer 3-pointers. This design is just really close at full fuel and there isn't much more I can move. The Merlin is supposed to be a longer range aircraft than the Hawk, so it needs to nose tank to meet that criteria and stay at 30 parts or less. The original (pre-nose tank) was a little tamer. The nose tank is set to drain first, and when it is empty, it behaves better. But when I just take off, do a quick speed test & come back to land, it doesn't drain much fuel. It can be landed, but if you do much more than tap the brakes you risk a nose-over. I may try to lower the main wheel brakes a bit more to give a better margin of error. @ColdJI've seen a few mods with adjustable weights and I've also often stuck radial parts (either life support or ore cans) between other parts to adjust CoM. In this case, I'm sitting either at or really close to the 30 part limit for the level 1 SPH (not on my KSP computer at the moment to say for sure). The Merlin is just really close on everything. It's kinda pushing the performance capability of straight-wing props. Glad you're liking my posts. I'm really looking forward to restarting my JNSQ career - my first one fell victim to 1.11 bugs, so I've reverted to 1.10 and in the process trying to fine tune a tech tree to be exactly how I want it before starting again.