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CDSlice

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  1. I've now finished Munpollo, Minpollo, and Drespollo. I'm still figuring out where I'm going to go next but I'm leaning towards Moho since it has a smaller science multiplier than Eeloo and I want to save it for when I have the gravioli and Duna/Ike for when I have the Atmospheric Fluid Spectro-Variometer as well. Also, @Superfluous J is the new magnetometer experiment allowed? It isn't part of any of the DLCs so I'd think it would but I want to double check before I launch my next mission since I unlocked it.
  2. Episode 4: Déjà vu? (Dres) After the buzz from the discovery of mint ice cream on Minmus, Kisney wanted the KSP to make one more episode before the mid-session break. Bob and the gang decided to go to Dres as it didn't have any moons to fit in to the mission while being slightly easier than the Mun to land and take off from. Dres is also fairly close to Kerbin so the dV required to reach it and return wasn't massive. The 1200 science from Minmus didn't stretch as far as Bill hoped, but he was still able to make do with the parts he had and created a respectable Dres capable rocket for two. Bob's test pilot wife Val would be joining in for this mission to man the orbiter and plan the manouvers required when they were out of contact with the KSP. The Drespollo rocket was much larger than anything the KSP had used before, but it still looked skinny compared to its payload. The Drespollo was easily able to make orbit with enough dV left in the upper stage to provide a high TWR kick to help the vehicles transfer to Dres. The orbitor used a new Cheetah engine and 4 fuel filled droptanks to increase dV at the expense of a low TWR when all the tanks were filled. As the mission progressed the empty tanks would be dropped increasing the dV remaining and the craft's TWR as the dead weight was dropped. While space wildlife activists protested that littering space with tanks and stages would be harmful for the space dolphins Kisney waved aside their complaints by denying the existence of space dolphins, whales, squids, or any other space aquatic creature. A midcourse correction burn was required to fix the inclination of the transfer orbit so that Drespollo would reach Dres' SOI. All of the fuel in the droptanks and a good third of the fuel in the main tank was used in the injection burn. Luckily after ditching the weight of the lander the mothership would have plenty of dV for the voyage home. Bob then undocked the lander from the mothership and flew it down to the surface. Once landed he repeatedly asked Val if she had made a wrong turn somewhere since "this is just a lumpy Mun." Val repeatedly assured her husband that yes she had followed the directions to Dres correctly and no he wasn't on the Mun. Not entirely convinced, Bob still ran his experiments and gathered plenty of science before heading back into orbit to meet up with the mothership. Val then plotted a course for home. Although the plan had originally been for the crew to aerocapture into Kerbin orbit, the mothership had enough fuel left to make its own injection burn allowing for a much smoother and safer re-entry. A whopping 1900 science was gathered by Val and Bob in their historic mission beyond the confines of Kerbin's SOI. The producers decided that this would be the perfect time to have a mid session break as they planned their next mission.
  3. Episode 3: There's Ice Cream in Them There Hills! (Minmus) After Bob's science haul from the Mun the KSP was able to finish Tier 4 and almost all of Tier 5: (side note, while I could have unlocked the last node of Tier 5 that would have given me docking ports which by the rules of the challenge would have forced me to have a separate orbiter and lander vehicles launched together Apollo style. This is a bit over complicated for Minmus so I put off researching that node to the next mission) Bill had no trouble making a Minmus capable rocket with the new 1.875m parts that were researched. The first stage is a Bobcat engine augmented by four mite SRBs for a TWR boost at launch. Although Minpollo was a beautiful rocket with plenty of dV, the low TWR provided by the Bobcat made the ascent tricky as a shallow ascent profile was unable to break the Karman line and the rocket would burn up in the simulations. This meant a more vertical ascent was required. The second stage was powered by two Terrier engines which working together provided plenty of thrust to finish getting into orbit of Kerbin. A course was then plotted for a polar Minmus orbit as that would maximize the amount of science to be gained from EVA reports. Since the next mission would be interplanetary every scrap of science Bob could gather would be required. Bob gathers some science high above Minmus before burning for a polar orbit. After multiple orbits Bob landed in the Flats. This spot was near the equator which made getting home easier later. After performing his surface experiments Bob made an incredible discovery. The flats of Minmus are made out of mint ice cream! Although Minmus as an ice cream moon has been a part of Kerbal mythology since they first looked up at the night sky, in modern times the idea had fallen out of favor with the astronomical communities as they couldn't imagine how a planet sized ice cream maker could exist. However the ice cream got there the flats were chock full of it. The Kisney executives nearly fell out of their seats when they heard the news imagining the profits to be made in Minmus ice cream mining. When they came to they immediately ordered Bob to return with the ice cream samples. The KSP got a whopping 1200 science out of Minmus plus the funding from Kisney to go anywhere they wanted. Mission planer Jeb had a pretty good idea of where to go first...
  4. Episode 2: One Small Step (Mun) As seen in the last episode, the science gains from reaching orbit were rather lackluster, only allowing 4/5 of the Tier 4 tech to be researched. This made designing a rocket that could take Bob to the Mun a bit tricky. Luckily, Bill was up to the challenge. The Munpollo rocket was powered by a swivel lower stage augmented by two Thumper SRBs and a Terrier upper stage that would finalize the orbit and put Bob on a Mun trajectory. To help pay for the rocket the KSP sold ad space on the tanks and SRBs. The ascent was perfect and left Bob in a 101x78km orbit of Kerbin with 1k m/s of dV left in the tank, plenty for a Mun transfer but not enough for the insertion burn. To finish the insertion Bob had to fire his lander's engines for a few seconds. After a few orbits to collect the EVA reports from several biomes, Bob began the descent to the Mun. After performing the science (sponsored by StructCo) Bob headed back up into Mun orbit to prepare to go home. Tragedy struck however as Bob barely didn't have enough fuel to get his orbit low enough for aerobraking! As the Kisney Space Center scrambled to come up with ideas to save Bob, Jeb suggested that Bob should just go out and push. The producers loved this idea as it allowed them to show the hero straining against all odds to make it home. Bob wasn't so sure of the plan but since the KSP didn't have the funds to save him and he only brought enough snacks for a week in space he decided to give it a go. The plan worked perfectly as Bob was able to push his Pe to 35km, plenty low for an aerobrake to slow him enough to land. Despite some intense moments when the mission was nearly lost, Bob made it back home with nearly 1k of science and the episode was a huge success once aired. Kisney wanted to strike while the iron was hot and immediately ordered a Minmus mission while they worked on decided which planet should be visited first.
  5. Dres is actually a pretty good choice for a first interplanetary mission IMO. It is actually easier to land/take off from than the Mun so if you are using an Apollo style lander that undocks from the transfer ship all you really need to do is add more fuel to the transfer ship to have enough dV to get to Dres and back. The 5 degree inclination is a little annoying to deal with but Minmus should have given you practice on how to deal with that. If you haven't learned how to dock yet I would highly recommend learning how to do that around the Mun because it opens up so many opportunities and makes interplanetary missions much easier. However, even if you only learn how to rendezvous two ships and can't figure out docking you can still make an Apollo style mission work by just EVAing your kerbals from the lander to the transfer ship.
  6. If you have Module Manager this patch will fix the mass: // Fixes the magnetometer to weigh 0.05t instead of 0.5t // https://forum.kerbalspaceprogram.com/index.php?/topic/195193-kerbal-space-program-110-shared-horizons%E2%80%9D-grand-discussion-thread/&do=findComment&comment=3813960 @PART[Magnetometer] { @mass = 0.05 }
  7. @Superfluous J here is my submission for the Kerpollo challenge. I meant to include my submission to Munpollo but I just now realized I forgot to take a shot of my craft in orbit around the Mun and landed back on Kerbin so I will have to redo that mission.
  8. Episode 1: Touching the Heavens (Reaching Orbit) After the last episode, Bob and the crew were able to unlock all the technologies up to Tier 3 This means it is now time for Bob to finally go to space! This fairly standard launcher was easily capable of taking Bob and his experiments (including the new thermometer and barometer) into HKO. Bob was also able to show off his snazzy new Kisney+ space suit (which was definitely not stolen from any other space agencies, nope not at all, and we have the lawyers to prove it) as he went on EVA to collect and reset the science experiments. It was then time to head into a higher orbit to get even more science. Bob then instructed his spacecraft to perform a retrograde burn to begin re-entry. After a somewhat scary aerobrake, Bob and his capsule landed safely back on Kerbin. Unfortunately, the science gained was less then what Bob hoped for. His crew was only able to research 4/5 of the Tier 4 technologies. Since the mission to the Mun was next and the series schedule and budget didn't allow for any delays to gather more science, Bill would have his work cut out for him making a suitable rocket.
  9. Hello forum readers! This thread contains my entry to @Superfluous J's Kerpollo challenge. The full rules and other entries to this challenge can be found in the link below but the TL;DR is that I need to unlock the tech tree in only nine launches, one to Kerbin orbit, one to the Mun, one to Minmus, and then one to each of the other planets and their moons. This is only nine launches I'm allowed to make but I am allowed to make other "launches" to grind science from the KSP buildings and biomes as long as I don't leave the ground. For the difficulty settings I chose a Normal difficulty science mode save. The only mods I am running are KER for the handy readouts, MechJeb to help with planning my Jool V mission when I get to it, and a custom Module Manager patch to fix an issue with the new 1.10 magnetometer's mass. // Fixes the magnetometer to weigh 0.05t instead of 0.5t // https://forum.kerbalspaceprogram.com/index.php?/topic/195193-kerbal-space-program-110-shared-horizons%E2%80%9D-grand-discussion-thread/&do=findComment&comment=3813960 @PART[Magnetometer] { @mass = 0.05 } Without further ado, lets get this thing started! Episode 0: No Pain, No Gain (KSP Science Grind) Bob had a dream. He wanted to be the first Kerbal to land on each celestial body in the Kerbol system. As this was obviously out of reach of even Bill Kates' large pocket book, Bob and his close friends Jeb, Bill, and Val decided to approach the Kisney Channel to see if they would be willing to fund a TV series featuring them exploring space as a Kisney+ exclusive. For maximum realism each episode would be filmed on location of course. The executives of Kisney loved the idea and immediately ordered construction of the Kisney Space Center or KSP for short. After the center was completed, Bob and Jeb took the new Mk1 capsule and mystery goo experiment for a test ride. Although the process of collecting this science was very painful (Bob gets carsick easily and vomited several times throughout the mission) the Kisney producers assured them that the viewers would connect with Bob's suffering which would lead to them being hooked on the show or something like that. Regardless, this stomach churning mission was over, and with the science gained the next episode would feature Bob going into space!
  10. I will say I’ve had issues with seas disappearing while in the atmosphere in JNSQ on 1.8 so it likely is not completely caused by changes from 1.8 to 1.9.
  11. I’ve never really used it, but I also only include one or two reactors to feed some of the crazy engines in your other mods so I may not be the target for such a reactor UI.
  12. Make a Github account, fork the project so that you have your own copy to make changes in, add the node, test that it still works properly and no bugs were introduced, commit your changes, and then make a pull request on Github to merge your changes into Nertea’s repository. Here is GitHub’s documentation on pull requests.
  13. The only way I can think of is a SSTO that uses Breaking Ground props to get high enough the pressure is around 1ATM and then using traditional rocket engines/nukes to finish getting into orbit. That is how Stratzenblitz made a Jool surface level SSTO.
  14. Be still my beating Kerbal heart! Sometimes I swear you and @CobaltWolf are locked in eternal modded combat for who can make the most amazing parts. The last few NF and BDB updates have been INCREDIBLE!
  15. Even just extracting some of the BDB SAF fairings that would fit stock parts into their own mini mod would be amazing for careers where I don't want to use all of BDB but want better fairings.
  16. I’ve had this bug with just NFE reactors before, although for me it only happened when a craft loaded into physics range.
  17. The new early game rockets and SAF fairings are AMAZING! A kitbashed Mun orbiter probe and rocket:
  18. So, it looks like I downloaded v1.2.1 of the KW Rocketry SAF pack when I was trying to get all the dependencies.. I'll remove that and try the bundled version, thanks for the help!
  19. I’m not sure if this is a bug in BDB, SAF, or my install but the SAF fairings are all messed up in the latest dev build. Every fairing is missing the left bottom segment and most of them have the segments and top rotated 90 degrees. This screenshot shows the missing bottom segment. I didn’t get a screenshot of the other glitches. I have SAF 1.2.1 and the latest BDB dev version from Github running on KSP 1.8.1 w/ JNSQ
  20. @Zorg those are amazing! Would you mind sharing your configs? Even if they are rough they would make a great starting point for people to base their own configs on.
  21. Although it definitely isn't something Poodmund has to do, having the assets in a format that can only be edited with expensive, proprietary software when there is an option to have them in a format that can be easily used in free software does seem to go against the spirit of the Creative Commons license this mod is under. The whole point of the Creative Commons is to increase the amount of work "in the commons" and while legally Poodmund's textures are in the commons, the majority of people can't do anything with them because they don't have Photoshop and can not easily or cheaply obtain it. Also, this is an amazing mod, thank you so much for maintaining it Poodmund!
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