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Posts posted by CDSlice
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2 hours ago, Pappystein said:
I think the key is the lab didn't.... LAB? But I agree about the lack of a Agena GCU! I haven't flown one of these yet (been playing with a Saturn A-1[Titan IIIA] build that likes to explode on Stage 1 staging....)
I don't think science labs in KSP can function unless the craft is controllable, so by including the GCU your craft will be controllable without the scientist in the capsule, leaving them free to do research in the lab.
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51 minutes ago, biohazard15 said:
The worst part, however, is the delay of 1.7.0 release.
Nah that's fine, it makes every release feel like an amazing new DLC. Plus I don't want to have to restart my save again so soon...
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16 minutes ago, Jso said:
It does along the avionics pods on the big tank. That's where I stick smart parts.
Hm, that seems a bit low for a parachutes, but it just might work.
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15 hours ago, Pappystein said:
...
And then Valentina pointed out... "But we can put parachutes on the Atlas Booster and recover it for re-use and to save funds!"
Doh! Jeb handed Bill a 100 fund note!
Unless I'm missing something, Jeb may have handed Bill the funds too quickly. The Atlas booster doesn't allow surface attachments, so where are you going to stick the parachutes?
Cool rockets BTW, the idea of Jeb blasting off at 10G's on a SRB is hilarious.
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Previously in this forum, Jeb and his buds were launched into space on a very interesting rocket. Now it is time to see what was in the big fairing...
(I will be keeping the pics in spoilers for space)
SpoilerThis contraption is designed to take three kerbals to Duna in JNSQ, land two of them on Duna and return them to orbit, and then get them back home. It would do this by using two NERV engines running off of liquid fuel stored in the main core and four droptanks. To keep this mission semi-realistic the mothership has not only an extended Leo capsule but it also includes a three kerbal living space and a one kerbal space lab to process experiments both at Duna and on the journey home. Unfortunately, this mission had a few near catastrophes hit it. But that will come later in the story. First we have to get to Duna.
SpoilerIt was here our first catastrophe struck. So apparently, if you have the whole Nertea suite of mods, the NERV is modified to require you to run a nuclear reactor while the engine is active. However, I did not anticipate this and therefore did not pack on thermal control parts on the vessel. After forgetting to turn off the reactor when making my departure and capture burns, my NERV engines were fried and dead in the water. Luckily,
a little save file editingJeb's amazing engineering skills fixed the NERVs to allow them to work again. After this, Val and Bob prepared to land on the surface of Duna.SpoilerAfter a toastier descent than expected, Val and Bob were safely on the surface. This lander is a two stage design where the first Spark + 2 Ant stage provided the thrust for landing and take off while the second monoprop stage would finish getting the capsule into orbit. Or at least that was the plan...
(I thought this screenshot was too beautiful to hide a spoiler)
Bob performs the most sacred of Kerbal duties by planting and saluting the flag.
After some more EVA and science ops, it was time to head back to orbit.
SpoilerUnfortunately, this is where the second (and much worse) catastrophe hit. See, Duna in JNSQ has a lot taller but thinner atmosphere than it does in stock. It also has much more gravity. These two factors combined mean that my lander had to burn considerable fuel just descending safely, which meant there just wasn't enough dV left to get into orbit. After MANY quicksaves and quickloads, I found the one solution that worked: Use the fuel in the lander to get to an AP of around 120km, take Bob out at around 100km, use his EVA pack to raise his orbit to around 140km, switch back to the lander, get Val out and immediately use her pack to achieve orbit at 120km, and then switch back to Bob who was reaching his AP and finish getting him into orbit. After that Jeb was able to use the mothership to pick them up within a day.
After doing so, it was determined that there was enough spare dV to swing by Ike before heading home.
SpoilerWhile at Ike Bob had some photos taken for KSP's new advertising campaigns:
SpoilerFinally, it was time to head home. Being low on fuel due to the Ike detour, our brave Kerbals decided to go for an interplanetary atmospheric reentry.
SpoilerFinally, it was time to let the beancounters add up how much science we gained:
Spoiler900 Science was transmitted from the lab, while 1974 Science was taken back.
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So Jeb thought the last rocket was "too boring." (EDIT: My last rocket that is. Not your amazing Titans Zorg!) In response, the KSP came up with this:
It uses a 3.75m Sarnus SOFI tank with a Regor engine as the central core of the first stage with 4 top of the line Titan upgraded SRBs as the main thrust for takeoff. Flies like a big Titan.
The upper stage uses a Sarnus cyro tank mated with one of Nertea's cryogenic engines.
What's inside the fairing is even stranger, but that is a story for another day...
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So after the abomination of a rocket that took Kerbalkind to the Mun, I figured a more modern design might be better for my space program's trips to Minmus.
Hm, this looks vaguely familiar...
With 4 Titan engines + 2 Kickback SRBs for the lower stages and 2 vacuum optimized Titan engines for the upper, this rocket is easily able to get a good lander to Minmus or the the Mun.
The rest of the mission is in a spoiler for space:
SpoilerSuch pretty plumes.
Maybe we shouldn't be looking directly at Kerbol...
After ditching the first stage things started to get toasty.
After making it to orbit, the fairing and LES were jettisoned, revealing the direct ascent Leo lander that would go to Minmus.
Ah, Kerbals. The only race that can create spacecraft capable of taking themselves to other worlds without knowing how to make extendable ladders.
Time to burn for Minmus transfer orbit. I got lucky and had launched at a time that meant I didn't need to do any inclination changes to intercept Minmus.
The minty moon looked marvelous to the multiple kerbals manning the mission.
As with the Mun mission, the last drops of dV in the transfer stage were used to start the landing process.
Easy does it...
Success!
Bob and Val quickly scamper onto the surface...
...and planted a flag, the most sacred of Kerbal traditions.
*Slaps door of lander* This craft can fit so much science in it.
Bob refuses to acknowledge the existence of this photograph.
Due to
how excessively overbuiltthe careful engineering that went into the lander, Val and Bob were able to visit multiple biomes on Minmus. Including Space Kansas.After the wonders of Space Kansas, nothing else on the moon could possibly compare. So after one final biome hop, our brave kerbals decided to head home.
Minmus couldn't resist taking one last chance to say goodbye.
After an uneventful trip home, Michellee and the other bean counters quickly tallied their gains...
Next stop, Duna. Maybe I'll actually get to use the Sarnus V...
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No one:
Absolutely no one:
Jeb Kerman: Direct Ascent Fat Atlas to the Mun!
So uh yeah if you kitbash enough Titan, Atlas, and other early tech tree BDB rockets together you get this thing that can take two Kerbals and a boat load of science experiments to the Mun and back in JNSQ.
I used Titan engines for the first stage and a half:
Here is the transfer stage which will take the rocket from orbit to the Mun and start the descent:
The descent was continued with a SRB and finished with four Atlas vernier engines. Fuel margins were rather low, so I'll need to add another tank if I want to use this rocket again.
Here is everyone on the surface:
Time to head home
And the final stage of the lander activates to push us back to Kerbin:
@CobaltWolf, would it be possible to have a 1.5m version of the MOL cargo bay? I tweakscaled the 1.85m version to 1.5 and it was awesome for this mission but I would prefer not to have to tweakscale parts.
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With JNSQ finally coming out for 1.8.1, I've decided to restart my save.
My first crew launch was a baby Mercury
It only had the bottom tank and no upper stage so it was an entirely in atmosphere flight, but the experience and science gathered will be invaluable.
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2 hours ago, Pappystein said:
Basically I want/need a plugin that allows me to Plan a launch FROM THE GROUND to planet X including all Slingshot maneuvers and breaking maneuvers needed. Then I might spend more time playing this game instead of constantly restarting my career.
TBH at least in Stock I've never found slingshots and stuff to be too useful other than using Laythe/Tylo to get in orbit of Jool. Instead a "more boosters" approach always seems to be simpler and more fun. I would recommend getting Mechjeb and using it to plan your transfers without any complicated slingshots. That and a dV map make it pretty simple to plan a mission from Kerbin to another body and back. If you build a lander with enough dV to land and take off from your destination, a transfer vehicle that has enough dV to get your lander to the destination and back, and a launcher that can take your transfer vehicle and lander to LKO, Mechjeb should be able to plan and even execute the rest of your mission if you want. It won't be the most efficient mission ever, but unless you are trying something ridiculous like a 100 Kerbal SSTO to Eeloo, Gilly, and back to Kerbin you won't need anything more complex.
Also, grab better time warp so you can speed up timewarp to ludicrous speed and not have to wait forever for transfer windows or to get from one body to another.
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1 hour ago, Galileo said:
0.9.0 Change log
For KSP 1.8.1
HYPE!!!
Time to start a new save! This time I'll start with BDB and with less science, with the extra experiments BDB and DMagic give I felt like I was going through the early tech tree way too fast.
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52 minutes ago, Brigadier said:
Tsk, tsk, density should be kg/m3. (yeah, I'm an engineer, I really do read this stuff and I know few people really care )
As a physics undergrad I can safely say that there are dozens of us!
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@Crixomix this doc has almost everything you need https://github.com/Galileo88/JNSQ/blob/master/GameData/JNSQ/CelestialBodies.pdf
It is missing atmospheric density and number of biomes.
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17 minutes ago, biohazard15 said:
That is actually a "problem" with BDB Titan - it's so flexible it makes all other rockets either irrelevant or obsolete. I actually had to force myself to use Delta II to launch anything that weighs less than 2 tons and can be folded into 1.5m fairing. Just because "launch everything on Titan" is too boring. BDB Titan is great, but I wish for more balancing. Increasing its price would work, at least until you accumulated enough kerbucks to stop caring about such things.
Well, I don't have that problem because I love the Delta II even more. There is just something about that shade of blue and the general shape of the rocket I find incredibly beautiful. I just wish there was an easier way to attach the 9 SRBs since KSP makes that a pain.
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The Titan is fast becoming my favorite rocket in BDB
It just looks so pretty and is perfect for sending probes to further away planets like Dres.
More screenshots in spoiler for space
SpoilerThe payload arriving at Dres. It is mostly made up of Restock/Near Future parts with a liberal use of tweakscale but I also used a bunch of BDB science experiments
And the smol robotic lander on the surface. The parts from Near Future Exploration were perfect for this little guy.
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A little golden NFX lander on JNSQ Dres
SpoilerTransfer Vehicle
The front of the probe
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After the resounding success of the Clark probes to Duna and Eve, the KSP has decided to focus on studying the effects of long term micro-gravity on Kerbals
and spy on the Krussansby creating a smallreconscience station, the Maria-1.Jeb, Bob, and Bill will spend several weeks in orbit before heading back to the surface of Kerbin with the valuable data. This will pave the way for longer interplanetary journeys to Duna, Eve, and eventually beyond.
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@Nertea , I take you don't really like the Making History DLC...
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3 hours ago, vardicd said:
what is bdb?
Feast your eyes on the awesomeness that is Bluedog Design Bureau
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3 hours ago, CobaltWolf said:
Those probes are super nice! Always cool to see the ion parts getting used. What was powering them? Surely it can't be those little panels (which are overdue for being remade, I think...)
Thanks! It actually was those little panels but I had a massive amount of batteries and couple of the capacitors from Near Future Electrical that I used for actually performing the burns. The panels just had to recharge everything. For leaving Kerbin I was able to split the escape burns into two burns that could each be done on a full charge. For capturing at the destination I just pointed retrograde, burned until I ran out of juice, waited for it to recharge burned again. Repeat until captured. Then I was able to do a few more burns to circularize at the right altitude. Not the most efficient way to do the burns but both probes had just enough dV to pull it off.
Also, thank you so much for these awesome parts. You, Nertea, and Team Galileo (with JNSQ) have completely reinvigorated my love for KSP and made it fresh and challenging again.
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I think I found a bug with Near Future Exploration. With it installed the antennas that are patched to work with the reflector system no longer have their range boosted by the antenna range boost difficulty setting. Normally this isn't a big problem but with a planet pack like JNSQ it means almost all the antennas become useless beyond Kerbin's SOI.
I'm using the 1.7.3 build, I don't have a 1.8 install handy to test on at the moment so my apologies if this is a 1.7 specific bug.
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3 hours ago, Pappystein said:
Nice Probe but a question. Your "Boring" Delta is half height. I was wondering if you A) knew about the 2 tank setup and decided to forgo it or B) didn't need the extra fuel.
I actually wasn't 100% sure if those two tanks went together, but for this rocket the extra fuel wasn't needed. What was needed was a different antenna because that one from Restock+ doesn't have close to enough power to get a connection from JNSQ Duna. What's weird is that the stock version of that antenna has a significantly higher range, so IDK why the Restock+ antennas are so weak with JNSQ.
I guess I'll need to send a relay sat out to Duna at the next transfer window if I want to get any of that science because that probe doesn't have anywhere close to enough dV to come back to Kerbin.
My Eve version though uses a different BDB antenna that has plenty of range.
BDB ion engines with Real Plume are so beautiful.
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Off to Duna with the magical power of IONS
Here is a shot of the front of the probe:
The launcher is a rather boring Delta
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Could someone help me with my Duna mission? The dV map states that a trip to Duna should take around 3k dV so I built a probe with a little over 3k dV and timewarped until KER said I was at a transfer window with Duna. My ejection burn was a good bit higher than what the dV map said but it was only a when I went to plan the burn to get into Duna orbit it takes over 3k dV to just get out of an escape trajectory! My orbit also seems to go a good bit beyond Duna, so I feel like I managed to launch at the wrong time. Is it that or did I do something else wrong?
I launched around 13 days before taking this screenshot.
[1.12.5] CRE - Stockalike British Rocketry [2.2][02/03/2021]
in KSP1 Mod Releases
Posted
Did you decide what the third scheme for Blue Steel would be? Because I really like this one and it would be a shame to lose it.
This whole mod looks amazing so far, I can't wait for an official release so I can incorporate it into my main game.