Jump to content

Wayfare

Members
  • Posts

    475
  • Joined

  • Last visited

Everything posted by Wayfare

  1. WAYFARE Aerospace, Engineering & Kitchen Appliances “Our SCEs don't even have an AUX setting.†This craft is outdated - find the KSP 0.21 version here! As seen on YouTube! Featured in Malkuth1974's and HOCgaming's .Based on video reviews and user feedback, "how to" sections have been added to this thread in RTFM red Downloads: Munshine V: Standard Apollo-style Mun mission craft. 194 parts, 394 tons. Munshine V - E: Enhanced version carrying a rover. 215 parts, 399 tons. Munshine V Deluxe: Includes rover, scientific instrumentation and decorative junk antennae. 249 parts, 401 tons. All three versions in one handy zip file. Introduction Many moons ago (Get it? Moons? Haha!) Wayfare AE&KA released the Munshine XI-B. This award-winning* craft carried Kerbonauts to the far reaches of the solar system and received that stunned viewers and Wayfare engineers alike. Today, the Munshine returns – reimagined, as they say – with a new designation and a new purpose. Carrying that proudest of Roman numerals, V, this Munshine actually goes to the Mun. Apollo-style. Does the world need another bloody Apollo clone in KSP? At under 200 parts, our engineers said yes!* Kerbal Space Program Widows Association “Recruiter of the Year†2012 The Craft At a launchpad mass of 394 tons and a part count of 194, the Munshine V is a surprisingly light implementation of the Apollo mission profile. It comes with a few amenities like launchpad illumination and a probe core on the Munar Module (MM). The Complimentary Snacks Module (CSM) carries three Kerbonauts, two of whom should be able to overpower the third and go land on the Mun themselves. Download the Munshine V here, or read on for a full mission profile. Action Groups 0: Engage launchpad illumination. It doesn't switch off. Sunglasses found in the “spare fuses†compartment (actual spare fuses replaced by paperclips). 9: Lock engine gimbal on outside engines. You'll probably need to hit it twice because it's wonky. 1: Toggle solar panels 2: Toggle CSM docking light 3: Toggle MM floodlights 4: Toggle MM landing lights Some illegal home-brewed booze may be found in the “emergency oxygen supply – do not open†compartment. Pictures! Sitting on the launchpad, Munshine V comes in at 194 parts and a hair under 400 tons of mass. Night launch? No problem! We decided to go for daylight anyway. Liftoff! Five Mainsails go a long way. Gravity turn to 10 degrees recommended at 5,000 meters. How To Launch 1. Disable outside engine gimbal (action group 9) 2. Engage ASAS, throttle to 100% 3. Stage for liftoff 4. Turn to 5-10 degrees at 5,000 meters 5. Turn to 20 degrees at 200 meters per second 6. Turn to 30 degrees at 400 meters per second 7. Drop first stage, turn to to 45 degrees (should be around 500 meters per second) 8 Turn to 60-70 degrees at 700 meters per second 9. Go horizontal at 1000 meters per second, burn until Apoapsis hits 80-100km Dropping the first stage leaves the Munsine V with 114 parts at 160 tons. Five Skippers take over. Transition to 45 degrees after dropping the first stage, around 15,000 meters. Circularizing with the third stage at 120,000 meters, now at 95 parts and 53 tons. Munshine V has enough battery capacity to sustain a few orbits before your Trans-Munar Injection (TMI) burn. The TMI burn is conducted to provide a collision course. Hairy? You bet! But this ensures the third stage and any other debris will crash safely into the Mun rather than become a navigation hazard later on (safety of Mun residents not guaranteed). The CSM undocks from the MM and third stage, turns 180 degrees (tip: use pitch rather than yaw for this maneuver, it will like up the crew hatches better) and docks back on. The CSM then pulls the MM free of the third stage and discards its own engine shroud. How To TD&E 1. Ensure ASAS is on, undock MM from CSM decoupler 2. Move CSM forward slightly under RCS translation, open docking shield 3. Pitch CSM 180 degrees so it's pointing at the MM docking clamp 4. RCS translate the CSM forward again and dock to MM 5. Decouple third stage, RCS translate the joined CSM/MM craft backwards a little 6. Turn joined craft to desired correction burn orientation and decouple CSM engine shroud Following a correction burn (because we don't want the whole mission to crash into the Mun just yet), the joined CSM and MM coast towards the Mun with solar panels extended. Capture burn over the Mun. Sure got a nice view there! After transferring two crewmen to the MM, it undocks from the CSM and drifts away before making its descent burn. The MM burns down to a nice, softish landing. How To Land on the Mun 1. Detach crewed MM from CSM 2. Burn MM slightly retrograde to move it away from CSM 3. About 45 degrees ahead of desired landing site, burn to de-orbit 4. From roughly 10 kilometers up, burn retrograde at full throttle 5. Keep burning according to the rule of thumb that 1km altitude = 10m/s velocity (so at 4km altitude, you want to be going 40m/s) 6. Land safely and don't get killed Flag planting time! Blasting the MM ascent stage off the Mun. Rendezvous and docking is hard – but it sure is pretty. Once the MM crew is back on board the CSM (that's kind of important), the MM is undocked and uses its remaining fuel and/or RCS to de-orbit. The CSM then burns back to Kerbin, aiming for a nice re-entry. So long, complimentary snacks – you've been yummy. Being on fire is perfectly normal. That's space travel for ya. Welcome home, space heroes! Munshine V - E Edition Here it is folks - the Munshine V - E! "E" stands for "Expedition". Or "Extra". Or "Enhanced". Or whatever. Have you ever walked into a room full of engineers and told them you love their design, you just want to make it more complicated? Fortunately, Wayfare has a solid chain of command and we didn't have to beat our engineers with it for too long until they agreed to add a rover to the Munshine V. They also added a couple of extra RCS fuel tanks to the other side of the landing stage. They don't like it when you call them ballast. They especially don't like it when you call them [bLEEP]. The "E" edition runs the Munshine V up to 399,69 tons and 215 parts on the launchpad. That's 21 additional parts and less than half a ton of extra mass. It affects the original flight profile about as much as you sneezing during the TMI burn. Deploying the buggy is easy - just right-click the docking port and decouple the node. Rarely have Kerbals been so excited about a few wheels bolted to a metal plate! "Let's go over there!" "What's over there?" "Genesis rocks? Ancient arches? Scantily-clad purple-skinned Munbabes? Who cares? Vrooom!" Wayfare recommends you enable brakes before decoupling the rover. To save power, disable the motors on the rear wheels when operating the rover. When rover is low on power, park rover in the sun for a few hours to recharge. Do not flip rover. Do not roll rover. Do not attempt to orbit rover. Rover parts may be harmful if swallowed. Use at your own risk. Munshine V Deluxe Meet the newest member of the Munshine V family: the Munshine V Deluxe! Our engineers warned us this would happen after the "E" edition. "They'll just want more!" they said, "It's a slippery slope!" they said. They were right. Still, even with a whole bunch of bells and whistles attached, the Munshine Deluxe remains a lightweight at 249 parts and 400.72 tons. So if your computer laughs at such a part count, consider picking up the Deluxe. You deserve it! Compared to the Munshine V standard, the Deluxe adds the following: Escape-A-Blast Launch Escape System. A handsome little thing that will lift the command pod right off the rocket and hopefully towards someplace safer in the event of cataclysmic failure. Should be discarded before circularization to prevent it from living on as a kinetic space missile in low Kerbin orbit. Sweet! Satellite TV on the Mun! Lander antennae deploy in action group 6. A rover from the "E" model is slung under the left-hand side of the lander stage. Deploy by right-clicking the docking port and decoupling the node. Rover has been enhanced with an antenna which needs to be deployed manually (to prevent it from poking holes in the fuel tanks and killing everyone). In case you're interested in "science", a full instrumentation panel has been mounted low on the right-hand side of the lander. It comes with its own illumination hooked up to the lander floodlights action group (3). Not to be outdone, the Complimentary Snacks Module (CSM) has also been fitted with antennae (action group 5). Its solar panels have been upgraded to slicker versions.
  2. I love this design. Asparagus may take the cake in fuel efficiency, but there's just something immensely satisfying about dropping stages stackwise instead of radially. Plus, it tends to bork out KSPs flight control mechanics less.
  3. The Kodak Missions 2: Moon Landings The first part of the Kodak Missions can be found here. Throughout the process of landing the Laythe Rovers, the Kerbal Alarm Clock had been keeping diligent track of Pathfinder 1's probes. They had detached from the central structure and were cruising towards their respective maneuver nodes. With utterly ridonkulous amounts of delta-v in each probe Mission Control felt confident they would at least be able to establish an orbit around each of Jool's remaining four moons. The Tylo Probe was the first to perform a capture burn. The Pol and Bop probes used the Tylo encounter to have their orbits slingshot up higher, while the Vall probe had burned for a Vall intercept which avoided Tylo entirely. In this shot the Tylo probe passes over the “mold line†geological feature while Jool and Laythe are visible. The Bop probe cruises to its capture burn. Laythe peeks out just below Bop and Tylo can be seen a bit further on the other side of Jool. All probes achieved stable, circular, equatorial orbits with no incident. This meant every body in the Jool system now had an artificial satellite (including the Pathfinder 1 structure which was left in a highly elliptical Jool orbit and will probably smash into a moon at some point). Champagne time at Mission Control! Separation of the Pol Lander from its orbital probe parent. The Pol Rover is slung underneath. The Pol Lander comes screaming past Mount Humongous as Jool hangs majestically overhead. Touchdown! More champagne is poured at Mission Control as the Pol Lander successfully sets down on a treacherous incline. The Pol Rover is deployed and circles around to inspect the lander. It's jittery but it doesn't seem to want to explode, so that's good. Next up, the Vall Lander coasts away from its parent probe. Another round of champagne as a Kerbal device first touches the surface of Vall. The landing site offered a very pretty view of Jool looming just over a nearby hill. The rover will go looking for further photogenic sites. Rinse, repeat, drink up – the Bop lander touches down beautifully. The Bop rover moves off in search of the mythical Space Kraken. Mission Control found the rover to be extremely hard to control in Bop's low gravity. Probe torque turned out to be much more effective than wheel steering in adjusting the rover's orientation. One controller described it as trying to drive a floor waxer on an ice rink. He added that seeing double didn't help either. Emboldened by the success of the landings on Pol, Vall and Bop (and a few more glasses of champagne), Mission Control greenlights the most uncertain part of the Pathfinder mission: landing on Tylo. The remaining bottles of champagne are uncorked as the Tylo Lander runs out of fuel well short of any kind of safe landing speed. Drunken mission controllers quickly re-christen it the Tylo Impact Testing System with no regard to the Kerbal Family Association's puritan standards. “Vaporized†best sums up the outcome of the TITS experiment. At least we got a decent snapshot out of it. Plans for manned Tylo landings are shelved somewhere between the empty champagne bottles. While Mission Control sleeps it off, a mockup of the next mission's star player sits in testing mode on the launch pad...
  4. Poor Ridmy Pretty awesome rover though!
  5. The terrain isn't raised, it just looks that way. It's the shadow of the cockpit partially overlaid by the light pool of the rover.
  6. Agreed. I build my launchers so that they almost, but not quite, make it to orbit. Depending on the mission, I'll either bolt a final orbital assist stage on top of it, or use the payload's own propulsion to circularize to a stable orbit. No debris left in orbit makes me happy
  7. Cheers - there's sixteen probes in total on the Pathfinder mission: four orbital probes, four landers/position markers, and eight mini-rovers (not counting their descent packs as they are disposable). I'm anxious to see if the lander/rover combo will make it down to Tylo OK. High gravity and no atmo... Ouch.
  8. Using the lander as the return craft is an interesting mission profile. Most people use a dedicated nuclear-powered interplanetary craft for both the outbound and the inbound trip. You could give that a shot if you have't tried it yet. That said, you made it to Duna and back with a stop over at Ike so your design obviously works very well
  9. The Kodak Missions 1: Pathfinder Why go to Jool? Why go anywhere in KSP? It's not like there's anything to really do out there. Jool really only has one thing going for it: it's so, so pretty. Hence I embarked upon the Kodak Missions. Am I showing my age? I decided to split the program into three parts. First, an unmanned pathfinder mission will seed the system with probes, with a special focus on Laythe to scout out base locations. The second part of the program will deliver the Laythe base and any cool bits I can bolt onto the front. The third part will deliver the crew, along with additional cool bits. Cool bits being rovers and such. This is Pathfinder 1. It consists of four probes arranged around a central structure to keep them nicely bundled. Each probe in turn splits into a satellite, a lander and a mini-rover. These probes will travel to Vall, Tylo, Bop and Pol and have a look around there. Along with snapping pretty pictures, the purpose of their mission is to determine how hard the Jool system is to get around in and how hard the various moons are to land on. The Poodle-powered bit which just undocked is the final stage of the Minshine launch vehicle, used to finalize circularization, perform orbital maneuvers, then undock from the payload and de-orbit itself. This way the Minshine launchers leave no debris in orbit. Here is Pathfinder 2 docking onto Pathfinder 1. Pathfinder 2 includes the pusher craft and a rack of four Laythe rovers with their landing packs. These will drop onto Laythe and survey the best sites for establishing a base. A third launch docked a Rockomax X200-32 fuel tank to the back of the Pathfinder as a drop tank. Burn baby burn! Pushing about eighty tons of craft to Jool took a lot of time. The burn was split into two parts: the first pushing it to just under the Mun's orbit, and the second bringing it all the way to a Jool encounter. Each burn took roughly six minutes. Under the stress of a 400-part monstrosity of a craft, time slowed down to about half pace. And then there were correction burns along the way... Well, you do the math. Once I got there though, I remembered why I wanted to torture myself and go to Jool. It's the amazing vistas. Aerobraking through Jool's atmosphere. Seven minutes of terror indeed. This was the last major maneuver of the joined Pathfinder spacecraft. Pathfinder 1 and 2 separate on an elliptical orbit around Jool. Mission Control reported a significant improvement in feedback as soon as the two craft were more than 2,5km apart. Moar fire! Pathfinder 2 made two aerobrake passes over Laythe, returning valuable data for the future missions. From the orbit that resulted from a 120km Jool aerocapture, a 22km aerobrake over Latyhe followed by another one at 30km yielded a decent enough orbit to finish the rest on engine power. Meanwhile, Pathfinder 1 cruised along to a Tylo encounter that would make a nice gravity boost for the upbound probes, as well as the rendezvous for the Tylo probe. Along the way, Jool and three of its moons lined up for a nice snapshot. Pathfinder 2 finds itself silhouetted against Jool. That's a postcard right there. The first Laythe rover separates from Pathfinder 2. These have just enough fuel for a de-orbit burn and a bit to spare for final deceleration while under the parachute. Part of the mission for these probes was to establish landing procedures for future payloads. The first rover, Able, descends under its chute. It was allowed to land with no engine assistance after de-orbit and correction. It set down just fine though it was a bit hairy at almost 6m/s. Baker landed under its chute too, but engine power was used during the last 30 meters of descent. Ironically, this attempt at a softer landing cut the chute and caused the rover to set down a lot harder. Baker broke its rear-left wheel in the process but was found to be still serviceable. Getting the descent package off the rover required a typically Kerbal maneuver: decouple the package, then drive the rover around in tight circles until it falls off! It still works even with just three operational wheels. Here, Baker observes its handiwork. After the poor results of Baker's landing pattern, Charlie descended only under its parachute. Unfortunately its landing site was elevated above sea level by a couple of hundred meters. The chutes didn't bite the slightly thinner atmosphere there quite as well and Charlie threw a wheel. Again, the rover was still able to perform its mission. Finally, Dog combined the lessons learned from the previous three rovers and landed under its chute, using a very gentle bit of thrust during the last 10 meters to slow it to just under 4m/s. It landed perfectly and set the standard for future landings. Having served its purpose, Pathfinder 2 is left to circle Laythe as a testament to Kerbal over-engineering. It ended up with about 1000m/s of delta-v in excess of the mission requirements. About 750m/s of those were burned up in a course correction that really shouldn't have been necessary if the initial transit to Jool had been planned better. KSC accountants drooled at the prospect of cutting a whole launch from the mission profile. KSC Kerbonauts then beat the accountants about the head and neck with blunt objects until they agreed to allow for a 1000m/s safety margin on future pusher designs. Next time, I'll show you how the Pathfinder 1 probes achieved their various captures and orbits around the other moons of Jool, and how their landers and rovers fared on getting down to the surface. Stay tuned!
  10. Maybe... We're all bad persons?
  11. Very nice work! Reaching Jool is a major milestone. Plus, the whole Jool system with all the moons and the great vistas... It's so damn pretty! Your "pusher" is a good design - simple and effective. If you add a Senior docking port on each end, you should be able to refuel it and add different mission packs (probes, crew carriers, landers, rovers) on the front to make it a re-usable platform. In fact, you could probably cut it down to just the central tank (with the nukes bolted on the sides) and dock additional fuel tanks on the back as needed. You can even undock the empty tanks as they run out and leave them in space as testaments to your achievements EDIT: Ninja'd by leaving this window open for fifteen minutes as I fixed myself a fancy drink
  12. For my Mun Base (found here) I actually made a pretty detailed plan for the entire program, including which launch would carry which payload and what the design requirements for said payload would be. Down to minutiae like "don't forget the [bLEEP] RTGs". It all went very smoothly, except for one incident where the skycrane dropped the main laboratory on its side, and a recovery module (consisting of a docking port, some landing legs and a veeeeery small thruster) had to be designed and jury-rigged into place to set it right-side-up again. It was also massively overcomplicated and the resulting base lags like no tomorrow The following base on Minmus was designed a lot more off-the-cuff and it's a lot more economical, both in terms of part count and of payloads launched. Right now I'm working on establishing a base on Laythe which will blow both previous bases out of the water without, IMHO, compromising on aesthetic and/or roleplay pleasingness. I have found, however, that as I get more confident in designing these things without notes, I do tend to end up with more embarrassing design flaws. Maybe it's the drinking too. Nothing quite like flying a highly ingenious sixteen-probe carrier all the way out to Jool only to find that you've forgotten to put control units on the mini-rovers...
  13. I'm not sure which one of us should be more terrified of him
  14. More Truckin' With Herbo on the [bLEEP] Mun Or Well, [bLEEP]. We first met Herbo Kerman when he gave us a tour of the Mun Arch Research Base. A short while later, after Jeb, Bill and Bob defected to IDEA, Herbo and his hapless crew became entombed several hundred meters under the surface of the Mun. So we watched Jeb fire a space cannon Ballistic Launch Assist Module instead. Now that the Mun has been given a stern talking to and its surface has returned to its proper position, it's time to check back up on Herbo. Hey folks! Herbo [bLEEP] Kerman here. You're going to have to excuse me for a minute, I'm on the radio with Malemone back at base. Yo Male, boss! I got good news and bad news. The good news is I fixed the visibility issues we've been having from this [bLEEP] awful cockpit. The bad news is I broke the high-gain antenna while doing so. Fix the antenna you say? Yeah, I'm on top of that. In fact the whole truck is. Well, [bLEEP]. That's pretty busted up. Seems she doesn't corner too well at thirty meters per second. We'll be camped out here for a while. At least we got plenty of snacks and board games. Oh, look at that, the Monopoly board got all flipped over. Guess I won't be needing to sell Boardwalk after all. Heh. Hey that's a pretty sweet set of wheels you're testing there! Looks lighter, better traction, and that is one [bLEEP] sexy cockpit. How about you folks send one of those up? It's OK, we'll hang out here for a bit. Who's the test driver? Randall? Oh, [bLEEP]. Don't let him break it. Randall is a good kid, he really is. But there's a reason we don't take him up to space. Got a lot of courage in him. Most of it is retard courage. Loyal, tenacious retard courage. We once sent him down to Kerman Resources to pick up an eye-dee-ten-tee form. Told him to write it down in case he forgot. Classic, right? Well it took him three days but he actually found one. Who would have thunk. Make sure you pick him out of the cockpit before you launch that thing, he likes to sleep in spacebound things. Check it out, they delivered it to the MunTug along with an extra tank of fuel so they wouldn't need to make a stop at the LKO fuel depot first. I like it when they hurry stuff up. Hey Annard, got any of those crunchies left? I got the munchies for some crunchies. Heh. Meanwhile, aboard the MunOphant... *yawn*... Wha..? Whoa! That MunCrane landing was so hairy I forgot to snap you folks back home a picture! Sorry about that. But there she is. The MunOphant. Look at that sexy [bLEEP] piece of truck. And sh... Wait. Is there something moving in there? RANDALL?? [bLEEP]! Alright, hop in. The [bLEEP] with it. You're part of the mission now son. Let's take this baby out for a spin. Aww yeah, I'm liking this view a lot better. I can actually see where I'm going! Oh, oops, bit stiff in the suspension. No biggie. You guys OK back there? What? Monopoly board flipped again? Well then we'll start over right, it's only fair... Heh. Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we th... *smack* I SWEAR TO [bLEEP] KERBOL RANDALL, ONE MORE WORD AND YOU'RE WALKING! Well, we made it folks. And whaddayaknow. It's another [bLEEP] rock. Yeah. That was a good reason to truck across a quarter of the Mun. Yup. Does just as much as the other one. Hey, Randall! You wanna be the first Kerbal to plant a flag under a Mun Arch? Here you go kid. Knock yourself out. Heh. No, no! Stop punching yourself. Just... Just go out and plant the [bLEEP] flag. Male? This is Herbo. Yeah. We found the other object. It's another [bLEEP] rock. And guess what, we also found out it's not a portal to a different dimension. Nope. Just a [bLEEP] rock. How? Let's just say we conducted a simple experiment using some expendable resources. Heh. Alright boys, let's get out and snap a picture. Wouldn't be surprised if there's a Kobel Prize in Dangerous Astrophysics in it for us. Say [bLEEEEEEEEEP]! Many kilometers back, the MunMammoth chills out in the setting sun. It's got enough RTGs to sustain its computer brain for a few centuries. It'll just count the grains of Mundust – it could never see those before.
  15. I'd go with something that looks like a satnav. Maybe with duct tape
  16. To elaborate on my previous suggestion - what you could do is build your craft the way it should have been, put it on the launch pad, close the game and go into the persistence file. Find your craft on the launch pad and copy/paste its parts information (NOT the orbital info) over that of the misbuilt craft. I just recently used this method to upgrade my 0.19 MunBase's utility rovers from patchwork ladder-and-landing-legs versions to ones with the new crew seats. It's pretty easy as long as you mind exactly what information you're moving where.
  17. You could also edit the persistence file to replace the tanker with one that has a docking port.
  18. Michael Collins Kerman really needs more love We all adore Armstrong for being the first badass on the Moon, and Aldrin for being the first badass to punch that Moon landing conspiracy guy in the mouth, but seriously... Who was the first badass to pick both those badasses up and bring them home safe?
  19. Thanks folks! As said, the space cannon performed a lot better than expected. I didn't actually work out the delta-V for these payloads until well after the test launch. It comes to about 900m/s, which is a lot for such a small package. There are a few issues though. The cannon cannot be trained nearly precise enough to reliably achieve intercepts. The cannon itself causes the greatest deviations because its struts really rock it around when they deploy. Add to that the fact that the launch site is not equatorial, Minmus' high eccentricity and relatively quick rotation, and "over there" becomes about as accurate as you can get. Finally, its convoluted design is wont to break the game's physics and cause it to cartwheel by phantom forces. It takes quite a bit of babysitting with quicksaves and time accelerations to make it behave. That said, I'm not nearly done with the KABLAMMO yet! We still have three original payloads left: Jeb's wild shot into the ammo trailer hit a structural beam and caused no significant damage. I intend to use them as sabots to propel ultralight probes onto (near) interplanetary trajectories, then use ion propulsion to correct and complete transit. We'll see how it goes
  20. Jeb is currently misappropriating delicate scientific equipment on Minmus:
  21. [bLEEP] Bang! Firing the Kerbin-Assembled Ballistic Launch Assistance Module to Minmus Orbit (KABLAMMO). Horizontally. Against a target. Turns out it's a space cannon after all
  22. Live Report from the Kerbal-Assembled Ballistic Launch Assistance Module to Minmus Orbit Or “Of course it's a [bLEEP] space cannon!†During our last episode, Jeb, Bill and Bob hijacked the KSC MunTug to join the Improbably Dangerous Experiments Agency (IDEA) with Gunther Kerman. Legal battles being what they are, Jeb lost and IDEA had to build its own orbital infrastructure to support its low-gravity experiments facility on Minmus. The MunBase, meanwhile, became entombed several hundred meters underground. Kerbal scientists are expecting the Munar surface to return to its proper location soonish, but all Mun operations have been suspended in the interim. “Hallo! Gunter Kerman here again at ze IDEA. I am testing zis lovely vone-man lander pod ve developed. And ze launch pad guys put it vit ze door down! Oh, so funny zese guys. So funny. Anyvay, let us go check on our space heroes ya?†“Helloooo spacefans! It's me! Jeb! And I just planted a flag on Minmus for the second time! See, me and Bill here had a bit of a rover accident. And we disappeared. As well as the rover. But hey, we popped right back to the space center and hopped on to the next rocket to Minmus, so all is well!†“Vell, except for ze very expensive rover of course.†“Yeah that one got busted good, haha! We shot some footage on the way over here for you folks, because we also brought the space cannon with us – you're gonna love this!†“It is not a space cannon, Jeb! It is a Ballistic Launch Assistance Module!†“BLAM! It's a cannon! Here's some shots from the MinTug guys picking up our lander and the cannon.†“Sigh. Not a cannon.†“I swear Lemlie, out of all the cockamamie contraptions we've moved around here...†“Dunbart, I got an idea. How about we not point the thermonuclear exhaust towards the highly unstable solid-fueled space ammo?†“So you mean we turn this into a push job? Instead of a...†“Tee hee!†“Haha! Good thinking though.†(Time passes as the MinTug reaches Minmus orbit and hightails it out, leaving the improbably dangerous payload to Macemy in the MinCrane.) “Easy now... Gently... Remember Macemy, those are [bLEEP] cannon shells you're hauling...†“Jeb here at Minmus Base, looking good Mace! We slotted you for a night landing. Wouldn't be the same without a little challenge eh? Haha!†“I hate you Jeb.†“Well, old Mace got the ammo down just fine and a couple of hours later he landed the cannon too. We're goin' shootin'!†“Jeb please, stop calling it ze cannon! It is not ze cannon!†“KABLAMMO!†“This is Bill, trucking out the most dangerous trailer you ever did see. Hee! I'm starting to enjoy this! How about you Bob?†“Jeb gave me some of his medication – I don't feel like screaming at all right now!†“Guys, this is Jonbus here at MinBase. Could you, ah... Could you hurry it up a little? I notice those space shells are pointed right at my base here.†“Jonbus! You too? Zey are not space shells! Zey are ballistic payloads!†“Yeah Doc. They don't look like that from the business end.†(More time passes as the guys take on the slow haul to the testing range. Jonbus determined that three kilometers from the base would be “maybe far enough away.â€Â) “Easy Merlock! These things pack a wallop!†“I'm very well aware, Jeb, that we currently have a warhead docked onto the front of our buggy.†“It is not ze varhead!†“Be quiet Doc.†“Sweet driving! We got the shell locked in place. Back the buggy out, Merlock. This is going to be messy.†“Jeb, you're looking good to fire.†“[bLEEP] BANG!†“Ya, ve are getting ze telemetry from ze payload! Oh! It is much better zan expected!†“Vow! Ve almost sent ze payload to an Eve intercept! Who vould have sunk?†“Doctor Gunter, hey, it's Ronfrey, your intern? I did the delta-vee on the back of a napkin and I told you this about three weeks ago.†“Vos it a cocktail napkin?†“Well, yes sir.†“Zen don't tell me zese zings vile I am drinking! Jeb my boy, ve are done! On ze first launch ve have departed Kerbin orbit! Ze experiment is ze massive success!†“So Doc, does that mean it's...†“...Playtime?†“Vot? No! Jeb, no, ze Ballistic Launch Assistance Module is not ze plaything!†“Hey guys - *snicker* - the base is over that way right? Watch this... [bLEEP] BANG!†“Launch range, this is MinBase. We're gonna be calling that one danger close. Also, not funny.†“Hey we're not going to be needing that ammo rig anymore, right? Bill! Bob! Get clear!†“Oh[bLEEP]oh[bLEEP]oh[bLEEP]oh[bLEEP]oh[bLEEP]...†“[bLEEP] BANG!â€Â
  23. Upside-down off-world flag posing should be the next big on the internet, methinks
×
×
  • Create New...