kookoo_gr
Members-
Posts
582 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by kookoo_gr
-
Back in 0.19 i decided to send a manned mission to Laythe and back. I knew it would be a resource demanding mission so i decided to break the mission in two parts. First was to send a lander to the planet and return it to orbit and then send a second vehicle to bring them back to Kerbin. This is the lander i came up with, while it burns out of Kerbin with a crew of three, Willie, Romore and Joebart Kerman. Unfortunately the whole mission went down the drain from the beginning with fuel shortage and control problems due to wobbling form the docking port. So our intrepid crew had to make an emergency landing at Laythe and got stranded admiring Jool form Laythe's surface Then the 0.20 update came and that meant i had to plan a rescue mission but before that i had to make sure the crew wouldn't spend waiting inside a small capsule, so i sent a hitchhiker capsule and a rover and established a small base so the stranded crew would make some research while waiting to be rescued. Here is the rover i sent, with a Jool and Vall background, unfortunately i forgot to take any screenshots of the base module. The rescue mission consisted from another manned lander (so i could plant a flag on Laythe). The plan was to paradrop a lander to Laythe near to the base, lift off and connect to a transfer stage back to Kerbin. Here you can see the building phase of the lander with Ribdin Kerman on the controls. But at some point i found out that i didn't have enough fuel so i had to make another fuel tank delivery at the rescue lander After the Jool transfer and a few aerobraking maneuvers, Ribdin finally reached the stranded Kerbals Once Ribdin landed the rover raced to get him to the Laythe base i established in order to plant a flag. While driving to get Ribdin, this funny bug happened, the rover almost tipped over but i managed to save it leaving standing on its two wheels A quickload later the rover delivered Ribdin where he planted a flag and took a photo of the event with the stranded crew. After that the intrepid crew went for the lander where they discovered that the lander didn't have enough ÃŽâ€v to establish orbit The crew contacted KSC where their answer was wait for another rescue. Until then do some more science stuff. A new mission was under way. This mission included a simultaneous launch of two ships built in orbit, the lander, which is to be paradropped and the return ship, both of them robotic so not another Kerbal can be stranded. Here are the two ships. The lander during escape burn for Kerbin The return ship during escape burn from Kerbin The transfer orbits of both ships The good thing about the Sr docking port is that it makes modular ship building very fun and creative, especially for long range ships with lots of fuel, you can drop various stages into interplanetary space thus reducing weight. After a Jool aerobraking both ships managed to reach Laythe orbit As usual this transfer was not flawless and i ended up with the lander at a planet prograde orbit and the transfer stage at a retrograde orbit but that's a problem i had to deal with later. Time to get the show on the road, i adjusted the lander's orbit with the remaining fuel of its transfer stage and landed 3km away from the first rescue ship. The crew raced with the rover to the rescue ship and took a last photo before heading out to Kerbin After establishing orbit the crew rendezvoused with the transfer ship The crew transferred to the transfer ship and left the remains of the lander as a core for a future space station at Laythe and begun its return journey back to Kerbin Once at Kerbin SOI the crew's spirits rose, after a quick aerobraking maneuver and some orbital corrections the crew decided to land at KSC as they were fed up being closed in tight confines all these days and didn't want to have another long journey back to KSC. Even though the capsule landed at 3km from space center the guys at KSC sent another rover to pick them up and bring them back to safety and a big feast that awaited our intrepid crew
-
"It's full of stars!" And death. But mostly death.
kookoo_gr replied to Y-Hat's topic in KSP1 Discussion
There is also one at the face on duna at 0.19, don't know if it's still there on 0.20 i lost my rover when i drove at it. -
"You know you messed it up when..." thread
kookoo_gr replied to Pachi3080's topic in KSP1 Discussion
You know when you messed it up when you time warp and miss the maneuver node. -
"You know you messed it up when..." thread
kookoo_gr replied to Pachi3080's topic in KSP1 Discussion
when you have two command pods/probe cores connected opposite of each other and instead of burning pro grade you burn retro -
"We are not losing those kerbals!"
kookoo_gr replied to Jm419's topic in KSP1 Challenges & Mission ideas
Here is my entry, very challengig but doable, here are my pics Setting Munar transfer En route the the Mun Establishing Munar orbit Fuel transfer for the landing On the Mun Night docking with the CSM Leaving the Mun Aerobraking at Kerbin (The crew's expresions are priceless) Home at last The final fuel i had during landing were about 10-25 units of fuel and ox, unfortuanetly i forgot to take any pics -
in order to make this task easier it would be good to have the image(?) that KSP uses for the galaxy and stars from there and without the intreference of the sun and the planets we can draw the constelations, the constelation for the game i believe won't change since the galaxy image is static. Also there are many galaxies at the map (they have a small halo around them) and globular clusters. FYI for our soalr sytem the constelations as seen form the other planets have very small differences. P.S. OrbitusII at lower right of your probe there is the dipper constelation and just at the right of the solar panel there is Orion's Belt
-
Packing Parachutes Bolting Wheels Unfolding KSP Flag Clearing Launch Pad Clearing Runway Charging Batteries Flooding Laythe
-
-Adding moar struts -Placing magic boulder -Adding more RCS -Calming down Bill and Bob -Binding F5 and F9 keys -Programming ASAS
-
i have 3 kerbals stranded on Laythe, sent a rescue mission and the rescue mission needs a rescue, not enough fuel on the lander to establish orbit. At least i have sent beforehand a hitchhiker container and a rover and established a base. I am testing designs and mission profiles so i can return them back safely. This is going to be on heck of a resource demanding situation.
-
If your Kerbal is running out of rcs fuel during EVA and is near a command pod, enter it when the Kerbal goes for an EVA the pack will be refueled.
-
downloaded the mod for the first time from the spaceport (for the 0.20 version) and i have the following problem. when at launch i enable the link and open a link (to my web browser), i see the main page with the options but when i launch i get no data to my web browser (i placed all the science parts at the VAB on my ship). At the debug menu i get the message gfxdevice is in invalid state. A wild guess (since i am i bit bored to get through all 13 pages), do i need to be connected to the internet in order for this mod to work?
-
The core of the M16 nebula (eagle nebula - aka the pilars of creation), this is a cropped image from a larger image i took last year with my scope
-
I also don't have any issues with the new KSP, except form some lag when driving or at EVA at the planet's surface. I believe that at the next update these issues will be solved since they changed the memory loading procedures. During launch the lag at large part count is smaller than 0.19 and the launches are very beautiful. I like that they fixed the radial coupling and i hope that at a future update we will have back again (or as an option form the graphics menu) high resolution planets at the map view. Now i only need to wait to fix the mods so my mapsat mod will map properly the planets
-
been messing around with 0.20. Managed to work my ISAMap Sat mod along with kerbal alarm clock and started my 0.19 save, made a Munar landing and placed a flag in memory for my first landing at KSP. I was surprised to find that i could write the flag text at my language (Greek), also this applies for renaming all my ships, yay
-
412. A capture the flag game mode
-
The "You know you're playing a lot of KSP when..." thread
kookoo_gr replied to Phenom Anon X's topic in KSP1 Discussion
When dreaming at your sleep landings that go bad and you search in panic the F9 button with no success -
385. In game cinematics 386. A KSP trailer with the ISS crew playing KSP on-board the ISS 387. A mini KSP game that Kerbals can play 388. Vacation time for Kerbals
-
Today Willie, Romore and Joebart landed on Laythe. After repacking the landing chutes they decided to watch Jool during the sunset. Unfortunately they don't have enough fuel for the return trip (not even for take off) so i will have to rescue them. Until then i will send a habitation module and establish a Laythe colony.
-
292. A Hydro-spanner
-
if your transfer stage has more than enough fuel use it to deorbit and burn to kill some of the speed you have until it runs out of gas or you are near the ground and ditch the transfer stage, then use the skycrane, also try deorbiting from lower altitudes, i go for 20km when deorbiting airless planets
-
Kerbal cinematic/tribute videos.
kookoo_gr replied to Custard Donut (In Space)'s topic in KSP Fan Works
Orbital part 2 Rendezvous -
but when i read the optional weight that says e.g send 2.5t payload up to LKO and 1.0t payload up to GTO(Optional) do you mean 3.5 tons or 2.5 tons and be able to send 1 ton to GTO at e separate launch?
-
i will agree with sgt_flyer about dummy loads, with the current diameter restrictions the only options for the SLLV A series rockets are full fuel tanks. Also if you have made a sound rocket design you can use the same design for two categories, my A1 rocket can deliver A2 payloads to GEO orbit and return for a crash landing, the same thing applies for the A3/A4 design. Question. Which stock parts are 3.75m? I believe that the FLT tanks are 1.25 and the Rockomax tanks are 2.5m, am i correct? Also i believe you should rename the series at the various categories, e.g. A series for the SLLV, B series for the MLLV and C for HLLV
-
ok, another question. i made an SSLV that can deliver weight of 3 tons (2x Rockomax Hubmax Multi-Point Connector) to geostationary orbit with a cost of 30610, at which category does it classify A1 or A2? Maybe the specs of each rocket should be up to x tons and from x to y tons? Also do we include the cost of launch calmps?
-
Very interesting challenge, i may give it a go. One question though, will there be any bonus for reusable parts? e.g. We could use parachutes for ascent stages (SRB's, liquid tanks) like the space shuttle did. edit: When you say dummy weights what do you mean? I don't want to use any mod parts at my ships.