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Shania_L

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Everything posted by Shania_L

  1. Ohh, well thats heartening to know I had been looking at the more 'stockish' figures of around 18-20%. *Proudface* Also, while I'm ooc, I have been getting very close to a 1.0.4 setup that I like, although I am still unsure if I am favouring a restart (but re-using mission concepts and designs) or trying to shoehorn my 0.90 persistence file into a 1.0.4 game. In attempts at option 2 I got pretty close, all the crafts loaded, but I couldnt select them in the tracking station .. so I dunno what happened there. Day 208, KSC With Sigbert still consigned to sickbay following his Mun trip, nothing to do with the trip itself rather the homecoming party, the techs were overwhelmed with all the science they could now do. Even so, despite attempts to do 'all the science' they were still going to have to choose two of the 300 point nodes to not research. Then ofcourse someone was going to have to brave Wernhers office and request funding for the final research building upgrade .... noone was looking forward to that. Technodes unlocked, Actuators for 160 science UnManned Tech, Field Science, Advanced Aerodynamics, High Altitude Flight and Large Control for 300 science each The resulting 6 KCT upgrade points were spent on the VAB build queues, #1+2 @ 1.4, with #3 @ 0.75 This progress leaves only 3 '300 point' nodes remaining, one of which is already earmarked for research once actuators is complete. The problem then facing the KSC is the 6,360,000 Fund price tag on the final research building upgrade. Whilst Mortimer (Finance Division) scratches his head over how to recoup that with coupons, we will return to some actual missions. Day 208(still), Mun Verity VI-Mu performs a 127Dv burn upon crossing the SOI boundary into Mun in order to increase its inclination to 33 deg as requested by the contract as well as to move its Pe to a more appropriate 26Km. Whilst falling towards Mun, Verity operates its experiments in both high and low orbit completing contract parameters in the process; Magnometric scan from High Orbit, 22,057 Funds, 50 Science, 42 Reputation RPWS scan from High Orbit , 24,510 Funds, 50 Science, 38 Reputation (+30 science from actual scan) Magnometric scan from Low Orbit 23,823 Funds, 62 Science, 32 Reputation RPWS scan from Low Orbit, 22,494 Funds, 62 Science, 3 Reputation (+24 Science from actual scan) Requiring a highly elliptical orbit to enable long term scanning at a range of altitudes, Verity only needs a burn of 273Dv at Pe to capture into a 26x8,000km orbit. Verity needs to follow this orbit for the next 180 days to earn the final contract payout. At this point mission controllers realise they have completed the probes mission objectives without actually needing to drop the transfer stage .... it seems someone forgot to carry the 3 whilst calculating the DV budget. Mission cost, 43,498 funds, 940x2 recovered from boosters. Contract payments received, 92,884 Funds, 85,204 to follow. Day 208(yes again), LKO Helmdar IIc-Mi had been orbiting patiently waiting for Mun to get out of its way for a Minmus insertion burn, this afternoon it got its chance. 2,500m/sec ejection burn performed, to intercept Minmus in 7D 5H with an initial estimate of a 50Km Pe 2H after SOI change. Helmdars transfer stage was retained but it unlikely to be much use during the capture burn having only 278Dv aboard, it will be guided into a Minmus collision path once we are nearer. Day 210(Finally!!), KSC The actuators tech node finishes unlocking, allowing another 300 science to be spent on the Composites node. KCT upgrade spent on VAB build queue #3 (rate now 0.9) Day 210, Minmus Day 211, KSC Work is progressing well on a sister craft for Lunic IIa (Lunic IIb) but there is also progress and developments being made for a followup manned mission with increased capabilities, whether it is sent back to Mun, or even to Minmus is still undecided!
  2. I am also looking forward to this, do you intend to feature the actual Australian/British rocket launches and a potential future for them?
  3. Awesome! I was using your OPM/64k config in 0.90 and I fully intend to continue doing so now that Im finally putting together a 1.0.4 setup. Quick question though, you include cloud configs for Interstellar, would those still work if I am using the standard EvE?
  4. Nice going, up to 2.5 tonnes in LKO already? damn I better get a move on then, cant have them pesky Ussaris showing up the Glorious KSC Is that a single piece fairing you are using? Dont you get a risk of colliding with it when you fire up the payload motors? Also, although you havent yet got to any re-entry missions, how have you managed to set it up on your game? I am getting pretty close to having a working set of mods on 1.0.4 now, but DRE/RealHeat/stock heating I cant seem to get a balance between too easy and face melting at 91km.
  5. Day 203, Flying/Falling at Very Low Mun Altitude Day 204, Surface of the Mun Day 205, KSC Day 207, KSC Meanwhile .. in High Kerbin Orbit
  6. Well, I run Edge of Oblivion (with the Kerbin citylights image from interstellar though) and my setup is actually very stable on I have the odd CTD here and there but they are the exception rather than the rule. I just had a little lookie at the taskmanager memory usage, in the space centre screen as well as while piloting a craft I run at about 2.3 - 2.5 Gb, however the VAB with a decent sized craft up is the most taxing it will clear 2.7 (it also seems to fire up a second CPU core on this for some reason ... my pc being a dual core means this is the biggest performance hit I get) KSP tends to max out one of my cores from the second i fire it up till i shut down, when I do CTD I CTD from the VAB not while in flight. I do run purely in OpenGL mode though so yeah no shadows .... although until someone told me opengl = no shadows I hadnt actually noticed Or just take my approach to HD graphics ... I dont put my glasses on much so Im pretty used to the world having blurry edges
  7. *Sees author ... immediately subscribes* Awesome, I am really looking forward to seeing this progress, will this career report be running concurrently to Whispers? I really should get onto upgrading to a 1.0.x install, those mountains in the background you have there look delicious .... I am assuming this is a 1.0.x install? Poor comrade Yuri ... very Kerbal thinking there though ... the only safe place during a rocket launch is directly beneath it
  8. Day 200, KSC Day 201, Kerbin Low Orbit Day 202, KSC Day 203, Mun Orbit Later that same day, Low Mun Orbit
  9. After a very long night dragging the remains of Verity V-Mu from the Eastern ocean, the science team sat down to analyse the results whilst their socks dried on the engine test rig. Science from the probe allows the long awaited Large Electrics node to be unlocked. KCT upgrade point allocated to VAB build rate #3 (Now at 0.60) Day 193, The outer reaches of the Kerbin system Day 195, KSC Day 196, Minmus Helmdar IIb-Mi completes its basic altimetery scan of Minmus, 30 science transmitted home. Contract completed - Science from Minmus orbit, 92,275 Funds, 2 Science, 208 Reputation. Slightly later that day at the KSC Day 197, KSC Day 199, Mun Up next time, Day 200, sees the addition of a Kerbal to the Mun Ship.
  10. Day 178, Minmus Escape trajectory Day 181, KSC Day 182, Mun Orbit Verity V-Mu has now managed to complete its survey of all the Muns biomes, transmitting the last data home. However its polar orbit is currently in entirely the wrong orientation to Kerbin to allow an escape burn to be performed, KSC decides to allow the probe to wait out the time until Mun progresses further around Kerbin and the orbits re-align. Also, they were rather distracted by a new launcher being prepped that very day. Later that same day, KSC Day 184, Mun Day 185, Mun orbit Day 187-188, Some backwater on the far side of Kerbin
  11. @Randazzo and CatastrophicFailure, Thankyou for your kind words I really hope this doesnt blow any lofty preconceptions you have about me (as if ), but I go for the similar launchers for a number of reasons; Kerbal Construction Time, there is a hefty bonus to the time taken to build components that you have previously built. So having a common launcher enables you to form something of a production line and build them repeatedly faster than you could purpose built craft. Ease of use, I use sub assemblies for the lifters, and having the same name with a number after it is an easy way for me to tell which launcher is bigger than another. Big number = big lifter And for a bit of my own curiosity, I like the challenge of seeing just how far I can go with a fixed payload size. HoundDog Ib for example gives me 3 tonnes in LKO... so I try to see what I can achieve with only 3 tonnes. And even with the common launcher as I push along the tech tree RealFuels increases the performance of the motors, so the Ib I use now is arguably a better craft than the Ib I first built. There is also a costing factor, when you are paying out 50-60K funds on a single launch multiple failures hurt, thankfully I have only experienced one total loss mission to date. Keeping a launcher or style of launcher that I am comfortable flying enables me to 'feel' when it is all going wrong long before the fiery bit is pointing upwards. I know that pushing the Ib through the sound barrier at too low an altitude sets the sas and aero fins into resonance and the whole ship bucks about like a wild cat, so I keep her throttled back and steady until later in the ascent. As for any effect from 6.4x, I think it is probably not the mod itself that brings out that trait, more that people with that trait are drawn to the mod. *Massive generalization incoming* People who are drawn to a greater challenge from KSP fall into two categories; Those who go full realism with the RSS Earth system reliving the glory of Apollo/Soyuz etc, etc. Essentially a spaceflight simulator. 6.4x on the other hand treads more on the gamey side of the line, maybe taking inspiration from irl craft but on the whole you work on a blank canvas. We'll have to see how far I can push the family line for a possible HoundDog III
  12. With the Science collected on the previous missions the Electronics node can now be unlocked for 300 science. KCT upgrade point has been applied to open a 3rd build queue at the VAB, (rate 0.15). Day 172, KSC Day 175, Mun Orbit Day 177, Minmus Orbit Day 177, KSC Update on the updates. Although I do now possess a working 64k setup for 1.0.2 I have yet to get a full set of mods together with it ... some do not appear to be supported anymore which may make porting across difficult. Either way though, as Squad seem to be intending a fair few changes in 1.0.3 I'll wait until after that. I hereby make this pledge, "We will send a Kerbal to the Mun, and give it a damn good go at retuning him to Kerbin before this patch is out" I intend to complete a kerbaled Mun landing mission is this 0.90 version before I even consider upgrading to 1.0.x
  13. I thought Squad had increased the physics distance to 22Km in version 1.0?
  14. Really? there hasnt been a post here in nearly a month, far longer than that for any of the developers. Is there anywhere else I should be going to see how this progress is progressing? (I couldnt see a 64k thread in the development forum either)
  15. It would look like it has been forgotten, given the ease of creating a rescaled solarsystem now in a pure Kopernicus format (even I have managed that bit). All it would take is someone who knows how to weave the dark arts of PQS terrain formatting to get a working 6.4 scale system. I have looked through a chunk of the Kopernicus mod and I have no idea how PQS works or I would have done it myself, can anyone point me to some kind of explanation of what parameters are available and what they do?
  16. Wow, just wow. Its past 1am here and I have work tomorrow ... but I just. had. to. finish. it!!! Also, I will just double up on the Lovecraft comment earlier, the descriptions of the Kraken and the other horrors are very much in his style, you even mentioned The Great Old Ones and Soggoth Being compared to his work is true praise indeed. Also I think I am in love with Derpy ..... If ever I get to go into space I fully intend to sing all the way in his honour
  17. Wernher had many apprehensions about the next launch, he was convinced that there were some technologies that Kerbals were simply not intended to mess with, nuclear power was one of them. The Research and development council had been buoyed up by the success of the arc-jet test and had pushed on into developing a new branch of advanced propulsion. The LV-N series of engine proposals made up the bulk of this latest drive. The Council had put forward a contract to the KSC for sub-orbital testing of the smallest engine proposal, LV-Nc a pint sized motor of only 400Kg. However despite the significant reward offered and the minimal requirements of the test, it only had to reach 96Km altitude and as far as the council was concerned the unit was expendable, Wernher stipulated that no radioactive materials were to be destroyed either through atmospheric heating or ground impact. Day 159, KSC Day 161, KSC Contract completed, 50% of Munmus altimetry scan completed. 80,724 Funds, 32 Science, 34 Reputation. Day 162, KSC Only 8 days after the last Lunic Probe had been launched, Lunic Ib was sitting proudly upon the launchpad ready to follow its illustrious sister into history. Following the standard Mun intercept ascent profile for the HoundDog Ib; Lunic Ib is launched at midnight into an equatorial 164Km orbit. The transfer stage is well capable of performing the 2266Dv burn throwing on a 2 day arc towards the Mun. Day 164, Mun SOI Day 167, KSC
  18. Next entry is in the works have no fear Putting Kerbals into orbit doesnt really serve any purpose at this point in the career, there is nothing in low orbit that they can do that probe cores cannot do in a cheaper, lighter package. Kerbals will become much more important once they develop a lifter capable of putting 5-10 tonnes at the Mun (i.e a manned lander) at about the same time this will give me the lift capacity to build manned orbital infrastructure. Basically we need a Saturn V-alike, I'm not entirely sure on the real world comparison but the HoundDog II which will make its maiden flight soon can put an inert 5 tonne payload into LKO, more than double the HoundDog 1b's capacity yet still not even half of what I would want to put a single Kerbal on the Mun. I have been a little distracted trying to get a 6.4k scale world running on KSP 1.0.2, the scaling is pretty easy with Kopernicus however I'm having to learn how to modify the PQS terrain scaling from scratch as the world is almost entirely flat. Ideally I'd like to port over my current progress in 0.90 into a 1.0.2 game but I dont think its going to be quite that simple. (scientists cleaning experiments .. drools )
  19. Hi, I have had a good look through your config and have managed to work out mostly how it is working (the .cfg only, coding the .dll is beyond me) and have managed to adjust the values to generate a 6.4 scale Kerbol system that seems to work quite well. I'd like to ask for assistance however in working out the PQS stuff as I have no idea how any of that works regarding landscape sculpting. My 6.4 is flatter than flat, the 'mountains' may be grey but they are little more than lumps in the ground ... and KSC is now an island. The 0.90 version of 6.4 was flatter than stock, but not to this extent, I have raised the atmospheres and the science boundaries to match the 0.90 version but the terrain eludes me .... halp?
  20. Awesome!! I have been holding off on upgrading to 1.0.2 just because I have fallen for 6.4k Kerbin scale (With Telion's amazing OPM config). They seem to be taking ages to get an update out. I always suspected it would be a fairly simple thing to get Kopernicus to do a rescale I just had no idea how to do it myself, but it should be a fairly simple thing for me to adjust your adjustments to a 6.4 scale increase rather than 3.7?
  21. Day 152, KSC Day 154, KSC Day 157, Mun Meanwhile above Minmus Day 159, Mun The Verity orbital science division has a pair of hefty probes coming up in the production queue soon, along with the other two Lunic sisters there will be a few more part test contracts for some serious payouts.
  22. So with RSS moving to Kopernicus, what does 64k need RSS updated for anymore? My understanding was that RSS provided the re-scale abilities, but Kopernicus does that on its own now, is there other things that RSS provides that I am missing here? In other news how goes the update progress?
  23. Soo, I have been a little absent from this thread, playing with a (stock) 1.0 install, I'm certainly looking forward to some of the new features for a full-on modded career game. Probably the most important to me is the ability of scientists to clean experiments! no more landers covered head to toe in duplicate experiments It seems the upgrade of this career to 1.0 will take quite some time yet as they are practically re-writing 6.4x from scratch (RSS as well as many of the 'realism suite' are getting significant reworks) So I'll be keeping this going in 0.90 till they are ready, if its possible I will try to switch my save file across, if not Ill have to start over But now onto the latest happenings over on Kerbin Day 139, KSC In order to get some closure on the telecomunications missions Centus IV Mi-c was launched without much fanfare late this afternoon. Following what has become the standard Minmus intercept route, it arcs away into the east. HoundDog Ib performs its gravity turn burning all the way up to an equatorial orbit of 150Km, final circularisation requires usage of the transfer stage allowing the main core to remain sub-orbital. Aligning the Nav-computer to Minmus a 6 degree inclination change is performed for around 640m/sec. Finally the main 2,500m/sec burn is made to inject Mi-c onto its 9 day transfer, the transfer stage itself only managed to burn up to an Ap of 14Mm, so the probe had to burn a fair amount itself (800m/sec) Day 142, KSC Day 145, Mun Orbit Helmdar II completes its Lo-Resolution map of Mun altimetry. Science recieved 44. Helmdar II now powers down and remains in orbit until it may be required at a later date. Contract completed, Science from Mun Orbit. 84,563 Funds, 2 Science, 225 Reputation. Day 148, KSC Day 149, Minmus Orbit
  24. Thanks, I appreciate all the comments you guys are making its lovely to know you are all finding my adventure worthy of reading Out of curiosity, where would you say the "professional" vibe is coming from? its not like I am actually involved in planning a space agency myself so I have no actual professional ties, everything I have done in this series has really been done out of necessity. In other news as you have all probably noticed 1.0 is out and I've had myself a good play about on that the last few days, nothing serious just noting the changes. This series however I intend to proceed with in 0.90 for the foreseeable future as the 6.4x rescale requires a number of compounding updates to be done on its dependencies before it can even begin to be updated to 1.0 and then there is the question of if I can even get the save to transfer over at all .... I do however have some progress to share so here goes. Day 132, Iakod Day 135, KSC Day 137, Minmus SOI Day 138, Minmus SOI
  25. Wernher looked out across the VAB assembly area, the huge building that usually rang to the sound of assorted grades of hammers being used to gently persuade complex pieces of rocket to stay together was now silent and empty .... Mortimer had done his best but with all of the contract slots allocated already there simply were not enough funds in the bank to support even a single HoundDog launch. Trying to put together a Minmus Comn array at the same time as the MunNet had been a mistake, add to that the error in trying to go for a two-sat setup which then had to be upgraded to three before it would actually function and the money had flowed out faster than the contracts were fulfilled. With Centus IV Mu-c still in transit, Centus IV Mi a+b awaiting an upgraded tracking station to plot their inclined orbit and even then likely to be useless until a 'c' could be built and sent, there was 5x 43,000 Fund craft launched for not a single Fund returned in contract payments. Add to that another 46,000 for the Helmdar II which was still not yet in its target orbit ... and probably many days from actually completing its own contract requirements. It was now a waiting game of getting existing craft to do the jobs they were constructed to do, it just felt wrong to Wernher that not a single craft could be built during this time, the designers were busy though, planning for future happy times when Funds would flow like rivers of .. err water, and fantastic rockets would blast off on daily missions carrying crews to the outer planets ... until then though they would sit in their stuffy offices and draw. Day 129, Mun Day 130, Mun Day 131, KSC Day 132, KSC So with Imgur messing about with those stupid album changes I wont be using albums anymore, you can hardly see the pictures so there is no point. These idle building periods are my pennance for being a little over confident in how far my Funds would stretch, I rekon I have got over the hump though, with the Mun-Net done and Mun scanning well on the way I have got a few contract slots available for shorter term 'cash-cow' missions. On the subject of Minmus inclined burns however I'd like to ask advice, is it possible to work out a launch slot so that I leave the KSC already in Minmus' inclined plane? or is it simpler to just go for equatorial launch and plane change when I transfer? It would appear also that version 1.0 is rapidly approaching, I do not expect it to turn up for a good while yet but when it does I shall continue running this in 0.90 until all the mods update and I can transfer it across. (DRE and FAR ofcourse will be dropped, I hope the stock options are as good.)
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