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SpaceSylvester

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Everything posted by SpaceSylvester

  1. I swear - hit the F key. It will lock heading. You hit T to engage the system, if you hit F the SAS light blinks. I've done liftoffs without doing that, and it doesn't maintain heading even if I have pressed T.
  2. Have you guys just been hitting the T key to lock in place? That will only dampen control forces - look in the control list. You have to now hit F to have the SAS lock on a certain bearing. Its been working perfectly for me. You hit F to lock the bearing with SAS on, then if you turn, the lock disengages, but SAS still keeps the other axis neutral if you're moving just one. Once you have a new heading, hit F again.
  3. Robin III Objective: Deliver a probe to an orbit of 80 kilometers, and afterwards successfully deploy solar panels so that the probe may stay active in orbit. Also test a new fangled engine that the guys in the rocket shop are calling "solid fueled". Sounds explosive. Robin III clears the pad, with the new "solid fuel" booster burning as it hurls the spacecraft skyward. The engineers were impressed; they had 2-1 odds that the damn thing was just going to explode on the pad when it was lit. The third stage burns, accelerating the spacecraft so it can make its planned orbit. The fairings were jettisoned as soon as the atmosphere was cleared. This would ensure they would eventually re-enter and burn up, preventing the accumulation of space debris. Once detached from its base, Robin III orientates its dome towards the surface and deploys its solar panels. The new probe includes a battery module to sustain it when on the dark side of its orbit. Robin III ushers in a new milestone in space travel - the first artificial satellite around Kerbin. Status: Success - satellite operating as designed, solid rocket booster performed flawlessly.
  4. Robin II Objective: Place a small satellite into a low circular orbit of 75 kilometers and take readings from the probe until its batteries are drained. Also, test staging of rocket. Robin II has cleared the pad. Second stage has successfully deployed and raised apoapsis to 75 km. Awaiting orbital injection burn. Unfortunately, the new ASAS module consumed more power than the engineers at the KSP initially expected. Therefore, the probe's batteries ran dry midway thru the burn, causing the spacecraft to begin to tumble until the fuel was exhausted. Now dead in space, Robin II made an ignominious reentry on the opposite side of Kerbin. Status: Partial success - staging design proven, but electrical system needs redesign (Translation - a real battery)
  5. Well, it seems that my KSP installation took a nosedive at somepoint last night with some new mod or another, and after uninstalling those mods didn't help, I reinstalled the game from scratch. I'm now starting a new program with less mods installed then before. I've found now that the stock parts really meet my needs in all ways but one - fairings. Therefore I installed the KW Rocketry mod to take advantage of the nice fairings in that. I've also installed crew manifest and Kerbal Alarm Clock for better flight management. So with a renewed spirit, I have christened the Phoenix Program: Sub-program 1: The Robin Series - suborbital/orbital satellites and probes to test basic propulsion and design configurations. First Mission: Robin I Objective: Test basic steering and fairing design while carrying a suborbital probe which will take atmospheric readings during its descent. First launch of the Phoenix Program - Robin I heads skywards. The rocket continues to ascend as the motor runs out of fuel. The fairings are jettisoned shortly therafter. The probe beams its readings back to the KSC as it begins its terminal descend through the atmosphere, splashing down on the opposite side of the Kerblantic from the space center. Status: All mission goals met, proceeding with Robin II.
  6. Thank you! I'm working on a stock shuttle, Soyuz, and Progress so I can recreate the late 90s.
  7. Oh, by the way, it may be more appropriate to move this to the spacecraft exchange if a mod can do that.
  8. Greetings fellow Kerbalnauts! As a result of the nice feedback I received about my KerbLab design, I decided to try and construct another historical station in orbit. The next logical step, was a replica of Mir. Therefore, I proudly present to you KerbMir! Made from all stock parts (I promise this time!), Kerbmir was assembled in orbit by bringing together six separate modules. Not shown in the pictures below are a Soyuz or Progress cargo analogue, as I've yet to send them up to the station. The photos below show each module as it is being assembled, plus a picture of the whole station up to that point (except for Kerbvant I and Kerspectr, I forgot to take a picture for the whole station on the first, and don't have a picture in space for the second). All modules were also launched with stock launchers. All names are kerbalized variations of the actual station modules. So without further ado: Station Core: Kerbvant 2 Kerbvant 1 Kerspectr - no picture taken Keriroda Kerbstall - Finished station in last pic As always, comments are welcome! If anyone is interested, I can include the individual modules with their launchers in a zip folder so you can assemble the station yourself. Thanks!
  9. Hello again everyone. I hope those who have downloaded Kerblab are enjoying it. I thought I'd post a few shots of the station in operation. In these two pictures, you can see both the small CSM and large CSM docked with the station. While docked, the large CSM has two 1x6 solar arrays that supplement the station's own generation abilities. Both CSMs are also made entirely from stock parts. If anyone is interested in either one of the CSM designs, let me know and I'll post the craft files. I used the recently released RCS balancer plugin mod to balance the RCS thrusters on both designs, so you should be able to easily translate them without any rotation.
  10. Also, to those who may be wondering, Skylab was originally supposed to have solar arrays on either side of the habitation module, but damage occurred during launch. The protective heat shield around the habitat ripped off and took one of the solar arrays with it, hence the emergency repairs that had to be conducted in orbit and the station's lopsided shape in reality.
  11. And, two problems solved. Large SAS and ASAS modules removed. I replaced the small fuel tank with the stock SAS and ASAS modules. That should get the Delta V back to the original 6300 range and finally ensure we have nothing but stock parts. I've updated the craft file again - you can get it here. Two updated pics below.
  12. Damn....so is it only the large ASAS module that's stock or are they both mod parts? Either way I'll correct it.
  13. Well, alas, if we still had the launch tower, you could crash it into that on launch. Maybe you can attach a small decoupler there and blow it off at an appropriate time on launch.
  14. Problem: Solved! Behold, the power of a small fuel tank. I've also added the second docking point opposite the telescope/ Pro: Looks good, matches the color scheme better. Con: Its heavy, therefore reducing the total delta V to around 6000. It's still good enough for almost any Kerbin orbit, and perhaps you can get it into Munar orbit. If you want to get the old stats back, you can load the ship on the pad, then go and edit the persistence file to remove all the fuel from that small tank. I've updated the craft file here. Pictures below:
  15. Damn, you know what, you're right. That is a Nova Punch remote guidance unit. I have so many mods, I sometimes forget what is a stock part. I'll correct that along with the second docking port. Update to be posted shortly.
  16. I've always loved the classic design of the original American Skylab station, and I went about attempting to recreate it in KSP with stock parts. After doing some photo research and with judicious application of struts, I believe I have been rather successful in that endeavor. So therefore, I present to you: Kerblab! As stated earlier, it was created with all stock parts. I launched the craft using both MechJeb and manually - manually is a little difficult, as the quad solar array throws off the center of mass a little bit, but you should be able to compensate for it. The launch vehicle provides about 6300 delta V, so you should be able to place this thing anywhere in Kerbin orbit, or in the orbits of the Mun or Minmus if you're precise with your burns. I have attached the part file, sans Mechjeb, for your enjoyment. I always appreciate your comments, and I hope you find some enjoyment with this station. As seen in the above pictures, it has one docking port which means you should be able to replicate the classic Skylab with Apollo CSM look if you wish. Craft file HERE
  17. Greetings all! I had several posts here before the great forum disaster back in April, and now I'm trying to rebuild what I'd lost. Normally when I launch, I use mechjeb, as I feel in a real space program that anything as dangerous as flying astronauts requires a degree of precision and a good navigation program. But I was thinking back to the days when I could barely throw a rocket into orbit, and I decided to do a launch the old fashioned way - all stock parts, and no autopilot (I admit that I did use mechjeb's orbit statistics feature to see what my current apoapsis and periapsis were without having to switch back and forth to the map during liftoff). I manually created maneuver nodes and adjusted them independent of any mechjeb calculations. And after some tweaking and two failed previous designs (hence the "III"), I present to you my Stockpollo. Stockpollo III is broken up into four stages. The first stage consists of four Mainsail engines attached to four Jumbomax fuel tanks mounted radially to a central fuel tank. Shortly after noon, it was these four engines that took Stockpollo skyward. As the launch progresses, steely eyed Jeb has his hand firmly on the control stick. Meanwhile, Bob is looking out the window and sweating bullets as Kerbin's surface starts to fade away. The first stage dries up, and several hydraulic detachment manifolds blow the empty tanks and engines away from the center stage, another Mainsail engine, which now ignites to push the ship into the upper stages of Kerbin's atmosphere. Now some 45 kilometers up, the second stage exhausts its propellant, giving way to the third stage, which consists of a medium thrust Skipper engine. This engine pushes Stockpollo into orbit and provides the needed boost for its insertion burn to the Mun. Enroute to the mun, Jeb adjusts the ship's periapsis so it will just clip the surface, then initiates seperation of the command/service module from the insertion stage. Another small course correction raises the periapsis to approximately 25 kilometers. The Kerbal Space Agency is committed low space junk program, and this maneuver ensures that the near empty third stage will impact the mun. Several hours later, after the whimpers of Bob and Bill have subsided, Jeb sets the CSM up for its braking burn to establish orbit. As they circle the moon, the crew extends the two small solar arrays mounted to the service module to check their function before beginning their landing burn. The panels are retracted shortly before the burn. Two hours later, Jeb taps the throttle and slows Stockpollo from approximately 500 m/s to 100 m/s, setting up its descent into Armstrong crater. Stockpollo nears the surface, and the landing legs are deployed. Stockpollo will soon be on the Mun, but it will be up to Jeb to determine if they will ever leave it again.... ....and thanks to Jeb's nerves of steel, they will. Stockpollo makes a textbook landing near the southern rim of Armstrong crater. After completing their post landing checks and planting a flag at Kelley Memorial Station (Named for an old doctor friend of Jeb's), the crew poses for a picture during their EVA after finally getting the camera's time delay to work. After spending two days on the Mun, and concluding once and for all that it wasn't made of Kheese, Stockpollo III lifted off and began its return journey to Earth. After several small course corrections, the ship was set up for a splashdown in the middle of the Kacific. The service module was jettisoned at this point - all that remained was re-entry and a hopefully successful chute deployment. The command module streaked into the atmosphere, enveloped by a sheath of superheated atmosphere. Bill's question of "is it hot in here, or is it just me?" was not well received by the rest of the crew. Luckily for all involved, the command module (and its parachutes), survived the heat of re-entry. As the ship descended through 3000 meters, the chutes were deployed and were fully open by 500 meters. At this point, the ship was descending at a docile 6.5 m/s. With a slight jolt, splashdown occured. After several minutes of confirming that they were, indeed, still alive, they radioed in to the approaching ships and awaited pickup. Stockpollo III was home. ~~~~~~~~~ I hope you've all enjoyed this little narative of mine. Here is the craft file for anyone who wishes to use it: http://www./download/8obifx3u2vfisot/Stockpollo_III.craft"]http://www./download/8obifx3u2vfisot/Stockpollo_III.craft]http://www./download/8obifx3u2vfisot/Stockpollo_III.craft This baby should be good for missions to minmus as well - the insertion (3rd) stage should have the gas to get you there. With perhaps an extra fuel tank for that module, a Duna mission would be possible as well (though not to land - the CSM would only have enough thrust to establish orbit via aerobraking and return to Kerbin). Comments are welcome!
  18. Greetings fellow Kerbinauts! My previous posts were all lost in the great forum disaster, but now I'm back with a new series on my different spacecraft creations. Some are built for payload, others for looks, others still to test new technologies. My latest design, Muna Express, is designed to be able to transit from Kerbin to the Mun, land, and return the entire lander to Kerbin. With the help of some wonderful parts from the KW and NovaPunch mods, I was able to create a 3-stage rocket which I took to the Mun and returned for a controlled landing on the surface of Kerbin, via both parachute and a quick braking burn at the end. One of my goals with my rocket designs is to make them as realistic looking as possible - this means fairings, aerodynamic shapes, and no weird asparagus staging. Without further ado, I present the Muna Express: Here we see the first stage lifting the express skyward. It uses the NovaPunch 5M 5xK50 engine to do the heavy lifting. The second stage burns for orbit. This stage uses a KW Wildcat XR, which provides a good balance between power and efficiency. This stage has enough delta V to get the lander all the way from Kerbin orbit to Munar orbit. Once free of the atmosphere, the fairings are jettisoned prior to achieving a stable orbit, as to limit the amount of space debris. Kerbin is getting mighty small in the window. The lander heads for the surface of the Mun. It uses two heavy radial boosters from the NovaPunch pack on a 2.5M KW fuel tank with an observation module serving as the command pod. Two small solar arrays and a couple of embedded rcs tanks round out the features. Touchdown on the surface of the Mun. Jeb takes the chance to stretch his legs. Beginning the voyage home. The lander has enough juice to sucessfully land from about a 35 km parking orbit, return to that orbit, and then burn for Kerbin. It's a free return trajectory back, but you can adjust your landing sight by using small bursts to adjust your periapsis while still pretty far from home. Coming in for re-entry. Successful deployment of the drogue chute. Main chute opened - prepare for touchdown. After a quick burst on the thrusters, using the ~80 or so delta V of gas I had left, Muna Express sucessfully lands back on Kerbin intact, allowing the entire lander to be re-used for future flights. I hope you all have enjoyed this first design. Comments and critiques are welcome - happy flying!
  19. I hate to ask this if its been previously answered, but is this mod compatible with 0.19?
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