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Julexus Quandem

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Posts posted by Julexus Quandem

  1. I suffered the same problem, at some point after undocking a vessel from a station, while focused on and de-orbiting said vessel, the station's orbit changed as described above. I reloaded 3 times to have the same thing happen 3 times. However the fourth time I made a new save after undocking and the problem didn't occur, so a possible workaround there.

  2. On 4/13/2023 at 6:28 AM, Soda Popinski said:

    I'm not sure if it's something specific to this mod, but I only see it when using it, since it's the only way I know how to set maneuver nodes over an orbit later.  If I setup an rendezvous with another craft in orbit multiple orbits away, whenever the craft completes an orbit, the intercept gets shifted.  I noticed sometimes, if I use the mod to minus an orbit or two, it lines back up to where it was.

    I've encountered the same problem. When I put a node that was two orbits ahead, it was incorrectly placed, I think by half an orbit, not currently sure whether half an orbit ahead or behind though.

  3. Photos, People and a Puny Rocket

    UKSA decides to name the actual missions after something other than the rocket, starting with the Felvennis series of launches, which aim to return photos from space.

    On 10th March 1955 at 01:04, Felvennis 1 is launched. Reaching a height of 250km and landing 705km downrange the mission to photograph bits of the outback is successful. A second mission is planned.

    7aA2Mcu.png

    In the aim to launch rockets further, higher and faster than before a new, very tiny, engine is designed, as backwards as that might sound. It is designated “Brunel” and will launch the “Crane” rocket. Though it won’t do much on its own, it is hoped that Crane can be placed atop Bacon for a two-stage design. The first test flight, Crane 1, is launched on 6th April 1955 at 00:56 GMT. Crane 1 reaches a height of 245Km and the new engine works well. Some may note that UKSA have finally learnt where to place fins correctly. Further tests are planned as this is the first UKSA design not based on the old German A-4 engine.

    wD2hjak.png

    The UKSA manned program takes on the name “Taranis” for the first flight in a new upgraded cockpit that it is hoped can reach 75km. Valery Smith takes on this flight, which launches on 2nd August 1955 at 03:40. She breaks various height records, eventually reaching 73km before safely returning to Earth. Still having issues with getting the parachutes the same size though.

    l7WcJlE.png

    Felvennis 2 launches on 11th January 1956, at 01:01. Another successful mission, very similar to Felvennis 1, producing more really exciting pictures of desert.

    As the launch crews had been off work during the Christmas holiday, but the VAB workers had barely had a break, Crane 2 launches 4 days later, on 15th January at 01:02. It reaches 238Km and the engine works brilliantly. Crane 3 follows on 8th February and, after another successful launch, the now rather cocky engineers suggest that “Bacon-Crane” is prepared for its first launch.

    DiUScgR.png

    Bacon-Crane 1 launches on 20th June at 06:59, with the aim of breaking various speed and height records. With 6500m/s of delta-v hopes are high. A new height record of 1800Km is reached and the 5000m/s speed record is also broken. A second launch is now planned, after the government give UKSA the task of sending a rocket over 3000km downrange from the launch site.

    cXoZiOw.png

    The final Felvennis mission launches on 12 November 1956. Another success, but the focus is now on Bacon-Crane 2, followed by a new rocket that it is hoped will be able to launch a probe into orbit. As long as UKSA can get the fuel for it.

  4. A Tasty New Rocket

    With advancements made to their engine technology, and after the consumption of a lot of tea, UKSA engineers upgrade the Armstrong engine and rebuild the Aston to accommodate both a payload and a parachute for return missions. The new craft is named Bacon, but takes about 8 months to build despite some upgrades to the VAB

    cucjfWp.png

    Bacon launches for the first time on Tuesday 17th June 1952 at 00:55GMT, carrying a payload of 102 units. A successful flight it reaches a height of nearly 455km, breaking all previous records.

    JeoT2MO.png

    R8pAMmT.png

    Due to the rather gentle nature of this rocket, plans are made to launch a person atop it, in what definitely isn’t a re-purposed airplane cockpit. More strident voices comment, that having recently successfully nuked some small Australian islands, that a nuclear bomb could likely be launched on top of this rocket as well.

    Bacon 2 launches on Thursday 8th January 1953 at 01:13 GMT. As this mission is to be recovered, it is decided to aim the rocket north, avoiding potential areas of population and to make for land-based recovery, rather than potentially having to fish the rocket out of the sea. The motor is purposefully cut early to avoid going too high and suffering overheating during re-entry. The parachutes deploy as planned for a landing about 390km north of the launch site.

    Bacon 3 launches on Thursday 11th June at 00:54 GMT with Jeremy Kerman on board. Kerman steers the craft to a 45 degree angle not long after launch, with the aim being to break multiple speed records, rather than go too high. In fact UKSA engineers advise that he doesn’t go above 30km as his definitely-not-an-airplane-cockpit isn’t rated for any greater height. The flight tops out at just above 30km but all is fine. Some say that this is UKSA's crowning achievement so far. Other's say this sort of thing is just in the British DNA.

    LNYvHUq.png

    Jeremy touches down safely 8m43s after launch, 120km from the launch site, despite there clearly being some confusion over the correct sizing of the parachutes.

    8yqg2d5.png

    Bacon 4 launches on Thursday 12th November 1953 at 04:16 GMT with the aim of returning a biological sample from above the Karman line. After some concerns when the craft tops out at 370km, the capsule still manages to survive re-entry and brings lots of science with it.

    CYF0zFL.png

    Some discussions are had at UKSA about how useful the Woomera launch site is in the long term. Plans to send probes to the moon and other planets are already being discussed and Woomera is far to far south to be useful for launches that really need to be much closer to the equatorial plane. Eyes are turning to India and investment in Woomera may end up being more limited.

    Bacon 5 is another biological return flight, launching on 23rd April 1954 at 23:25GMT. Containing a heavier payload this flight still tops out at 364km and lands successfully. UKSA scientists continue to be surprised at the reliability of the Armstrong engines, with there so far being no serious failures.

    Bacon 6 is the third and final biological return flight, launching on 4th October 1954 at 00:43GMT. Even with a yet heavier payload it tops out at 410km and returns safely. UKSA scientists conclude that this area of research is exhausted for now. Next up UKSA plans to totally not spy on the Russians by taking photos of Earth from space.

  5.  

    The Great British Space Adventure

    Having captured a number of rockets from the defeated Germans at the end of WW2, the government of the United Kingdom turns its focus to the skies. Despite an economy still recovering from war, it is felt “very important” that the UK joins the space race, with assistance from members of The Commonwealth who are willing to let the British government build launch sites in their territory. The UK Space Agency (UKSA) is born and the adventure begins…

    It’s the 1st of January 1951 and the first UKSA launch site at Woomera in Australia is ready for use. No one seems too concerned about how far away Woomera is from the UK. In fact dropping rockets on the Australian desert is seen as much preferable to dropping them on Slough. Or France.

    After some months of designing and building, “Aston”, UKSAs first rocket is ready to launch. Based on the V2 this uses a less powerful “Armstrong” engine which requires smaller fuel tanks than those on the V2 for similar performance. At 00:50 GMT on Thursday 31st May, Aston launches for the first time:

    fUtO9di.png

    Aston works fine until suffering structural failure of the main tank after 52 seconds at 35km.

    yMuShlo.png

    The core of the rocket still makes it to 93km, before crashing back down in the Australian desert after 6 minutes of flight. Much science is done though and many milestones have been reached.

    NfikT0P.png

    The goal with Aston 2 is to reach the Karman line. To achieve this Aston 2 will have an avionics system that is able to control the rocket’s trajectory via the Armstrong engine’s gimbal. Research also begins on upgrades to both the engine and our avionics tech.

    Aston 2 launches on Sunday 14th October at 04:04GMT and reaches a height of 204km, though loses a fin just after engine cut off. The mission is hailed as a great success and more science is done.

    3Pw92KE.png

    UKSA engineers are concerned though, that while Aston is good at going straight up, modifications to the design may need to happen for missions that involve going sideways in any way…

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    I am using the wonderful RP-1 suite of mods on KSP 1.7.3, installed as via the instructions in the RP-1 wiki, though with limited part mods but notably Simple Procedural Engines. I have played various previous versions of RP-1/RP-0 so am hoping I have some vague idea as to what I'm doing. I'm having issues with "Aston" flying itself apart in simulations, but do have some ideas on how to solve that, mainly involving a less "V2" and more conventional rocket shape.

     

     

  6. I'm afraid this project will have to be put on hold for the time being. I had hoped that with 64-bit KSP that I would now be able to run with the mods needed to do this project, but I'm now getting complete lock-ups (ie having to reboot my PC) every second launch. It may be one of the recent mod updates, but I'm using so many that it's difficult to find out.

  7. Thank you for the replies and likes :)

    @TotallyNotHuman_ I'm not sure if I'm going to keep the signal-delay feature enabled, it may cause issues further out from Kerbin. There's a detailed tutorial here: http://wiki.kerbalspaceprogram.com/wiki/Tutorial:RemoteTech2

    Stage 1: Phase 2: Kerbin

    I've built the Kerbin Transfer and Fuelling Station, as well as designed an SSTO to get to it from Kerbin.

    The SSTO isn't a spaceplane as I'm not very good at them, instead it's this monster:

    3WT8y8k.png

     

    I managed to get it into orbit, not yet checked whether it has enough delta-v to dock with the station. Carries 4 Kerbals.

    tEfaoQU.png

    On re-entry:

    otnfvD4.png

    Parachutes out:

    G32S178.png

    Landed safely:

    Wecoz6Q.png

    The Kerbin Transfer Station was built in 5 stages. First the core went up. This included batteries, habitation for 11 kerbals, as well as life-support and a large RCS tank.
    OkkO62D.pngNFImUQq.png

    Next were the two docking arms, which also include the massive solar panels:

    4dT0GrM.png

    Not the easiest to dock:

    WNdRjlu.png

    And finally the two fuelling arms were launched and docked:

    Nj4TLPC.png

    The completed station:

    SA0stAK.png

    MziBbv9.png

    rwipc2q.png

    The next stage is to check I can dock the SSTO with the station and then to build stations above Mun and Minmus, as well as the craft to transfer between all 3 stations.

  8. Stage 1: Phase 1

    The setting up of the communications network around Kerbin, Mun and Minmus is now complete. 

    The Kerbin Comms Network was done in 4 launches, putting 4 satellites into Keostationary orbit above the equator. Each satellite was launched on an LV-2 launcher:

    leGB756.png

    The second stage in action:


    dAypBOD.png

    The satellite engines, used for reaching the final orbital positions, are Gyro-Two Hall Thrusters from Near-Future Propulsion. They were chosen because they look cool and allowed for very fine-tuning of the orbits:

    FSstbSs.png

    One of the satellites in its final position:

    jYNt8ks.png

    The complete network around Kerbin:

    habD5kj.png

     

    The Mun and Minmus Comms Networks were launched on 2 booster-less LV-10s, each launching 3 satellites each for Minmus and Mun. A small transfer stage can be seen between the launch vehicle and the fairing. The Mun launch was done at night:

    5eyCJJA.png

    One of the Comm Sats at the Mun:

    86mhohd.png

    And finally pictures of the completed Mun and Minmus networks as well as an overview of the whole Kerbin system:

    OmnQHei.png

    fjGEy5L.png

    LxSFqJE.png

    The next stage is to put stations into orbit of all 3 bodies, and to design craft that can get from ground-to-orbit (and back) as well as between Kerbin and Mun/Minmus.

  9. Welcome to The Kerbal Inter-Planetary Infrastructure (KIPI)

    What is KIPI?

    KIPI is an attempt at a grand project to provide the infrastructure to let any Kerbal travel from any body in the Kerbol system to any other body in the Kerbol system, and land on those bodies where there is actually a chance of launching again.

    What is the plan then?

    Stage 1: The Kerbin System

    • Phase 1: Set-up Communication Sattelites around Kerbin, Mun and Minmus - Complete!
    • Phase 2: Transfer/Fuelling Stations around Kerbin, Mun and Minmus - Underway.
    • Phase 3: Bases on Mun and Minmus

    Stage 2: Duna and Eve

    • Phase 1: Set up Comm-Sats around Duna/Ike, Eve/Gilly
    • Phase 2: Expand Kerbin Transfer Station
    • Phase 3: Transfer Stations around Duna/Ike, Eve/Gilly
    • Phase 4: Bases on Duna, Ike and Gilly
    • Phase 5: Add re-fuelling capability

    Stage 3: Not yet planned

    What mods are you using?

    Main mods are:

    • Cryogenic Engines
    • Kopernicus with Outer Planets pack
    • The Near Future suite
    • Remote Tech
    • Procedural Parts
    • Procedural Fairings
    • Stock Visual Enhancement (among other prettiness mods)
    • USI Life Support and Kolonization mods
    • Ven's Stock Part Revamp

    Show me some pictures!

    The Launch Vehicles for the project are in the pictures below. I have kept them deliberately simple and am not very imaginative with names. They can get anything from 0.5 tonnes to 150 tonnes into LKO.

     

    Stage 1: Phase 1 is underway...

  10. This is a brilliant idea for a mod, but I'm having a couple of issues with the current version.

    1) The Station-Keeping window doesn't appear to update when a craft is re-fueled. For example, I had a space station using monopropellant for station-keeping, I added more monopropellant to the station (via docking extra tanks and by resource transfer) and in both cases the station-keeping report for that space station still stated the same amount of time until the space station ran out of station-keeping resource.

    2) Physical time warp is acting just like normal high-speed time warp, even in situations where it normally wouldn't work. If the craft is throttled up it cuts the throttle and the craft goes onto rails even in atmosphere. 

    I am running a number of other mods, so there may be a clash going on with one of them. I will let you know if I find anything once I get the chance to investigate.

  11. The Alator Project

    Having thought long and hard about a manned mission to Mars, and having got some way towards creating the craft, I realized that I needed to work on some smaller Mars missions first, mainly due to my own lack of knowledge in terms of how to successfully get there (and back). So first up was the Alator 1 probe, which had the simple task of reaching orbit around Mars. It managed this, but not as well as I would have liked. Therefore the Alator 2 probe is already in the works.

    Pictures:

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  12. Pictures below of Selene 2. I don't have shots of the actual landing as I managed to crash into the Moon due to not paying attention and then quick-saved instead of quick-loading... As it takes ages to launch the craft on shiny graphics settings (for the pix) I wasn't exactly enthusiastic to try again. At that point anyway there was enough DV to return from the moon in the (shorter than Selene 1) LOTV and the LMV was identical to before, so I feel I can safely assume it would have made it back. As you can see from the pictures I had better separation events, which for me was a major goal of this mission.

    Selene 2 had a shorter LOTV section than Selene 1, therefore slightly shorter launch stages, and made it to LEO much more comfortably than Selene 1 did.

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    I'm considering a mission to Mars...

  13. Despite having spent a great deal of time using the lovely Realism Overhaul mod I realised that I had never got much beyond manned orbital flights and probes to Mars and Venus. This was mainly due to getting distracted by other things to do in KSP, and always wanting to develop my space programme in a "realistic" progression, usually for this to end at a KSP update. So I felt it time that I skipped the faffing about with small rockets launching satellites and probes and tried more ambitious projects. I'm hoping for there to be a series of these "projects".

    First up I present the Selene 1 mission.

    This was a manned mission to and from the Moon, the first time I had tried such a thing in RO. I created the craft by "simulating" (read: using hyperedit) the various aspects and then building and running the mission from start to finish. Not a perfect mission, but I managed to get 3 little green men with large heads all the way to the moon and back, 2 of them even landed.

    I tried to avoid making an Apollo replica, but form follows function so there are similarities. I also wasn't particularly worried about what combinations of hardware I used, as long as it did the job. I also used Chinese colours and the ESA flag just because I could. :) It had some (non-fatal) flaws as described in the pictures, but did the job.

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    Next up is likely to be Selene 2, a more efficient moon mission...

  14. Thanks for fast reply , but even if I dump fuel, and save/load the rocket my mass is still massivly wrong??

    Its also the same after each mission

    I'm having a similar issue, for me it is a problem with the Procedural SRBs. When I load a craft into the VAB with them on their mass is suddenly a lot heavier, and I can expand them beyond the tech-level restrictions. The work-around is to re-create the SRBs everytime I load the craft.

    Edit: The masses when right-clicking on the SRBs appear to be correct, but the mass check in the bottom right that allows me to launch (or not) reports the craft as being a lot heavier. Burn time is also changed on load.

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