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Everything posted by Colonel_Panic
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new picture of the docking mast module in use on an OASIS station around minmus. If anyone is interested in the long-range deployable launch system versions of this station, let me know. I won't be making a stock version of them (they all use mechjeb), but they have the range to deploy around minmus or in some cases potentially as far as Eve or Duna (using proper aerobraking). Note: deploying OASIS to Eve or Duna is not recommended unless you're prepared to send all station modules via concurrent flights through the transfer window, since assembling it there will take a LONG time otherwise.
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SPACE STATIONS! Post your pictures here
Colonel_Panic replied to tsunam1's topic in KSP1 The Spacecraft Exchange
I have crew modules as part of my OASIS launch system which are downloadable here: http://forum.kerbalspaceprogram.com/showthread.php/34402-O-A-S-I-S-Stardock-and-launch-systems-picture-heavy -
Show off your awesome KSP pictures!
Colonel_Panic replied to NuclearWarfare's topic in KSP Fan Works
He flew here all the way from Kerbin on his little ion spacebike and successfully docked for his transfer to the post on Minmus OASIS. As soon as docking was completed everything forward of the docking port on his spacebike spontaneously exploded, and sent him and what was left of the bike hurtling down to the minmus surface. There's not enough left of him to scrape off the surface in a rescue mission. :c -
Show off your awesome KSP pictures!
Colonel_Panic replied to NuclearWarfare's topic in KSP Fan Works
MOAR INTAKES. also shallower ascent. higher speed = more air for the intakes = higher flight ceiling = higher speed etc... once you start getting close to your ceiling, level off and take it slow, building speed gradually. Also toggle off your intakes with your jet engines to cut drag when switching to rockets. -
Show off your awesome KSP pictures!
Colonel_Panic replied to NuclearWarfare's topic in KSP Fan Works
Bill! what the hell are you doing!? -
Show off your awesome KSP pictures!
Colonel_Panic replied to NuclearWarfare's topic in KSP Fan Works
Rendezvous at Minmus with Kerbin and Mun in the background. Yep, I am assembling an OASIS fuel depot in minmus orbit, planning to include a launch platform for ion probes too. It's turning out to be a lot of work. -
Show off your awesome KSP pictures!
Colonel_Panic replied to NuclearWarfare's topic in KSP Fan Works
It sounds like the center of mass is above the center of thrust with the SSTO docked. I was suggesting you could troubleshoot a lot of that in the SPH by making sure those factors line up perfectly... however, if you lack any sort of thrust vecoring or sufficient spin torque, you're still going to have a hard time as every millimeter it's off will have an impact on handling. I more or less gave up on the 'sled' style tugs and went with a ring that docks on the nose instead... that way I only have to test the mass/thrust balance of the SSTO to line up on the center, and the ring will just do the rest and pull it along. The trouble is that the thing has to be BIG to fit the wingspans of some of my SSTOs, and sometimes the part count gets high. -
Show off your awesome KSP pictures!
Colonel_Panic replied to NuclearWarfare's topic in KSP Fan Works
Do your balancing in the SPH. Throw your spaceplane and tug files together and check the center of mass/thrust on them that way before sending them up seperately. Done right, you can establish a 'standard' for all your spaceplanes as far as your center of mass with relation to the docking port, allowing you to skip the cross-balancing step later. most easily done with subassembly loader, but sadly that's not working right now, for me anyway.... -
Show off your awesome KSP pictures!
Colonel_Panic replied to NuclearWarfare's topic in KSP Fan Works
That's pretty slick looking, but will it even have enough thrust to be useful when lugging a spaceplane around? -
SPACE STATIONS! Post your pictures here
Colonel_Panic replied to tsunam1's topic in KSP1 The Spacecraft Exchange
oui, more a fan of greek naming conventions myself... -
Concours 9000 Spacebike and 'trailer'
Colonel_Panic replied to Colonel_Panic's topic in KSP1 The Spacecraft Exchange
right-click the .craft link and 'save as'. Put it in your SPH folder (not VAB). -
The New Stock Repository Version 0.21
Colonel_Panic replied to Maxed-Rockets's topic in KSP1 The Spacecraft Exchange
SSTO Spaceplanes, short-medium range: Dart, Arrow and Javelin http://forum.kerbalspaceprogram.com/showthread.php/29775-SSTO-Dart-Arrow-Javelin-X-Wing-and-Carrier-Frigate?p=385621#post385621 Space station: OASIS orbital assembly and refueling system. http://forum.kerbalspaceprogram.com/showthread.php/34402-O-A-S-I-S-Stardock-and-launch-systems-picture-heavy orbiter: TIE Interceptor. http://forum.kerbalspaceprogram.com/showthread.php/34395-Fully-functional-TIE-Interceptor Minimalist designs: Concours 9000 space bike http://forum.kerbalspaceprogram.com/showthread.php/34396-Concours-9000-Spacebike-and-trailer -
Fully functional TIE Interceptor
Colonel_Panic replied to Colonel_Panic's topic in KSP1 The Spacecraft Exchange
They technically are, double ion engines clipped into each other on each side. Any more though and the power draw would just be too high to sustain full thrust, and the weight increase would further degrade delta v. Yeah there seems to be something funky with how spin torque is handled with the cupola. I only have issues if the cupola:weight ratio is high enough, and the only solution tends to be more control surfaces lower down... some rockets have needed as many as 18 fins and additional gimballing to stay steady when delivering payloads with multiple cupolas. -
Update 2013-06-21: NEW Terminus Station Core added OASIS stands for Orbital Assembly Station for Interplanetary Ships. It is a multiple-launch full service and assembly space dock system available in multiple configurations. In it's standard complete configuration it totals over 1000 parts in 37 modules, assembleable via 25 launches, with a dry mass of over 375 tons, and stores 448 tons of fuel and 19 tons of mono-propellant for a total mass of over 840 tons, and a maximum capacity of 134 kerbals, with a permanent crew of 56, which can be returned to Kerbin or other atmospheric bodies safely via escape vehicle. It also houses 22 standard docking ports, 16 mini docking ports, and 2 large docking ports, not counting the expandable station nodes. It is heavily inspired by the star trek docks, and a utilitarian space-industrial motif. I tried to maximize aesthetics and a sort of epic feel to it, with a lot of details and vantage points from the various capsules. While the full configuration part count may be too much to handle fluidly in this version of KSP, it is available in whatever configurations you choose to assemble, including a half configuration, a fuel depot configuration, and various others. The following will showcase the various modules, launch systems and assemblers, and the .craft files will be linked at the bottom. This station is 100% stock. Most of the part count comes from the stardocks themselves, so if you just want a huge station with a lot of fuel, crew and power while keeping the lag low, you can leave those parts off. Here's the gallery: These first screenshots of the completed station configuration come from an early prototype that was put into orbit via persistence file editing to test performance. This is not the final version, and several details are changed, most notably the power masts. The station core module on the launchpad with the provided OASIS service lifter. The protective cowling and nose cone are ejected on ascent. All OASIS service lifters come equipped with a probe core to facilitate deorbit after the modules are deployed. The Fuel Core module. The Fuel Core, Fuel Tank, and Core Stack lifters all come with the same model assembly tug and 3 kerbal crew. It is RCS balanced to allow flawless handling of all of these heavy loads with minimal fuel and without modification. Fuel Tank module ascent uses the OASIS Heavy Service lifter, also used by the Fuel Core and Crew Modules. All fuel tanks are easily installed and removed using the supplied assemblers, and feature large docking ports that can be used to attach them to other ships as well. OASIS assemblers have an array of flood and spotlights for night assembly. Stages of assembly. The OASIS Heavy service lifter has sufficient redundancy to survive catastrophic engine damage on up to 2 engines and still complete the insertion. The OASIS assemblers can also be deorbited remotely. The Core Stack module uses the standard OASIS service lifter. The Power Mast module uses a Light OASIS service lifter and includes a specialized assembly vehicle. The OASIS Heavy service lifter can deliver 4 crew modules and 2 micro assembly drones in a single launch. The Power Expansion module is optional for stations requiring additional power capacity. It launches with the OASIS Light service lifter. The Power Expansion booms are 100% self-contained for remote assembly and easy deployment, and triple power storage and output. The star dock is large enough to fully enclose the special OASIS Maximum Service Lifter required to deliver it to orbit. The star dock features 2 cupola above and below the main docking port, allowing viewing of ships entering, leaving, or docked with the station. It also comes with a port adapter to fit ships with both medium and large forward docking ports. a minmus deployable version with docking mast attached. The new Terminus Station Core is a fully self-contained station in a single launch, featuring a low part count (150 parts), while having all of the capability and scalability of the fully assembled station. It's ideal for space programs that require a minimal hassle framework for refueling and supply. It has an integrated fuel tank and engine assembly capable of propelling the bare station to minmus orbit from LKO without any additional fuel modules, and sports 2 open clamp Sr ports for core O.A.S.I.S. system expansions, 2 clamp Jr ports for small craft docking around the command module, 4 standard clamp-o-tron docking ports , 2 hitchhiker storage modules for crew living space and supply, and a fully pressurized interior end-to-end, as well as exterior mobility enhancers for inspection and maintenance. shown with OASIS fuel cores (180 parts total with both cores attached. Additional fuel tanks can be added up to 14, at 3 parts each) The entire length of the station is accessible via mobility enhancers. NOTES: Ascent profile: recommend shallow ascent, starting your gravity turn early and very gradually and ending it at around 55-60km. All lifters are designed to achieve a minimum orbit of 120km with their payloads. Always lock your final stage. If you trigger it on accident, your crew modules will separate from the station into multiple pieces and parachutes will deploy. This stage is only for AFTER re-entering the atmosphere in an emergency evacuation. Use the modules' RCS to de-orbit. Special Note on Terminus Core: It's very tall and thin with a cupola module at the top. Be sure to handle it gently and don't let it thrash around. Recommend selecting the probe core at the top of the lifter stage and 'control from here' to reduce navball wobble during ascent. If you have trouble keeping it oriented after the second lifter stage drops off, you can re-engage the outer engine gimballing temporarily, but be sure to turn it off again before the third stage drops. Jettison the structural supports with 0 just before leaving a suborbital trajectory, to avoid bringing them into orbit with you. CONTROL GROUPS: 1 -- disables gimballing on radial tanks. press twice before every launch or the rocket will be unstable. 3 -- toggles solar panels 4 -- deploys communication arrays 5 (Terminus Core) -- deploys mobility enhancers 0 (Terminus Core) -- Jettisons structural support (press before finishing circularizing, or you'll leave a bunch of debris in space) 7-0 (Assemblers) -- enables/disables RCS thruster blocks for RCS balancing. press each twice to disable all blocks except the one you need for your current payload. Once to turn them back on again. 7: no payload 8: Core Stack 9: Fuel Tank 0: Fuel Core 5-9 (station) -- toggles station lights. Note: 5 is core lights, 6-7 are intended to toggle the floodlights in one dock, and 8-9 in the other. However, as only one dock is provided, you will need to re-map the second dock you launch to use the other set of numbers, if you want it to operate as intended, giving the 'cascade' effect on toggling lighting on or off. Station Core: http://herpnderp.info/KSP/OASIS%20Core%20Lifter-S.craft Core Stack: http://herpnderp.info/KSP/OASIS%20Core%20Stack%20Lifter-S.craft Crew Modules: http://herpnderp.info/KSP/OASIS%20Crew%20Module%20Lifter-S.craft Star dock: http://herpnderp.info/KSP/OASIS%20Dock%20Lifter%20A-S.craft Docking Mast: http://herpnderp.info/KSP/OASIS%20Docking%20Mast%20Lifter-S.craft Fuel Core: http://herpnderp.info/KSP/OASIS%20Fuel%20Core%20Lifter-S.craft Fuel Tank: http://herpnderp.info/KSP/OASIS%20Fuel%20Tank%20Lifter-S.craft Power Expansion: http://herpnderp.info/KSP/OASIS%20Power%20Expansion%20Lifter%202-S.craft (requires power mast) Power Mast: http://herpnderp.info/KSP/OASIS%20Power%20Mast%20Lifter-S.craft Terminus Core: http://herpnderp.info/KSP/Terminus%20Station-S.craft (alternative core with self contained minimal power, crew, and utility) Enjoy, and feel free to integrate with your own stations, and post pictures of your creations using this system in the thread.
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Fully functional TIE Interceptor
Colonel_Panic replied to Colonel_Panic's topic in KSP1 The Spacecraft Exchange
The bigger ascent issue I had was with the cupola... as soon as it hit 4km, even if still going straight up, it would flip over suddenly and go out of control for no apparent reason. Adding the fins to the bottom of the lifter fixed that problem though, and I can start my gravity turn early without issue, regardless of angle of attack. EDIT: But no it's not meant to 'fly' in atmosphere, sorry. Not enough engine to do that. -
Inspired by another poster here who made a little RCS runabout bike. I decided I wanted something a little more robust while keeping it simple. This little ion-powered ship is 'fast' and has a long enough range to round-trip duna solo. Includes a little space shack to house your kerbal when he's not out riding around, and to allow him to dock and refuel. I'm calling it the Concours 9000 after the Concours 14, which many people have referred to as "a very comfortable cruise missile." When you're riding you can't be glum for long. NOTE: The RCS tank is clipped into the rear xenon tank. To refuel, click the lower rear corner just above the clamp-o-tron jr port to select the xenon tank, or anywhere else on it to select the RCS. The forward tank is easy, just click anywhere on it not covered by other equipment. Energy is limited by the small panels. For best results keep your panels pointed to the normal and anti-normal by keeping the 'wings' on the navball flat across the horizon (assuming an equatorial orbit) Action Groups: 3 - toggles solar panels and deploys antennas on first use. http://herpnderp.info/KSP/Spacebike-S.craft MechJeb pictured above but not included. .craft is 100% stock.
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Operates via functional Twin Ion Engine, solar arrays will power at 100% even with only 20 degrees of sun. Includes discrete RCS and docking ports for docking. Enough delta-v for Kerbin escape if you have the patience to fly it that long. http://herpnderp.info/KSP/TIE%20Interceptor-S.craft warning: lots of parts (around 500 total not including the lifter, mostly solar panels) Fly at your own risk.
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Show off your awesome KSP pictures!
Colonel_Panic replied to NuclearWarfare's topic in KSP Fan Works
A TIE interceptor with actual TIE drive. -
[0.20] Subassembly Loader - 0.20 Compatibility Patch
Colonel_Panic replied to TheUndeadFish's topic in KSP1 Mod Releases
So Subassembly loader isn't working for me anymore. Any time I load a subassembly, all of the parts appear in my VAB, but none of them are connected to each other, and I can only grab them one at a time. Furthermore after loading one, the VAB load interface breaks until I reload the game. -
[0.20] Subassembly Loader - 0.20 Compatibility Patch
Colonel_Panic replied to TheUndeadFish's topic in KSP1 Mod Releases
That's actually just the way KSP works. If the root of your probe is at the top, then you can only grab it by the root, and you can only reattach it by the root. It works the same way with or without subassembly loader. subassembly loader just lets you save and load subassemblies into different rockets, but you can still only attach them to new rockets in the same way as they were attached to the old one. If the subassembly -is- the old rocket, it can only be attached by the root node, aka, the original command capsule or probe core. To get around this when making probes, consider building them attached to a main probe, and grabbing them from the attachment point to save in subassembly. -
SPACE STATIONS! Post your pictures here
Colonel_Panic replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Where does such a high part count come from on something of that size? my OASIS station isn't even 600 parts, and it houses 69 kerbals and 9 orange fuel tanks (in it's current config... it's around 1000 parts when fully built) -
Minmus refueling?
Colonel_Panic replied to Colonel_Panic's topic in KSP1 Gameplay Questions and Tutorials
huh... I actually have protractor already, I was just unaware it had that functionality. -
Minmus refueling?
Colonel_Panic replied to Colonel_Panic's topic in KSP1 Gameplay Questions and Tutorials
That sounds highly effective yet extremely difficult and complicated to pull off. Has anyone actually worked out any sort of phase-angle calculator that takes this method into account? It seems to me you'd need to figure out how long it takes to return to kerbin periapsis from minmus, the ideal return vector, the ideal ejection vector, the timing of the transfer window, and the timing of the minmus orbit to the opposite of the ejection vector, and make it all line up with your destination... perfectly doable in theory, but I'd much rather have some sort of calculator to plug the numbers into and do the math for me, than try and eyeball it.