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Everything posted by Soda Popinski
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I built a Rocker-Bogie suspension system for my Rover I plan to land on the Mun. Same system JPL has used on their Mars Rovers. The Rocker-Bogie system first flew on the "Sojourner" on the Mars Parthfinder, then on the Mars Exploration Rovers, "Spirit" and "Opportunity," and finally on the Mars Science Laboratory, "Curiosity." It's called a Rocker-Bogie because it's able to rock (duh), and it uses 2 wheel bogies, like a train. The system should allow all 6 wheels to stay on the ground under most circumstances. Probably overkill for KSP muns. Sojourner and the MERs used a differential gear between the two main rocker joints to keep the rover aligned with the average pitch of the main rocker arms. I previously used this when I made one in Besiege. I couldn't figure out how to build a differential gear here, so I went with a differential bar. It was good enough for the Curiosity Rover. Wish I thought of that when I made one in Fantastic Contraption. The joints were made using Infernal Robotics Free moving Washers. The main rover body was from Wild Blue Industries. I'm not sure if the wheels are from Wild Blue Industries or Modular Kolony System.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Soda Popinski replied to RoverDude's topic in KSP1 Mod Releases
Still too early in the tech tree. I haven't unlocked ISRU, or even KerbNet scanning yet. My previous games in older versions, have used ScanSat and Kethane, so I'm curious to see how this all works. I haven't done anything with KerbNet yet. It's fine to set up the relay network, I've got a contract to set up a satellite in Munar orbit anyway. That can easily act as a relay station, even if it's not 100% coverage yet. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Soda Popinski replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the clarification. Good to know I don't need to bring it in as a resource. I think you're right about the coms shadow, I just remembered, it was bright out, and it's a New Mun back on Kerbin, so I must be on the far side. Crap, I just realized I've made a huge mistake. The Mun's tidally locked, so I'll need to setup a relay network. I'm new to CommNet, as my main game I've been playing is pre 1.0. In a previous game, I managed it with Remote Tech, so it shouldn't be too hard. Edit: Typo, meant "Duna Pioneer module" -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Soda Popinski replied to RoverDude's topic in KSP1 Mod Releases
I'm new at MKS myself, and had the same thing happen with a Ranger Agricultural inflatable. This was over the Mun where I was about to land my first MKS setup, so my craft had space to attache the inflatable. I EVAd out an engineer with the drill equiped along with Bob to have enough kerbals to move the heavy object. I very carefully position my Kolony ship to within 2 meters of the inflatable, grabbed it, and attached it to my Scout Lander. I was then able to get the rescuee out, and had a bonus agricultural module! Unfortunately, I realized later, adding that module broke my Build a Base on the Mun contract, as it wasn't considered a new part. No good deed goes unpunished. If you want to see my craft with the attached module in space, I've got it on Imgur. But, hey, while I'm posting here, I've got a few newbie questions. This first kolony has got a Duna Pioneer module and a stock MSL on the Scout Lander. I've got them connected by flex-tube, so they register as one "craft." I've got an antenna on the MSL which happily transmits science. But when I try Training on the Pioneer, it tells me there's no Antenna. Does a separate antenna need to be on the Pioneer. It's also possible the Pioneer is unpowered, as I'm not sure sure if the MSL solar panels provide power without cables attached. I guess the question is, do I need an antenna, or is it the lack of power? One last thing. I may be reading things wrong, but I wanted to build out a module, but need "machinery" which I understand I can send in a cargo pack, but it also states "1000 Construction" and I can't find "Construction" as a resource anywhere. Thanks -
Jeb's new Hot Rod gives him a healthy glow
Soda Popinski replied to Soda Popinski's topic in KSP1 The Spacecraft Exchange
I gave it a shot. It didn't work out too well. I tried heating him up directly with the propelling rocket. Turns out kerbals explode if you heat them past 800 kelvins. Mainsail was insta-death. Went smaller, and he tended to blow up within a second at full thrust. I suspect kerbals, like all parts have a core and a skin temperature. In the plane, I was able to evenly heat him up below exploding temperature. It's tougher to get that right with my Kerbal Kannon. Anyways, here's a quick video of a representative attempt. -
Likely to settle a bet.
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I'll second Science Mode. I'd actually suggest start in Science to get the hang of it and learn the tech tree a bit, without worrying about funds. Get to liquid fueled rockets, and by that time you should have a good handle on things. At that point, start a Career game as the contracts will give you better and better challenges.
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I'm a bit confused. I wrote no such thing on the date in question. I'm guessing it was Soda Popinskulan being quoted. Or it could have been Vodka Drunkenski. People get us confused all the time.
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Jeb's new Hot Rod gives him a healthy glow
Soda Popinski replied to Soda Popinski's topic in KSP1 The Spacecraft Exchange
If you put a decoupler on to release him from the chamber, it could shoot red hot kerbals! I foresee a GIF coming tonight. -
Stock SSTO X-Wing and Y-Wing
Soda Popinski replied to Foxster's topic in KSP1 The Spacecraft Exchange
What sorcery was used to connect the RAPIERs with nothing but struts? -
Jeb's new Hot Rod gives him a healthy glow
Soda Popinski replied to Soda Popinski's topic in KSP1 The Spacecraft Exchange
Probably easier to make a "kiln" with a mainsail firing directly onto Jeb. Sort of like a Kerbal sauna or spa. -
Jeb's new Hot Rod gives him a healthy glow
Soda Popinski replied to Soda Popinski's topic in KSP1 The Spacecraft Exchange
The cockpit got really hot. When I popped him out after landing, I was surprised to find he was red hot. I wish I got the screenshot 10 seconds earlier, as he was glowing brighter. After 5 seconds after the shot, he cooled off enough to stop glowing. -
Though I meant to finish my 0.235 rescue mission before letting myself get started on 1.2, I couldn't help myself. Just starting career, and haven't unlocked much in the way of super-sonics. This one on the Wheesly barely breaks the sound barrier. It does run a little hot. As you can see Jeb is literally glowing with black body radiation.. Doesn't help I've got the cockpit adjacent to the engine. Maybe I should add some radiators. Here's the craft file with the added radiator (not yet Stock). If you want to give Jeb back that healthy glow, just remove the radiator panel (below the cockpit). If you want to give the thing quite a speed boost, remove the parachutes so it'll hit (almost?) mach 2. P.S. I don't think Jeb can get back in once he egresses. The rear stabilizer blocks the port. That's fine, I haven't unlock ladders yet, so he can't even get back up. I've got a probe core in the trunk. Shoot, I just realized I made this for testing my autopilot, so the current craft file has the kOS scrip module, so you'll need kOS. I'll upload a version without it later.
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Vintage?! I'm still playing that savegame! I'm quite a bit ahead on the game that what I've shown in my Mission Report / Cinematic, but still haven't completed the rescue mission. So I'm still playing.
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When I get a chance, I'll check the Description of the file. This was originally built in 0.23, and may not even load up in my "current" 0.23.5 game. I know for a fact my Science Lander won't load up the VAB due to unavailable parts. Before you ask, the craft file would likely be useless as it has parts from a very old versions of KAS, and probably KER, Kethane and who knows what else.
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Not a whole lot due to the 30t payload. That's just a lifter on the bottom to bring up the Command Section of the Discovery 2. It's just a Rockomax X200-32 with TurboFan boosters. It's got 9 TurboFans to help the (probably) 4 RAPIERs (starting in open cycle) to have the TWR to get off the ground. I've got a crapton of intakes to get as much air as possible. I'm counting 10 intakes per booster, and 12 on the core. I flew it like a rocket, not a spaceplane, so oxygen ran out fairly quickly, which is when I dumped the TurboFan boosters, and eventually switch the RAPIERs to closed cycle. It was back in 2013 I launched it, so I'm a bit fuzzy on the specifics.
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In completely different lifting classes here, but building generic lifters reminded me of when I first launched my Jool mission in 2013. I was using a 30t capable craft with a RAPIER core stage and turbo jet boosters. I'm not sure if this build would work in the current game. Guess I'll try rebuilding it.
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While I really should be finishing up my 0.235 Rescue Mission, I've started a career game in 1.2. The contract for tourists wanting to pass out with a high-G flight was a new one to me. So I threw this together. It could do with some optimizations, but it did the job. Too bad I didn't read they also contracted to go to orbit (easy second mission). I've also just installed kOS. This was a very simple script to run this. Probably would have been faster to do it manually.
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No, I totally screwed up. The "Would you believe..." line comes from an old spy-comedy, called "Get Smart!" where the bumbling spy would often (slyly?) ask his boss if his latest excuse was plausible. If you watch the subtitles, I do have it as "Tsiolkovsky."
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D'oh! Would you believe I was referring to the famous Kerbal rocket scientist, Tchaikovsky Kerman?
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Blast from the Past. Finishing my 0.23 Jool Grand Tour
Soda Popinski replied to Soda Popinski's topic in KSP1 Mission Reports
I've updated the Rescue Mission to bring fuel to Bill stuck on Tylo. Direct link to the video.- 37 replies
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Here's the craft file. You'll need Infernal Robotics, Kerbal Attachment System, and Kerbal Inventory System. I believe that's all the non-stock parts involved. Enjoy! Edit: D'oh! I mentioned it earlier, but forgot here. You also need Wild Blue Industries for the plasma screen. Make a green screen or better yet a red screen to load in for keying. I suggest not green, as the Kerbals will get keyed out, so you need to despill them. Probably easier to use red.
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I'll put up a Craft file when I get a chance. And yes, Infernal Robotics. I'm still learning it, so it's a bit jerky. I found the cupola a bit too heavy, so the thing tends to misalign after extended use. I built it with Kerbal Attachment System struts so it can be secured during saves, and transport (hack gravity to move it around with RCS). So you'll need KAS and probably KIS too. I'll likely be building a smaller one using a command seat instead, as a replacement for this one after a later incident not yet seen in my cinematics. Edit: You'll also need Wild Blue Industries for the Plasma Screens.
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How often do we refer to doing the F5/F9 cycle as a "simulated run"? Ever wanted to see that simulator? Edit: This comes from Part 3 of my Project Overkill mission report / cinematic, in case you want to see the context. Edit 2: Unfortunately, I wasn't able to actually run Star Tours in KSP. I used Wild Blue Industries Plasma Screens with a blank green screen loaded in. I used After Effects to composite Star Tours (downloaded using Hyper from YouTube) into the shot using Perspective Pin under Track Motion. If your background plate doesn't jerk around like mine, you can use Ultrakey in Premiere. I happen to have these programs for my stock video sideline, so I'm not sure what if any lower cost software packages can be used instead.
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