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CCKP: An eventful return.


Hotaru

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  • 2 weeks later...

This update is a little delayed because I've been messing around in sandbox and also started working on a casual "just playing the damn game" mostly-stock career--which turned out to be for the best, since I got a lot of debugging done that now won't have a chance to foul things up in the Kerbalist Union save. Also got to try out 1.7.1 in VR, which was in no way productive but still extremely cool. May take a break after I get back from Duna; got a lot of other stuff I'd like to be working on (kerbal and otherwise) although I'm also very much looking forward to getting the kerbo-Buran going. We will see.

@Kerballing (Got Dunked On) "Aqualung" (after the Jethro Tull song) has been the name of my tanker ships in every save ever since my very first one back in 2014. No reason to stop just because this one's in Russian.

@SBKerman We'll see how it turns out. In my experience reusable systems are fun to set up but tedious to operate in practice. On the other hand, MechJeb really smooths things over, and the Sterzhen-MN is my first one that is stable through reentry without airbrakes. Back in 1.0.2, the last time I used reusable rockets, the best I could do was get within 20km or so because the airbrakes screwed up the targeting, which meant they always had to land short to avoid dropping in the ocean. Without airbrakes, I think I will be able to consistently get the Sterzhen-MN within a couple kilometers of the launch pad. The trick is to have the fuel drain top-to-bottom with a relatively short tank at the bottom emptying last, so between that and losing the payload it's very tail-heavy during reentry, which keeps it stable. I worked that out a while back while making a New Shepard-type suborbital rocket for a challenge.

And I really like the design you've come up with; using Atlas V style strap-on booster configurations makes your Phoenix system a lot more flexible than my Sterzhen-MN. (And I see we both independently ended up using the Kerbal Reusability Expansion Dragon trunk fins as New Glenn style descent fins.)

 

Boring stuff:

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TL;DR: messed with the tech tree.

 

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Vyzov 1 approaching Duna.

 

Terpeniye program: keeping the Mun and Minmus stations running.

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Vyzov 1: Objective--Duna!

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  • 2 weeks later...

Last update for a while--call it the end of chapter 1. I'll be back when I'm back, hopefully with chapter 2, although Kerbalism is being increasingly difficult so I might start another log instead. We will see.

@RocketMan-Explorer I'm pleased to say I knew the original without clicking the link. (Unsurprisingly, given one of the HSP's ships was named after another song by the same duo.)

 

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Dzhedasyn lifts off from the surface of Duna in the Vyzov 1 lander.

 

Moho and MN-1: interplanetary probes.

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Terpeniye 3 and 4: station ops.

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Vyzov 1: return from Duna.

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  On 4/4/2020 at 6:40 PM, Kerballing (Got Dunked On) said:

Question, did you manage to retrieve the science from the capsule?

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Yes, in fact: I set the parachutes to open at high altitude, which gave Byldo (who inexplicably had a stock parachute this time... guess it was just a glitch that Venlana was missing hers before) plenty of time to collect the science before letting go of the capsule. Not that there was much science to save: Vyzov 1 had no instruments (the sample-return missions already got a lot of the same data) and EVA and crew reports are 100% transmittable, so all that was left in the capsule at that point was a surface sample and some blueberries.

While Vyzov 1 was good for PR, it had hardly any scientific value compared to the space stations, and future "flags and footprints" missions like it will have even less. Right now (assuming I do carry on with this career rather than starting over) I'm thinking of only two or three more baseline Vyzov missions--to Gilly, Ike, and possibly one more to Duna--and then move on to a larger version with a three-kerman crew and a lab, launched by two Sterzhens.

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@kerbalyeeter40 I used a Module Manager patch (included below) to edit the tech tree myself. The idea was to incentivize using early-game engines like the Spark and Swivel further into the game, and keep both science and funds relevant longer into the late game than in vanilla.

Be aware that I did all this a long time ago. I myself never played with this mod any further than I did in this career. I make no guarantees that this will even work, let alone that it will be any fun to play with, but here it is:

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To install, copy contents of the above spoiler into a text file with extension .cfg and install in a sub-folder of your KSP GameData folder (...\Kerbal Space Program\GameData\HotaruTechTree\HotaruTechTree.cfg).

 

The part you asked about is, if I recall, a 1.25m life support container from Kerbalism (actually a stack of two of them). A stack of 3 of the 2.5m version can be seen on the Vyzov service module, between the Hitchhiker and the service bay.

 

 

@AtomicTech (and anyone else who digs this up after all these years) I think I left this log at a good stopping point, so I think we can declare it finished for the time being. The mod combination ended up being more trouble than it was worth. Kerbalism and Kerbal Construction Time in particular didn't get along, which caused some of the "haunted rocket" incidents.

In the unlikely event I were to ever do a new career log, it would probably either be a sequel to Hotaru's Space Program or a totally new save. For now, I've mostly moved on from KSP, but I still fire it up sometimes for old times' sake. We will see.

 

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