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What did you do in KSP2 today?


Dman979

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Still hitting my head against the wall with a spaceplane, so I've shifted to the other project.

With the 'Space Truckin' parts unlocked, I've been able to use the stock Rover. It's five times bigger and more stable than anything I've ever built myself, and has two jet engines on the back.

I decided I could find a better use for the jet engine portion, since the wheels were electric. I put in some girders and wired in every experiment I could. My smaller rovers only had room for Sniffers and Science Jr Jr.

After that, I spent some time experimenting with getting the things to other worlds. Duna was the appropriate first step, since it has the most use there. Mun/Minmus/Ike/Gilly are just too small to be worth putting a large Rover on them.

Finally, I built a structure over the top and ran a fuel line for landing. Duna has one extra advantage: Parachutes work. The hard part isn't launching big things, it's landing them safely.

I didn't even bother with a 'drive section'. The heavy Boosters I've been using had enough fuel to make the transition to Duna orbit leftover after takeoff.

But I'm embarrassed to say that when I began deorbiting, I forgot to take a screenshot until after the fairings were ejected. You can see the sections flying away in the pic:

xpKSPyN.jpeg

It's not pretty, but it's detachable.  Three parachutes gave it a falling speed of 20m/s. A few engines with fuel lines, and just enough fuel for five seconds of deceleration gave it a textbook landing.

vpPfLVL.jpeg

Detach the landing section, and I've got a fully running Science Rover. The experiments run during the landing were enough for me to test everything else. During my 'Recharging Stops', I can transmit findings will stationary, and still be filling up the battery thanks to retractable Solar Arrays.

uFy7htR.jpeg

After mucking with the wheel settings, I can keep a comfortable pace of 30m/s on open ground. My goal is to go around to all the biomes, collecting points, and then meet up with the much smaller rover and lander I sent to check out the anomalies, and get their samples too.

If I ever get a proper spaceplane working, I'll do a grand tour of all my landing sites, collecting the samples from each of them.

Oop, don't forget to mark the location.

LCugNo9.jpeg

 

Given the ugly, yet successful changes made to this thing from the Stock version, I've named it the 'Frankenrover'.

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Okay. So I've been experimenting with 'Kerbal Movers' for the Eve Mission, and Future Colonies.

Spaceplanes have been the bane of my existence in this game. I've never managed a SSTO that works in atmo, and vacuum. Not even in KSP1 have I managed it. Yesterday I came up with the Mk3, which wouldn't even get off the ground.

So today, the MK-4.

gufkjjY.jpeg

Now I know what you're thinking: There's a hole in that plane. But it kept the weight low enough. The 'Passenger Module' up the front can fit 20 Kerbals. 16 Passengers, 4 in the cockpit.

Jets and Hydrogen engines are the most efficient in the game. Using the girders instead of a fuselage, I was able to lay some small methane tanks down the middle.

The question i had to ask: Why do I even want air-breaking jet engines, considering this is going to be primarily a spacecraft. The answer, of course, was for landing, back on Kerbin.

But it has to fly first.

4qZtFpf.jpeg

It was weaving back and forth on the maneuver node for the last of the flight. With the hydrogen tanks emptying out, it was too 'front heavy'. It used almost all the fuel the thing had, but I got to a circular orbit of 120km.

UJeuJFn.jpeg

Finally achieved the goal that's been eluding me for hundreds and hundreds of hours of gameplay across the entire franchise. And amazingly, as I was looking at the view, I had notes for the MK-5. For instance, I didn't need the shuttle passenger section. If I used the smaller 4 seater sections, I could have secured them in the trusses, and mounted them further back, the way I did with the methane tanks. Solved the weight and the balace with one change. (Smacks forehead) Duh.

But, this is proof of concept, so I keep going.

As well all know, the only trick of spaceflight in KSP is getting off Kerbin. Long have I used 'Drive Sections'.

2Ssnauw.jpeg

An XXL Hydrogen tank, with a Hydrogen Engine. Standard Drive Section for all my interplanetary transfers, but this one is modified with a L-Sized Methane Tank on top. The reason for this is two fold.

1) It lets me refuel the jet engines, as well as the Rocket engines on my Spaceplane when they dock together.

2) It extends the medium docking port out forward. You can't really see it with the SWERV engines blazing so brightly, but between them, on that truss, is a Docking Ring.

ItDSYsT.jpeg

It took a stupid amount of effort, but the docking is complete, and the plane is fully refueled, witha  drive to push it out of Kerbin's SOI.

I'm going to make a run for Eve, eventually. I might save that for the MK5 after all.

But in the meantime, a version of this craft is going to be making landings on Duna, Ike, Gilly, Moho, and Dres, as well as the Moons of Jool, to gather samples taken, and return them back to Kerbin. Remember what I said about how the 'Transfer Stage' is standard issue, for all my flights to other planets? That means I've got hydrogen tanks floating in orbit around several other planets and moons, waiting to pass on their remaining hydrogen to this one.

And with that, the return flights can finally be made. Once I kick out the Eve passengers, I can load up the one-way trip Kerbalnauts, leave the landers and labratoies behind, and bring them all back in this passenger jet.

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I made a Minmus science hopper. I wanted to unlock the next node on the launcher portion of the tech tree. Around about 3200 dV to help me get around.

20240413180759-1.jpg

This was after a few hops yesterday. I did a couple of biomes and it seemed as if that was about it.
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However one more hop showed the difference between Sheet Ice and Arctic Ice.
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I did take a trip towards the south pole but it didn't look like the biome was going to be anything other than Snowdrifts or maybe Craters, so I got back into a high orbit and went on home.
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Somehow the burn put me in a near polar orbit so I decided to aim for the cap.
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For whatever reason I turned the force on the decoupler down to 5Nm. Sure it decoupled, but it didn't create any separation. I had to go through all manner of wiggling to get free.
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I was coming in H-O-T, HOT. The detached portion of the craft lasted maybe 10 seconds? I was concerned that I wouldn't slow up enough for the parachute to deploy.
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But fortunately I was able to get down. Banked somewhere over 1400 science from the trip. Returning those samples is critical.
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Unlocked the first LG parts and put this together. It was the sustainer and not the launcher, which was a little disappointing, but I can still put it to use. It wasn't until I was firmly in atmosphere that I realized... you didn't put a decoupler dummy. No worries though, I had about 1k dV and enough TWR to save things. Well not really. This thing bled no speed through aero losses, so I was ~20km and above 2k m/s velocity. A couple of burns did help, but the larger issue was the rising temperatures. I thought I had it under control.
20240414073551-1.jpg

I did not have it under control. The gauge dropped as low as 30%, and then crept its way up to critical, then poof. I then had an ICBM en route.
20240414073622-1.jpg

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Playing with more aircraft. Got off work today a little earlier than normal, so had some time to build an A-10 Thunderbolt-ish aircraft I couldn't stop thinking about trying out. She handles very well for a quick bolt-together without much fine tuning.

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17 hours ago, Ninemeister said:

Playing with more aircraft. Got off work today a little earlier than normal, so had some time to build an A-10 Thunderbolt-ish aircraft I couldn't stop thinking about trying out. She handles very well for a quick bolt-together without much fine tuning.

It looks like an A-10 had a baby with an SR-71. :

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Ugly orbital station for the Mun. Yes loyal followers, I continue to dance around a proper Duna mission. I don't know if I'm overcomplicating things or what, but getting there a third time is really beating me down. 

20240425182511-1.jpg

25km orbit which passes almost directly over one of my previous missions.
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This was supposed to be an uncrewed mission. It wasn't until after I took the previous picture and turned the HUD back on that I realized Tim C. had stowed away... The solar panel placement is not EVA friendly so when I did EVA, he kept colliding with the craft. After getting free, somehow that turned my almost perfect 25km (25,119/25,096) orbit into a 29km AP/24km PE. I shudder to calculate the eccentricity of that.
20240425183540-1.jpg

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20 minutes ago, Casellina X said:

I continue to dance around a proper Duna mission. I don't know if I'm overcomplicating things or what, but getting there a third time is really beating me down.

It's easy. Just get good :cool:

But seriously. Getting interplanetary is not the easiest right now (and sometimes not even outside of Kerbin) so I wish you the best of luck and may the kraken slayers bless your voyage.

Edited by NexusHelium
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Today I decided to go for a little trip on Kerbin.

In general, I'm ok with KSP 2 graphics, but flying at high altitude at night close to the pole gives quite ugly results.

embed?resid=B12CEBAE0FB4A59D!5677&authke

With a little bit of sunlight, it's getting better.

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Rover deployment close to the target.
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Spoiler

So, the goal of my mission is on the horizon ! I want to place a scientific station on the top of K2 with a rover.

embed?resid=B12CEBAE0FB4A59D!5679&authke

Of course, the terrain is difficult, and it's climbing !

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We have a very nice view from here !

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My team is on top of K2, deploying the scientific station and taking samples.

embed?resid=B12CEBAE0FB4A59D!5683&authke

Mission accomplished, time to go back to the plane, going up was difficult, going down is very dangerous !

embed?resid=B12CEBAE0FB4A59D!5685&authke

Hopefully the team has been able to reach the plane and dock the rover, time to return to the KSC, but not without a little goodbye to this beautiful mountain.

embed?resid=B12CEBAE0FB4A59D!5684&authke

 

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4 hours ago, Urus28 said:

In general, I'm ok with KSP 2 graphics, but flying at high altitude at night close to the pole gives quite ugly results.

What was your altitude? I didn't notice the repeating texture on my flight, but I probably never got higher than 3 or 4km.

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16 minutes ago, Casellina X said:

What was your altitude? I didn't notice the repeating texture on my flight, but I probably never got higher than 3 or 4km.

I was flying around 8000m.

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19 hours ago, Casellina X said:

What was your altitude? I didn't notice the repeating texture on my flight, but I probably never got higher than 3 or 4km.

Try again at dusk. Get above the clouds and aim the camera back down towards Kerbin.

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On 3/29/2024 at 5:30 PM, Casellina X said:

I've wasted some time off and on over the past few days putting together this monstrosity, only to discover... not enough dV.

20240329092526-1.jpg

Back to the drawing board.

Monster? looks mid-sized to me by KSP 1 standards. I see that KSP 2's trip planner is very flawed. I assume that the dV requirements shouldn't change betweeen KSP 1 and 2, since the planetary bulk properties are the same

On 3/30/2024 at 1:45 AM, Poppa Wheelie said:

You need more than the 6867 you have, but you definitely don't need 13,060.

The text for many steps of the Trip Planner is misleading.  Here's how it should really read for Kerbin to Duna and return:

  • [snip]
  • 140        Kerbol orbit to Duna intercept, flyby
  • 250        Duna flyby to Duna highly elliptical orbit
  • 360        Duna high orbit to Low Duna Orbit
  • 100       Low Duna Orbit to Duna Surface (using aerobraking, parachutes, and final landing engine assist)
  • 1450    Duna surface to Low Duna Orbit
  • 360       [snip]

Total:  7240

This  is still an over-estimation. If you aerocapture, then  you can cut:

"250        Duna flyby to Duna highly elliptical orbit

360        Duna high orbit to Low Duna Orbit"

That will already take 7240 down to 6630, which is within the dV budget

Also, does docking not work in KSP2? If you do orbital rendezvous above duna with a dedicated lander, then the 1450 dV should be on a separate counter from the main ship/ the total is more complicated to count.

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7 minutes ago, KerikBalm said:

Monster? looks mid-sized to me by KSP 1 standards. I see that KSP 2's trip planner is very flawed. I assume that the dV requirements shouldn't change betweeen KSP 1 and 2, since the planetary bulk properties are the same

This  is still an over-estimation. If you aerocapture, then  you can cut:

"250        Duna flyby to Duna highly elliptical orbit

360        Duna high orbit to Low Duna Orbit"

That will already take 7240 down to 6630, which is within the dV budget

Also, does docking not work in KSP2? If you do orbital rendezvous above duna with a dedicated lander, then the 1450 dV should be on a separate counter from the main ship/ the total is more complicated to count.

Docking works fine in KSP2. 

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9 minutes ago, Infinite Aerospace said:

Docking works fine in KSP2. 

I docked multiple times in KSP2, most if the time it worked fine. But I also encountered various bugs... Buggy RCS, docking refusing to work, phantom forces, sudden explosion, sudden orbital change, dV showing 0 after docking...

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7 minutes ago, Urus28 said:

I docked multiple times in KSP2, most if the time it worked fine. But I also encountered various bugs... Buggy RCS, docking refusing to work, phantom forces, sudden explosion, sudden orbital change, dV showing 0 after docking...

I docked hundreds of times, each mission I did outside of Kerbin orbit required some kind of rendezvous and docking. It used to be rather bugged but I've had little issue in 0.2.2, parachutes have been the greater issue I've came across as I just don't know if they'll deploy or not, most of the time they do but other times they don't. Phantom forces is one I'll say I've came across, where all relative movement between craft 1 and craft 2 has been eliminated only to bizarrely come back when it shouldn't. That often made docking more troublesome than it needed to be!

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Posted (edited)

I made a plane

20240503122030-1.jpg

And I safely landed near the runway. In the woods.


20240503122348-1.jpg
 

Mission is a resounding success.

 

Edited by Uuky
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?imw=5000&imh=5000&ima=fit&impolicy=Lett

Finished out my save with a Direct one-way mission to Duna.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

Haven't unlocked 5m fairings yet so the launcher looks a bit wonky.

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Insertion...

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Nailed it.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

Perfection.

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1 hour ago, Airlock said:

?imw=5000&imh=5000&ima=fit&impolicy=Lett

Finished out my save with a Direct one-way mission to Duna.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

Haven't unlocked 5m fairings yet so the launcher looks a bit wonky.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

Insertion...

?imw=5000&imh=5000&ima=fit&impolicy=Lett

Nailed it.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

Perfection.

What's that hemispherical piece on the rover?

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42 minutes ago, Uuky said:

I've sent Jeb swimming a bit as I started an exploration campaign.

So Jeb explores.

swimming.png
swimming-2.png

Glad to see you still enjoying the game. I haven't been on for a while until about eight days ago and I fired up the laptop and went straight back in. It's a 'good' game to be honest, I feel we kinda under-appreciated what it was, because of what we wanted it to be. How I see KSP2, in May of 2024 is, it's like modded KSP1 without the glacial load times and some nice refinements (I know this is subjective, but I like their design choices with the UI, with the Part Manager). It's going to be hard to go back to KSP1, never thought it would be but I tried it the other night and man, it just 'feels' different.

 

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