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What did you do in KSP1 today?


Xeldrak

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Earlier I spent rather too long futzing around with a launcher instead of just shoving MOAR BOOSTERS onto it. I eventually got something satisfactory, if a bit low on TWR. 25 tons to LKO, with a generous margin, and IMHO reasonable aesthetics.

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Boosters are 3 S1 SRBs (the new long ones). First stage is a mainsail and 3 of the much-maligned Mark 55's. Second stage is 4 LV-T30's. I could have got better performance with the new engines, but didn't feel like using them. (Apart from the new SRB, I love that, definitely my favourite new engine.)

I used it to launch the Tycho 1 asteroid mission. Jeb tried out the seats on the lander once it reached LKO, and was not impressed by the positioning of the reading lamps.

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Edit: And burning to eject Kerbin I discover the drawback of having 1 LV-909 on a 24 ton ship. A seven minute burn is kinda long.

Edited by cantab
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Let see, flew around Lythe did some science, then landed on Vall and did some more science. And visited the structured left by the ancient aliens.

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Jool peeking over.

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Landed on Vall

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Because you never heard a story starting with "so i took a picture at the bottom of the really tall structure"

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Why use fuel when u can use your face.

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Well after figuring out how to play catch with a big rock I finally caught one!

11w4kdt.png

After getting it into an orbit I took the KSS A.R.S.E (Asteroid Recovery Space Explore) back to Kerbin and checked the tracking station....and was shocked to see I had two more already in orbit. So now I have a B and 2 C's orbiting Kerbin. Either they were really good spawns or I found one massive bug.

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I'm a donkey and lost my craft files after spending days setting up an antimatter network (also lost during the update). Started from scratch today.

SSTO & Antimatter collector pod before heading out to Jool:

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SSTO (bit under 14k deltaV in LKO):

Alcubierre drive

Antimatter reactor

Electric generator

Thermal turbojet

Kethane miner

Kethane reactor (to stock up on monopropellant)

Landing legs (might switch for heavy ones since TWR can handle it & wheels

2x Kethane detectors

Pod:

2x antimatter collector

Monopropellant tanks

The large docking port will allow me to eventually expand this pod around Jool by adding more collectors.

Edited by John Crichton
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Today was a good day.

I finally was able to update to the new version with out it trashing my career mode science center and I also located the source of a strange surging lag that has been occurring since the update.

My month long quest to develop a Long Haul Exploration/Tanker/Tow Truck Rover to use for my invasi ... errr um *coughs* ... exploration of the Mun paid off in spades with an amazing test run.

And last but certainly not least, I found a spot where there are 5 different biomes all within mere minutes of rover travel. Of course this where I am going to place my occupati ... um uh *coughs*... science base. I would speak of where this spot is but I don't want to blurt out any spoilers. Feel free to PM me for details.

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The crew of the second ion-powered Mun landing was returning to Kerbin, when I noticed that one of the asteroids I was tracking would pass Kerbin in a few days. It was a Class D on an almost polar trajectory with the periapsis a bit over 2000 km. I had only captured a single Class C before, so I decided to intercept it.

During the first five launches, the game froze just as I activated the decoupler that separated the first stage. Finally I guessed that it had probably something to do with the struts that I had placed to stabilize the payload after the wobbly launch in the previous asteroid capture mission. I placed the struts in a bit different way, and the problem was solved.

Then it was time to intercept the asteroid.

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With a mass of just over 200 tonnes, the asteroid was barely bigger than the Class C I had intercepted earlier. Now I had a lot of delta-v to spare, so I decided to place the asteroid to an equatorial 600 km orbit. That went without any problems, as the asteroid was easy to handle with SAS turned off.

asteroid_capture_2.jpeg

Now I should probably start building the space stations around the asteroids.

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Finally put something designed way back in 0.22 to good use. As far as skycranes go, this was one of my less explodey ideas (and also a nightmare to balance, thanks to the lack of thrust limiters)...the whole contraption massed 27 tons at touchdown, including rover.

screenshot1617_zpse048e532.png

Edited by Ravenchant
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Finally put something designed way back in 0.22 to good use. As far as skycranes go, this was one of my less explodey ideas (and also a nightmare to balance, thanks to the lack of thrust limiters)...the whole contraption massed 27 tons at touchdown, including rover.

I like the lander and especially those small deployable science probes on the front of your rover.

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I like the lander and especially those small deployable science probes on the front of your rover.

That's actually the rear side :) BTW, love how you managed to make the landing vehicle that compact. Constellation-inspired?

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.... Constellation-inspired?

Totally. Two launches with base component and transfer stage and one crew launch. To land the base wasn´t that hard. Compared to its size its relatively light-weight with only 37 tons and it is quite balanced. Assembly and testing was a tough task though. Took almost a week until all components were like they are now.

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I redesigned my asteroid recovery ship and went after another one that appeared in orbit around Kerbin after my successful, actually I am still in the process of getting it right now. Then I had a realization as I noticed there were some flaws in my newer design; why not just use my interplanetary tug, modified with a few parts, to go after asteroids? So once I have this new one I will make the KSS A.R.S.E. (Asteroid Recovery Space Explorer) MKIII, and maybe I will try for an E class this time if one is close enough to Kerbin. My theory is to catch it with the nose, then detach and spin the craft 180 and make it a puller.....though I am not sure if it will work how I am envisioning it in my head.

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Over the last few days, when I've not been busy coding, I've made a start at dropping a class E on the VAB...

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At this point I started running into various very annoying bugs. My ship has randomly exploded in non-physics time-warp several times and the multiple RCS thruster craft break the navball when I target the COM from the main tug making it very difficult to set up an accurate burn. It seems to get better for a little while after a quit and restart but soon comes back when you switch between ships and use timewarp. I may have to wait for another patch before continuing but if I make more progress I'll post it...

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Late to the party, as I had to finish up some things in my old .23 save before I mustered the courage to port it over to .23.5 today.

At first I missed some mods (parts that is) to load all my crafts. After that was remedied, no asteroids appeared. Just by copying over my save once more and giving it another try I ended up with this - more than half of them are impactors:

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I'm trying to de-orbit a Kerbal clawed to a parachute rig. It starts off well enough...

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But I think the Kerbal must have a lower aerodynamic drag than the rig, because it starts to rock...

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Then spin faster and faster until the Kerbal is thrown free...

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And finally...

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(Notice his super-sonic vapor trail?)

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