Jump to content

What did you do in KSP1 today?


Xeldrak

Recommended Posts

I decided to do a modular base on the Mün on my stock savegame where I had already two landers, and I got a not so bad design (neither so good, too low profile), with a garaje containing a dockable rover. All current three parts (and previous two landers) landed within 1'6Km range from each other with detachable engines, and the garaje part even with detachable wheels (only way to dock and undock it's internal rover without the game fraking due to the outer wheels suspension).

Javascript is disabled. View full album
Link to comment
Share on other sites

Well I hadn't played in a while so I'd forgotten some of my missions.

I found Jeb on the Mun in a science lander so I sent him to a biome I hadn't been to, then realized he didn't have enough fuel to: 1) Make it to the Mun base; 2) make it to the mun station; and obviously not enough to make it back to Kerbin.

So crap. Well I designed a fuel lander to give him some fuel using KAS pipes. Only I realize at my SOI encounter with the Mun, that I forgot to add a stack separator at a crucial point so theres no way this thing can land without something breaking. Lo and and behold, I managed to touch it down, then slowly rotate it with only losing one fuel tank! Amazing. I fly Jeb over there without about 200 d/V left in his lander, attach and transfer the fuel. It's at this point I realize Jeb's lander has no parachutes. Well, long story short, after about 8 aerobraking passes around Kerbin I managed to land him safe and sound! Was a very rewarding mission.

Link to comment
Share on other sites

I've been working on a flyback booster that can lift a payload to orbit then return to Kerbin (in a FAR and Deadly Reentry environment) for reuse. I finally settled on a "flyaround" design that puts the payload (up to 37.5 tons) completely into orbit, then circles around Kerbin while returning home.

Javascript is disabled. View full album

For heavier payloads, strap-on boosters can be added.

Edited by RoboRay
Link to comment
Share on other sites

I've been working on a flyback booster that can lift a payload to orbit then return to Kerbin (in a FAR and Deadly Reentry environment) for reuse. I finally settled on a "flyaround" design that puts the payload (up to 37.5 tons) completely into orbit, then circles around Kerbin while returning home.

http://imgur.com/a/hFXiW

For heavier payloads, strap-on boosters can be added.

That is really well-done! Looks tight, tidy and very functional. Thanks for sharing!

Link to comment
Share on other sites

Im trying to build a space plane, not quite working out. Anyone got tips?

Planes pivot on their centre of mass when they take off. If the rear wheels are not close enough to the centre of mass the plane can't angle up off the runway. You probably need more thrust or less weight to get more speed, your centre of lift should come back a bit behind the centre of mass, (more wing at the rear), and you'll need more ram air intakes than you have, (I would recommend at least 4 per engine). Apart from that it's looking great! :)

Link to comment
Share on other sites

I sent a Kerbal to Minmus but he apparently died en route. Fortunately, Mission Control had a Voodoo specialist on staff who was able to get the dead Kerbal on his feet and back to work.

Zombie Kerbals from Outer Space! Run for your lives!

13938973124_d92da08ff8_b.jpg

NOTE: This isn't a custom face. It's just an effect of the visor reflection. Or maybe he really did become a zombie.

Link to comment
Share on other sites

Hahahahaha...I landed this big ass base on Minmus.

DB618D96EDC9BADDCB03DF47851DF7E2EB7A3F3F

The last time I landed it on the Mun and the sky crane made it go absolutely nuts, so I kept my last stage, and orange tank with the Poodle engine on it till about 250-500 feet from the surface to give myself as much control for as long as possible. Figure just let it crash and I'll use a burst from the sky crane to move out of the way.

Well, when I released it part of it exploded when it the surface and bounced back up, hit one of the arms of my base and sent it tumbling out of control. I was freakin' out, but luckily it landed on one leg, bounced the other way and finally settled down like a coin spinning on a table. It was funny.

Now I don't know what to do with the sky crane, keep it, or let it fly? It's got over a thousand delta-v left.

Link to comment
Share on other sites

Another attempt at a spaceplane? Well, why not.

GZUchs.png

Those Round-8s have no oxidiser, so there is 320 liquid fuel for each turbojet, and they're independently tanked. The 'spikes might have needed a little more, but the hope was to do most of the work with the jets.

KldseR.png

Heating effect on the way up? Everything's fine, I'm sure.

I tried to get orbit, but I was clearly flying either a bad plane, or a bad path, as I didn't even manage to get my apoapse out of the atmosphere. Lack of air caused the turbos to flame out asymmetrically and start a flat spin (those tail fins put a stop to that... eventually), and though the ions provided a touch of extra thrust, they weren't massively helpful. I didn't expect them to be, really.

Eventually, Bill was plummeting towards the ocean, spinning wildly and firing his jets and ions full throttle to try and get some control, but all I could do was slow with direct thrust intermittently while wrestling the nav-ball. He hit the water at a little over 50 m/s...

bYuMFD.png

And somehow survived?! The wings (and outer tanks and intakes and panels and batteries etc.) all smashed against the water and in doing so slowed the impact of the core of the plane enough that even the MK-2 fuselage survived (what's the survivable impact speed of that again?) - and of course the cockpit which is 40m/s resilient. Is this what they call "Hydrobraking"?

After that, this.

Edit: So apparently, the Mk2 fuselage and adapter are 50m/s resistant - higher than the cockpit. Perhaps the impact of the wings and jet brought the velocity under 50m/s, allowing them to survive and slow the impact of the cockpit further to safety.

Edited by Concentric
Checked Wiki
Link to comment
Share on other sites

1. Crashed my rescue from awhile back into Mun.

2. Crashed a Test station into Mun.

3. Crashed my 2nd rescue mission into Mun.

4. Crashed my 3rd rescue mission into Mun.

5. Landed my 4th rescue mission on Mun, but lacked enough fuel to return.

Conclusion: Mun hates me. Or I don't know how to KSP. ARM parts or not, I suck at KSP. :P

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...