Jon Tash Posted May 16, 2014 Share Posted May 16, 2014 I did this for a challenge:http://www.twitch.tv/othuyeg/c/4266237A 2 minute video of me flying around.Nice flying there!Today I continued the construction of my Space Station and took all the RSC blocs out to help with FPS. I'm still a long way to finish it.4 Kerbals live on the station now, they are having fun in the Workshop.It was mostly night time and had for a moment a Mun eclipse. Quote Link to comment Share on other sites More sharing options...
TrooperCooper Posted May 16, 2014 Share Posted May 16, 2014 There's a bug with the 3.75m decoupler. Only the first one will detach when yless that'sou stage, and the rest will stay connected. You have to manually decouple them. Of course, it could be doing that AND be installed backwards too. Thank you very much! That fully explains my problems with the largest components set (yeah, the stack decouplers were not fitted into the wrong direction as one can actually see on the image I posted). To bad, I guess I will have to wait untill it gets fixed to build something that big. But thanks a lot for the info. Saved me a lot of testing and re-trying. Quote Link to comment Share on other sites More sharing options...
TrooperCooper Posted May 16, 2014 Share Posted May 16, 2014 Just for cross-refference... I did a bit of googling and in case anyone else is running into the same or similar problems, Kasuha has posted a way to hotfix it yourself here:Hack/fix:open the GameData\NASAmission\Parts\Size3Decoupler\part.cfg file and comment out one line://PhysicsSignificance = 1I tried that and it seems to work for me. Now on to test that fatman again. Quote Link to comment Share on other sites More sharing options...
Biff Space Posted May 16, 2014 Share Posted May 16, 2014 Oh ha-ha-ha. I've just spent an hour and a half trying to dock a new design of space station module before realising that the covered docking ports have to be manually opened. What a waste of good swearing. Quote Link to comment Share on other sites More sharing options...
Robotengineer Posted May 16, 2014 Share Posted May 16, 2014 I have spent most of my day attempting to make a Decoupler/Booster for the Open part mod. Quote Link to comment Share on other sites More sharing options...
Pwnstarr Posted May 16, 2014 Share Posted May 16, 2014 Oh ha-ha-ha. I've just spent an hour and a half trying to dock a new design of space station module before realising that the covered docking ports have to be manually opened. What a waste of good swearing.lol smooth Quote Link to comment Share on other sites More sharing options...
Concentric Posted May 16, 2014 Share Posted May 16, 2014 (edited) Clever idea. So basically you just have to have at least one part that lands on the Mun and comes back to Kerbin? Or does it need to be a command module?The way I did it was with an Okto-2 and a tiny decoupler under the tiny docking port atop the lander can. I'm pretty sure that some kind of command module is needed, but you could test it with just a docking port. But, well, it's not as though an Okto-2 has much mass, or uses much charge, so it could easily be fit inline there.There are other Okto-2s around on that ship: one above the 48-7S and one above the LV-1. There's also the Hecs at the bottom of the descent stage and the RGU-S in the lifter. So this wasn't a design that didn't already require that level of probe technology.I'm pretty sure it gives you the science for the highest base-value of the visit-path of any given command module that is safely returned to Kerbin, which means that if that value has depreciated below the value of one of the other command modules on the ship, you won't necessarily get the highest actual science value you could have. Edited May 16, 2014 by Concentric Quote Link to comment Share on other sites More sharing options...
coreross Posted May 16, 2014 Share Posted May 16, 2014 I've started a new campaign. It's going well. Quote Link to comment Share on other sites More sharing options...
goldenpeach Posted May 16, 2014 Share Posted May 16, 2014 I designed an Rover made to go on Eeloo(and possibly on others celestial bodies).I'm currently waiting for the 11 minutes burn to finish. Quote Link to comment Share on other sites More sharing options...
Kasuha Posted May 16, 2014 Share Posted May 16, 2014 Today I finally made horizontal landing on Tylo (with a spaceplane; not single stage) followed by horizontal takeoff back to orbit. Quote Link to comment Share on other sites More sharing options...
Pwnstarr Posted May 16, 2014 Share Posted May 16, 2014 I started building again and ran into inexplicable game crashes. Without even getting very big. Not sure what is going on.I've been experiencing weird crashiness with this version. Severe input lag, VAB crashes, etc. Quote Link to comment Share on other sites More sharing options...
KerrMü Posted May 16, 2014 Share Posted May 16, 2014 Hey folksYesterday I wondered, how hard it would be, to do a nonstop atmospheric flight all around Kerbin. So today that was exactly my mission.So I built a little plane:The flight took me 2 hours (surprisingly only 1h3m ingametime) and to be honest, that was the most boring mission i´ve ever done. But at least it got interesting in the end. Facing the nightlanding of a 70t plane (starting wight was 105 tons) that I never tried to land before was - let´s say thrilling.For a pretty long time I have not been so gald getting a plane down intact.Success! Quote Link to comment Share on other sites More sharing options...
TrooperCooper Posted May 17, 2014 Share Posted May 17, 2014 Putting more work into the Megatron Lifter System. The problem with staging and decouplers has been fixed it seems. I added a set of launch-booster packs to help get it off the ground. Currently facing some minor high altitude control issues which is probably related to the fact that I have not unlocked the large reaction wheels in the career yet. Aside from that, it looks promissing... Quote Link to comment Share on other sites More sharing options...
Frank_G Posted May 17, 2014 Share Posted May 17, 2014 Today Jeb tested the Scarab class lander and the lightweight and compact Locust rover. Both vehicles will be used in the upcoming interplanetary mission.The rover can be re-docked to the lander and carried back to the orbiting craft for multiple use on different worlds. Both lander and rover are equipped with a wide variety of scientific equipment, allowing the lander to analyze the surrounding of the LZ, while the pilot cantake a ride in the rover to another biome for more science thingie stuff. Quote Link to comment Share on other sites More sharing options...
Grin Posted May 17, 2014 Share Posted May 17, 2014 How about Mach 4.07 at 12650m? Quote Link to comment Share on other sites More sharing options...
Robotengineer Posted May 17, 2014 Share Posted May 17, 2014 (edited) I made a rover powered by SAS. it is much more stable than a standard wheeled rover.Javascript is disabled. View full albumIt works quite well, until you hit a corner at a certain angle and at falls a part. I am thinking of making a Kerballed(?) one, though the kernels would look a bit like this I think . Edited May 17, 2014 by Robotengineer Fixed embed Quote Link to comment Share on other sites More sharing options...
Samario Posted May 17, 2014 Share Posted May 17, 2014 Nothing at all, because"KSP.exe caused an Access Violation (0xc0000005) in module KSP.exe at 001b:00a51a32." Quote Link to comment Share on other sites More sharing options...
pauix Posted May 17, 2014 Share Posted May 17, 2014 I've been trying to complete a challenge involving KSP 0.12. I'm not even close to the objective (let alone the victory), but I'm literally having a blast! Quote Link to comment Share on other sites More sharing options...
boa3532 Posted May 17, 2014 Share Posted May 17, 2014 Had my first successful manned Duna orbit and return to Kerbin. Had such an excess amount of fuel that if I had timed it right on my return I could have landed on Kerbin without deploying my chutes. As such, I ended up needing to deploy the chutes at around 1700 meters. Good feelings all around! Quote Link to comment Share on other sites More sharing options...
Tw1 Posted May 17, 2014 Share Posted May 17, 2014 (edited) The closer your rocket is to space at launch, the easier it will be to get there.Today, I added a new module to my Kerbal Space Station. It now has a leg to stand on blast debris with.Further EVA was undertaken to rearrange RCS ports from their module delivery positions, to their final positions. Then, I decided to try and land the delivery module, so it could be recycled. It didn't quite have the TWR, so burning off fuel, and a careful touchdown was necessary. Landed it like an absolute boss. Edited May 17, 2014 by Tw1 Quote Link to comment Share on other sites More sharing options...
soulsource Posted May 17, 2014 Share Posted May 17, 2014 On Thursday evening I started the design of a vehicle suitable to get to, land on, and return from Duna. I'll use staging, but no docking (too many docking manoeuvres during the Mun mission...). The return vehicle will sit at the top of the lander. Nevertheless I made the mistake to use the fuel consumption numbers from the Wiki for the calculations, and it seems some of them are outdated. For instance, according to the Wiki, the LV-N should use 1.53<code> </code>l/s fuel in vacuum, yet using the numbers given ingame (max. fuel usage: 2.4995<code> </code>l/s, Isp=220 s in atmosphere, Isp=800 s in vacuum) I get a consumption of 0.6875 l/s in vacuum. Actually I didn't realize the discrepancy until I tested the design and got to Duna orbit with more than half the fuel left.Since it was only a test flight, I reverted to VAB and will now change fuel tanks. Also, the ship was hard to control, since it only had the reaction wheels of an Mk1 pod. Maybe changing the fuel tanks will also fix this, but I think the smartest thing to do is to add another set of reaction wheels to the lander, also to make landing on slopes easier. I'll post screenshots when the ship is done.Nevertheless, it will still take about 2 (ingame) years until that vessel will be launched, in order to get a nice, short "half a year" transfer. Otherwise Jeb might get bored, and we all know what happens when that happens ;-)In the meantime, I think I'll launch some unmanned no-return missions to other planets that are in a more usable position. Quote Link to comment Share on other sites More sharing options...
Stahlwerk Posted May 17, 2014 Share Posted May 17, 2014 Since my orbital H3/AM-facility wanted to rattle itself into parts, I decided that it would be safer to produce my tritium and antimatter on Kerbin an then ship it to KSC by a yet-to-be-invented plane. Also, to avoid lag, the facility had to be mobile. So after hours of try and error, I came up with this:The "Titan", an enormous Rover with LLL parts, one 3.75 fusion reactor, one 3.75 nuclear reactor and two KSPI science labs (where the antimatter is produced!). It's not super-slow, but tolerates only 2x Time Warp.Now, how do I get this to other planets? I use FAR and Deadly Reentry. Quote Link to comment Share on other sites More sharing options...
Frank_G Posted May 17, 2014 Share Posted May 17, 2014 Today i took the lander and the rover to the Mün to test it under low gravity conditions. Everything is performing well, including re-ataching the rover to the lander.Jeb riding aroundJeb posing for a shot while awaiting the launch window to rendezvous with the transfer stage. Quote Link to comment Share on other sites More sharing options...
Daffs Posted May 17, 2014 Share Posted May 17, 2014 Spent the last week "tinkering" with various parts for a return to Jool. This time hoping to land on several of the moons and fire a probe into Jool for the Atmosphere analysis. *fingers crossed* for tonights launch. Quote Link to comment Share on other sites More sharing options...
cantab Posted May 17, 2014 Share Posted May 17, 2014 Killed four Kerbals, including Jeb, when their rocket collapsed on the pad due to lack of struts Quote Link to comment Share on other sites More sharing options...
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