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What did you do in KSP1 today?


Xeldrak

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still some tweaking needed. got 9000 deltaV in the interplanetary stage and 1000 deltaV in the lander. the small remote rover is redockable...

i would like to have 12000 deltaV with the rover attached and 4000 deltaV in the lander but i think the last one is just a dream... just a dream (:D :D :D)

but for smaller bodies it should work (moho, dres and eeloo). but i need more deltaV :D

the lifter can push everything into a 75km orbit with ~180 deltaV left. and he has some room left for more power...

cost at the moment: ~450'0000

Main Goal: a single launch craft for every object in the system. EVERY :D. and for multiple landing on smaller objects... (i used a small mod i made myself. i got a remote mobile lab on the lander which cleans the experimets for reuse)

10635698_10204975251408010_8225438757456783571_n.jpg?oh=551af52ddb8dcdd9fd722137211a8375&oe=547D7185&__gda__=1415285297_72fe512764a36420fb3ba4021aa5556e

Edited by KingPhantom
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Several events today:

My unmanned Ike-Lander named "Tina" landed on a slight slope (I thought "okay, that will do it" at first) and fell over, luckily without damages. After a few minutes of fumbling with the SAS and the landing legs I managed to get Tina on her feet again. Did a little bit of Science! and yada yada yada later "Tina" docked on my SkyLab 250km above Kerbin. The experiments were returned to Kerbin after/with a crew exchange on the SkyLab.

Nice so you managed to beat Ike with Tina :)

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I discovered a window to MOHO and since I never managed to land on or even get into orbit around MOHO I decided to give it a go.

screenshot967.png

Launch

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Interplanetary burn with the third stage.

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the last 5 minutes of my 15 minute orbit insertion burn around Moho. I brought a rover and a simple lander, but unfortunately the blue torch propelling this contraption wasn't enough to slow it down. I tried different landing techniques and in the end I decided that it was going to be an orbiter. I was always under the impression that Moho was friendly like Minmus.. it isn't with (according to my probe) a 4th of Kerbin's gravity.

screenshot975.png

I was quite chuffed to fly straight over the Mohole on the first pass after only one mid-course correction burn just after leaving Kerbin's SOI. B)

Also I managed to destroy a probe on both Ike and Duna, due to clumsiness :-/ good thing I brought a couple. :)

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I launched a Kerbal to the Mun for a South Polar Landing. The only glitch during the mission was that my outer fuel tanks refused to separate upon launching from the Mun even after setting off the command to do so. In any case, this meant that I need to make some EVA walks to gather the research from my various experiments. Not an easy task and I was nearly marooned during one of my walks, made it though, but just by a bit.

Here are a few pics I took during the mission.

South_Pole_Landing1_rza03x.jpg

South_Pole_Landing2_ofswyq.jpg

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I landed in the ocean far off from the KSC.

Gathered around 450 science points.

Overall a good mission.

:)

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i finish my Solar Station 1

She can transmit between 1500 and 2000 of electricity.

Now at park orbit, waiting for Kerbal EVA strutting work, before moving in polar orbit, higher than Minimus. she have 5.10km dV, due to her ionnic engines

EF066B20AD65EB064206A224E8F025A728EEF73F

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I have decommissioned my two stations: Learning Space Station (LSS) which was in Kerbin orbit (226x224 km equatorial orbit) that was used to practice rendezvous and docking. After about 100 days in orbit food, water and oxygen were depleted so last crew left her and it was deorbited. She will be replaced with new and larger SSC (Space Station Complex) which will be assembled in 250x250km orbit with planned 7 launches to complete the assembly. LSS was launched complete in 1 launch.

Minmus Science Station (MSS) was in 20x20km polar orbit around Minmus but I had some glitches with it. It was decommissioned after jus 1/4 of its planned life but will be replaced by MSS2 and will be equipped with MinLander Mk2 which I am currently designing to replace MinLander.

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Lifted my Moho rocket to LKO with my spaceplane :cool:

The Moho rocket carries a satelite and a lander probe. Satelite and lander will transfer valuable scientific data back to Kerbin :sticktongue:

The rocket has enough delta-v to transfer and achieve orbit around Moho (6866 m/s).

Payload weight: 8,6 tons.

Moho transfer window opens in 76 days.

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To space!

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Ready for deployment.

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Thank you for the ride, will send letter from Moho

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Solar arrays deployed.

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Cargo bay empty, nothing left behind. Ready for deorbiting and landing at KSC.

Edited by arne_brun
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Landed Keldorf Kerman (who I rescued yesterday) on the Mün yesterday so he could begin his new career as a vexillologist; was able to put him to good use twice before the night was out. Tested a couple of new parts, discovered that when you commit to a part testing contract the part will temporarily unlock if you haven't researched it yet (presumably so it can be researched, unless that's a bug). Sent some temperature data back from an orbiting Mün probe as well. Started looking at rocks in the vicinity of Kerbin; one will pass close enough to be worth an intercept attempt methinks, so it's time to start researching how to do that (mainly just need to know the amount of delta-V I should expect to need). Still enjoying the new career; I have parts of the fifth tier unlocked at the moment and a little over 700,000 kerbux in available funding.

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Having never attempted to mine a resource, my Munar station (Kerbilon II) has been scanning for Kethane deposits. Having found a sizable one, my first ever mining ship was developed. The first Replete-K class ship was more massive than expected; it took a Mainsail and some hefty boosting to get her into space.

Her mission: Rendezvous with K-II and wait for an optimal transfer window down to Mun's surface. After mining to a full tank, she was to return to K-II and deposit her reserves there for processing, then resupply and do it again. A successful mission would mean that the Karbonite program would be delayed in favor of Kethane; Jebediah Kerman's Junkyard and Spaceship Parts Co. can't have those Karbonite engines competing with the LV-N for space travel, after all.

Once finally on track after multiple failed launches (much to the joy of the Karbonite lab workers), the Replete had spent a little more fuel than I'd have preferred, but I was rewarded with what had to be the most serendipitous intercept course I've ever had.

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After docking successfully, the Karbonite lab tech started calling the Replete "the Tick". The pilot was cross but the name stuck. Hopefully, the ship had shed enough mass during its belabored ascent to space and subsequent use of monoprop that it would make a successful landing and still be able to return with its resources.

When is a tick like a brick? When it tries to land on the Mun!

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It took way too much fuel to land with a Poodle; hopefully with what's left I'll have the power I need to get into orbit again and dock again with 8000 Kethane, but I get the feeling I'm going to be sending a recovery ship. OH well....nothin' for the boys to do but drill!

screenshot202.png

Edited by corvustech
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Sent out a 2 car train consisting of a loco and a trailer car to retrieve downed kerbals - arrived only to discover I was 2 seats short.. so I sent a battery shunter out with a redesigned larger passenger car..

l3H3LWK.jpg

only to discover that electric motors alone wont climb some of the hills 20km away from KSC - and that a single turbine alternator isnt enough to charge the battery bank in an emergency... ......and eventually ran out of power.. forcing locomotive LL1008 to disconnect from the train, run back and double head both the shunter and the additional passenger car back to the train for additional kerbals

FgCUa5U.jpg

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Today I designed the first module for my space station, it contains one greenhouse and supplies to get things up and running. It also will be the tug for future module deliveries and rescue mission contracts, although the contract portion may require an extra piece to be viable. The crew pod will only carry a single Kerbal to the station, but more will arrive in a unique fashion.

2cyfhms.png

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I built an interplanetary spaceship. It's incredibly slow and turns when I accelerate, but I like it anyway!

http://i.imgur.com/42Tmyy3.png

http://i.imgur.com/5kLyvwl.png

You might be able to solve some of the rotation during acceleration if you use the bottom of those six fuel tanks to counterbalance the cockpit on the top :) Also, I like this ship; clean and elegant.

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Sent out a 2 car train consisting of a loco and a trailer car to retrieve downed kerbals - arrived only to discover I was 2 seats short.. so I sent a battery shunter out with a redesigned larger passenger car..

http://imgur.com/l3H3LWK.jpg

only to discover that electric motors alone wont climb some of the hills 20km away from KSC - and that a single turbine alternator isnt enough to charge the battery bank in an emergency... ......and eventually ran out of power.. forcing locomotive LL1008 to disconnect from the train, run back and double head both the shunter and the additional passenger car back to the train for additional kerbals

http://imgur.com/FgCUa5U.jpg

Ha ha, I love it! Such kerbally solutions. Can't make it up the hill? The answer is MOAR TRAIN!

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I completed a hardcore version of the game, no reverts, no saves, perma death on. Jeb survived as I never trusted him in a plane (3 deaths while I figure out the right angle of the wheels :rolleyes:). Nearly went broke after I forgot to add SAS to my biggest rocket during a small redesign of the ship. Jeb only just survived the spinning wheel of death. (2 other deaths in the lab). I had to do lots of little contracts to build back up for the final mission. So good learning experience, lots of ground tests before launch and thought through those abort sequences.

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Finally got around to my first successful Duna landing, and topped it off with a visit to Ike first. Had about 4k dV after landing for the return journey to Kerbin. Jeb's now sitting in orbit waiting for the return transfer window. With any luck he'll be back in time for the first manned Joolean mission.

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Tested my new design that mimics the LM+CSM style of Apollo for my Minerva Program.

Minerva IV - Some structural failure caused the rocket to break apart. The crew (I) panicked and forgot to deploy chutes after using the LES. All 3 kerbonauts dead.

Minerva V - Got safely to orbit and did the transfer burn. The fairing failed to open, thus I can't turn around and dock with the LM. Had to abandon mission. Now waiting for apoapsis retroburn to get home.

Minerva VI - Orbit, transfer and docking successful. Landed on the Mun with severe fuel constraints. Not really sure if it can still rendezvous with the CSM. Might have to send an unmanned rescue vessel to get the guy back home.

Edited by mangekyou-sama
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Started making a new parts pack. I have no idea what I'm going to call it, or the in-game fictional manufacturer for that matter. :) The idea is to add some tastefully simple parts that fill some small niches or add some aesthetic choices.

It's a work in progress, and none of the parts are probably "done" yet, and I've only made a handful so far.

The first three fuel tanks I added are direct analogs to existing tanks, in size, capacity, cost, mass, etc, but add some options. For instance, the additional "jumbo" (and one half the size) give you some nice NASA-striped versions. Plus, a small orange tank to allow making things that look reminiscent of the Delta IV Heavy:

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Also, radial booster tanks, with the size and capacity of a pair of FL-T800 tanks. Meant to be mildly reminiscent of what's on the Arianne V, and helps keep the part-count down if you were going to use more than a single FL-T800:

KSP%202014-08-27%2023-34-25-76.jpg

Radial LF/O2 tanks (I may look into radial fuel feed later, but for now they need fuel lines):

KSP%202014-08-27%2022-08-55-54.jpg

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A couple of part tests, transmissions and a rescue mission. Also, lots of mission declining - I'm not sending a manned Eve/Gilly mission to plant a flag at this point, so stop asking. The rescue mission itself was straightforward, picking up Malcolm Kerman from orbit and flying back to the runway in SpaceplaneA. The circumstances that left Mal out there in the black are perhaps best left to imagination.

GbcEpl.png

The first part test was for the Launch Escape System. I put it and a probe core atop a large SRB with thrust limiter 40% - which gave a low liftoff TWR. That got it to the requisite height and speed, and firing the LES spun it out of control a little. It ended up almost stationary at 25km before falling, and then the strangest thing happened. Apparently, the LES has a much, much higher impact resistance than it claims, as it impacted the ground first and the whole empty booster bounced. Then it landed on its side and all but the LES was destroyed.

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Next, a splashed-down turbojet test. I wanted to find out the appropriate angle/fuel level to fire a turbojet, parachute and probe core on an RT-10 to get from the launch end of the runway into a safe landing in the ocean. It seems to be 35 degrees and half fuel, provided you use some torque to prevent the nose dipping too early. Would have profited without recovering, but I was still at 97.6% rate.

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