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What did you do in KSP1 today?


Xeldrak

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Fixing the fixes of the fixes from the previous fixes, and then fixed that...

zJlAyUc.png

Three workshop clusters for 6 Kerbals, no ground pylons for KAS this round and looks more sturdy :P

Tomorrow add a few more workshops and try adding the runway again attached to the ore and metal containers as they weight a couple of tons to hold it in place hopefully....

570SIB5.png

That only took a couple of hours, gah, I`m beat :confused:

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Decided that since I've started all over with .25, Science mode, that I'll step beyond plain vanilla and opt for some mods which fill my 'wish list for Kerbal'. I went with X-Science!; A big help, but the presentation could be better. I also added DockingPortAlignment, and Romfarer's LazorDockingCam... which for me has been invaluable. And, being all the biome maps seem to be outdated, I'm having some fun with SCANSat v8.

And yes, so far I've been able to do all I've desired to without MechJeb ..... although not quite perfect lol. ;)

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Planted a flag on the Mun and noticed that the flag that I'd earlier placed near the lander was now hovering a few hundred metres above the surface so I went up for a look. As I went up the flag fell to the surface and exploded upon impact. Good thing it didn't hit the lander.

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Today I abandoned my science sandbox save and began a real challenge. Career mode with such plugins as KCT, DRE, TAC-LS, FinePrint, NEAR and some other mods for realism. And a lot of other mods. This is gonna be fun.

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I stranded a Kerman on the Mun with just his EVA suit. His rocket didn't have enough fuel for reaching a stable orbit, but he survived the emergency EVA evac. I had to hurry tu save him since TAC life Support is in place. (Also no reverts!)

The first rescue attempt was a hastily build rocket that reached him in a timely Fashion - in fact, it was so quick to reach him it exploded no 1km distanced to him lithobreaking. I then figured I had to give up, since his life Support reserves were gone by then. But when the second rocket reached the Mun to fulfill his original Mission, he was still alive. It was decided that an attempt was to be made to save him after all. The rescuing lander approached him, closed to below 1km, carefully watching the approach speed this time. It killed horizontal velocity, started the final descent when

...

he died.

Well, since TAC doesn't leave any remains it was purely roleplay, but I like to think I returned his remains home. And I got the mission fulfilled. :-)

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@mideg

Interesting. My condolence.

Last night I had a serious mission going on, which was intended to last about 15 minutes. Get the rocket from Dres back to Kerbin (btw. Dres is awesome for the ultimate secret Space Base, no one is gonna find you there!).

Well, as it turned out 30km into Kerbin's atmosphere was not enough for a successful aerobrake, so I had to burn up precious inclination-set-up-fuel. After this, I realized that there were no parachutes on my rocket! So I had to rescue two Kerbals (and of course the science) and this in a specific amount of time.

Quickly boosted up my SSTO mk4, which is designed for crew-transport. As I got into Orbit, the Dresrocket was about to hit the atmosphere again, and no fuel left in it. I had to decide which of the two Kerbals I rescue, so I chose the one with the beard! He quickly took all the science and then started thrusting for his life! As he somehow just got into Orbit with periaps at about 71km, his EVA fuel goes empty. Now what?

My SSTO mk4 had to catch him with it's cargo bay, since it has no RCS thrusters. After all this maneuvering I finally catched him, quickly closed the cargo bays and wanted to burn into deorbital - but guess what! NO FUEL LEFT! So the pilot had to go out and push.... and push.... and push.... and push 80m/s backwards a 20t heavy Spaceplane. That was fun I tell you. After this, I "somehow" overshot the KSC and had to glide all the way to the isle north east of KSC. This whole mission took me about 2,5 hours.

Oh and by the way, the Dresrocket and it's Kerbal were still fine, but it would have been the last suborbit for the rocket. Of course, I bail she (it was a female Kerbal) out at apoapsis and thrust to get a stable orbit. Then I send a rescue-capsule up there and got her back. The reunion with her partner was moving me to my tears :)

Lesson learned: more fuel then you need is always a good thing *thumps up*

Greetings!

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Still working on IVA for the Discovery. I'm not completely happy with it, so it's possible I may start over again at some point, but for now the almost-"Star Trek" sort of look will be OK. :) It was never meant to be a 100% replica of the 2001 Discovery anyway, so having a cockpit that looks nothing like the one in the movie doesn't bother me too much. ;)

So I may put a little more detail in, and then call it "good enough for the time being".

KSP%202014-10-22%2010-05-58-83.jpg

KSP%202014-10-22%2010-06-52-24.jpg

KSP%202014-10-22%2010-07-32-75.jpg

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I have finally started my career on 0.25. I have started on moderate difficulty as this is my first time dealing with funds and reputation in KSP and I didn't want it to be too hard for a first time. I use DRE, TAC, Remote Tech, NEAR and Fine Print mods just to name a few.

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Still working on IVA for the Discovery. I'm not completely happy with it, so it's possible I may start over again at some point, but for now the almost-"Star Trek" sort of look will be OK. :) It was never meant to be a 100% replica of the 2001 Discovery anyway, so having a cockpit that looks nothing like the one in the movie doesn't bother me too much. ;)
Looks pretty good. I kind of think it should be bigger, and also I've a feeling the original had only one prominent HAL camera, at least on the bridge/flight deck.
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Last night I conducted a FinePrint aerial survey of a couple of spots to the southeast of KSC. Designed myself a small craft - and made sure to include an emergency ejection system just in case something went awry. Hit the three points, was using NavUtilities to guide myself back to KSC 27 and touched down a little high and a little left of the center of the Runway. It was then that I goofed and hit the Backspace key instead of the B-key thinking that I'd hit the brakes. Nope. Backspace is the default abort button - and having set the ejection system up to the Abort action, the damn thing fired. I'm sure y'all can guess the rest. Luckily I had set my difficulties up to allow Jeb to respawn, so the only loss I suffered there was the part funds. Maybe next time I'll just use staging in case of an abort situation. Or just not put one in...

Sent Bill to the Mun for science and did a parts test too. At this point I need just short of 3500 science to complete the tech tree (and I only need that much because I use KAS - 1000 of that is specifically to unlock the Electromagnet).

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I started playing with 6.4x Kerbin and built a nice little rocket for launching one kerbal into orbit.

bigger_kerbin_1.jpeg

There were some strange graphics glitches during the ascent.

bigger_kerbin_2.jpeg

Things started looking better above 160 km.

bigger_kerbin_3.jpeg

The main difference to 1x Kerbin (with FAR) was the ascent profile. With stock-sized Kerbin, gaining altitude is very important, as it's easy to end up flying horizontally at almost-orbital velocities at 30-40 km. With the bigger Kerbin, it's all too easy to push the apoapsis too high, while still being 2000 m/s short of reaching orbit.

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Just some space plane i made, barely orbit capable without gargo... Still needs some testing

http://imgur.com/a/uOJMS

At a glance, it looks a might light on the "number of wings" department...how well did the test flights go, out of curiosity?

http://i.imgur.com/Z2YzQCV.png

Tested out a new SSTO, the ascent was great, but on the way back in, I totally stalled it and put it in a flat spin as it was undergoing atmospheric reentry.

I had a plane do that - sounds like the old "shifting center of mass" issue. I'd recommend installing RCS Build Aid; it shows you where the CoM winds up when the tanks are dry, which is helpful when it comes to spaceplane construction. I wish I'd had it back in the olden days of yore...you know, this time last year......

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Ascended from Bop. Was reminded again of just how rugged the little moon is - and how much the map view lies.

15579858646_5a57f9ebf6_o.png

This is about 50 km out from launch, which was near-horizontal before I had to thrust up to clear these slopes.

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I'm having trouble getting back into the game at the moment. I just got to orbit for the first time in my new save centred around spaceplanes, but the attraction of planes that go to space is starting to wear off, replaced by the tedium of building and flying them.

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I, too, prefer the rockets.

However, as one of my goals I wanted to make a space plane for transfering stuff to my orbiting stations. Today I finished an entire series of tests of my first viable space plane. I was able to get it to orbit with enough LFO to get to the station, refuel, pick up a wayward kerbal at 100km and land.

the strange thing is it became unstable on landing. I had to fight the controls to keep it relatively nose down for the landing. I did not have this problem taking off. Apparently the wayward kerbal has negative mass as the plane acted tail heavy.

The design needs some tweaks, and for me to find out why it became unbalanced but it worked and I'm happy.

Now to see if I can get a picture of it up here.2014-10-21_00002.jpg

The space plane on approach to Eliat Station. Since it is the first successful one, I need to come up with a name for it. It will come to me.

2014-10-21_00006.jpg

A close-up of whatever it is I'm going to eventually call it.

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Almost certainly the problem is that the bicoupler on the back is the last to drain its fuel, which does make it back-heavy on landing. You'll either need to redesign the plane so it drains sooner or manually pump it forward when you hit orbit.

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