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What did you do in KSP1 today?


Xeldrak

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I flew my first cargo space plane into orbit. It's a crew shuttle basically, i reached my station in orbit and transferred the crew, then turned it around and came back!

was so happy, until i overshot KSC at 10'000 metres, and when i tried to come around again i stalled, and just fell out of the sky, killing both Jeb and Bill. I had actually swapped Jeb out of the station for a "lesser" Kerbal, hoping to keep Jeb for future mission... Obviously that wasn't meant to be :(

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Not much of anything, really. Sent Bob up to rescue Milford Kerbin. Tried to land with NavUtilities. Crashed and killed both Kerbals. Reverted. Tried to land without NavUtilities. No problem whatsoever...

I think what's happening there is that I got used to doing something one way and can't get used to doing it the other. NavUtilities is a pretty awesome mod - and still useful for telling me how far away I am from the runway. I think, though I'm trying to follow the guides it gives me too closely...information overload, as it were.

Edited by capi3101
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Hum, I just did boring stuff in my career ...

Recovered a kerbal out of space and took the oportunity to make a flyby pic of KSC and the island runway

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( BTW this rescue was iffy because I used a SRB based recovery ship that has really tight margins ... I ended needing to get out and push twice to deorbit )

Also got some munar science contracts ... and took the opportunity to make a pic of the not-equatorial arch ... ( BTW this was exactly how I discovered this arch back in the days )

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Oh , and did you knew that you can put a kerbal standing in top of a flag?

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I didn't :D

Edited by r_rolo1
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Threw ksp into a corner out of frustration of my failed vtol design that I worked alot on, but back to fixing the insane amount of issues...

First gigantic mistake that I thought the engines were fine so only looked at the center of mass, biiiiiiig mistake!

The back wing mounted engines are the same as on the front, not rotated so their com/cot is actually adding to the offset from the front section (insert half a day walking around with a facepalm n00b moment)

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Easy way out and as fuel is always handy, simply moved the 1/2 fuel tank from the front to the rear and added a full sized one with a sas connecting the tail.

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Editing the internal and optimizing what I saw, this version is only 146 parts.

Also kept an eye out for how to easily create more variants with the bigger engines for a low grav vtol craft, with the fixed com/cot I can now simply remove the mid section for *what ever*.

2.5m variant will just get side mounting docking ports due to the nature of the ksp building tree and signle threaded physics that is killing me when multiple things are in range (I want Unity 5!)

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Side note, after digging abit into the Unity complaints, I looked at the command lines and have actually found something that turned my pretty much retarted unstable 0.25 64bit to something I`ve spent playing for the past couple of hours without a single crash (hope I didn`t jynxed it now) :confused:

Fullscreen disabled

The well known "-popupwindow", but here is what changed everything for me:

I added a profile for ksp in CCC using the standard settings for global but disabled crossfire and added "-force-d3d11-no-singlethreaded" to the shortcut after the popup.

I know, milage may vary and the chance of it either blowing up in your face directly, or soon after, is pretty high...

It is a copy of my 32bit ksp and mods, better safe then sorry ;)

fvDuqAd.jpg

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Still working on the SpaceY heavy lifter parts (5m, etc).

5m Saturn-V styled engine, not done yet, and needs to look beefier before I'm done. Plus, a 1.875m SRB (necks down to 1.25m at the top for nose cones), scaled via comparisons with the stock SRBs to be fair, but also high thrust.

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My Mun mission, in a plane!

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Mostly a fantastic success, except for a slight misstep at the very end. I hit the brakes as soon as I touched down. Usually I have a bit more patience, but this time no... oops. At least the lab didn't blow up, with its 70 or so lab data bits.

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You were able to walk away from that landing? Seems you weren't going fast enough! :D

Anyway, I circularised the orbit of the class D I captured yesterday and started converting it into a fuel depot. It has the equivalent of 1.5 orange tanks of fuel on board, which should be good enough for now, at least until I unlock the Kerbodyne parts.

*checks tracking station* Oh, and I have two more class Ds on a collision course with Kerbin, as well as a Duna launch window approaching. This will be a busy few weeks at KSC...

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I redirected a class A asteroid with only ion engines. Unfortunately some solar panels broke during construction. It only used 1/3 its fuel supply.

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It's actually quite practical. The burn times weren't too bad even with the broken solar panels. I think I might use a fleet of ion tugs to supply my Eve station.

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Here we have Jeb on his Minmus contract. When I started this mission it was in the midst of launching about 10 interplanetary mapping satellites and lander probes for distant planets. I used the same lifter for Jebs hastily made lander and literally have enough delta v to go just about anywhere. Waste much?

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However I did manga to stick this landing and should eventually be able to hit every biome and anomaly here.

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Don't worry NecroBones, I enjoy looking at your creativity. And technically this is what you did today in KSP so it's fine !

Personally started planning about how best to bring all my station pieces from Kerbin to Jool and beyond (we all know bigger Kerbol system is coming one day, and I want to be ready by then). So far I thought of 3 options.

#1- Make a 4 engine "future ion" tractor, using a derivative of the hybrid-ion pack I have adjusted to my liking, and pull the entire (unassembled) station with all of the pieces docked behind me. Might have 4 "Pylons" to split the weight around and make it less of a snake... then again in space it's not that important, but I feel a too long craft wont be able to turn at all, making maneuvers very hard. The tractor design is mostly on paper (blueprint stage), but so far this is the one I am the most leaning towards.

#2- Make a lot of small launches in quick succession, and assemble the whole lot once there. The drawback is a lot of lost time and fuel with all the rendez-vous required. On the good side, if we still don't have unity 5 by then and less lag from superships, this might be a good alternative.

#3- That one I've never tested, But there was a mod for mining metals and building ships in space or on moons. I believe I've seen it on 5th Horseman's channel, but it was buggy as hell back then. Anyways with that option, I only have to send a mining rig, a Kethane rig, and the first crewed "worker's" ship, and I can make all I need on spot, saving a lot of logistic nightmares from #2, or lots of preparation/dockings in LKO from #1.

I would test that build around Pol (my favorite Joolian moon), in prevision for the next gaseous planets of KSP... Waiting patiently of the Uranus analogue... I guess I should take pictures if I should ever go ahead with it and make a story like Bronto's (shorter most likely, but who knows).

Edited by Francois424
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Finally figured out a trajectory to get the U.K.S. Equinox (which is stuck in the inner Joolean system with 1500m/s in the tank) back to Kerbin. It uses three gravity assists from Laythe and Tylo and has to be insanely precise, but it should get me going in the right direction. I had to ditch a lot of non-essential equipment to lighten the ship, however, and I'll probably need to send another one to deliver some more fuel in order for it to enter Kerbin orbit.

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Today in KSP I tried to design a truck that carries 3.75 m parts. I figure that kerbal industry has to transport those parts somehow and I would like to be the engineer to accomplish that. I have refused to use 3.75 m parts until I can do it and make it look nice! (So far all my designs look horrible)

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So far today I`ve built a plane, and as I only build planes on the rarest occasions and fail, this was kind of an oddball...

Going with RetroFuture, ofcourse, I just started slapping pieces together to realize it is not exactly what I had it mind, or even 1% near it :/

Without it having a name when going bonkers, it got called Fugly Duckly, why? Well doh...

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After it`s first test flight with a small hickup in high speed controls, I started to like it!

It`s the best plane I`ve ever built in handling, twr, high speed/level maneuvering & flight.

It`s also the ugliest thing I`ve ever built, but then again, if you see a Mi-25...

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Didn't do much of anything last night besides contracts. I'm finding that I'm more comfortable with using NavUtilities to line up on the Runway and then going with my old tried and true method of determining where my altitude should be rather than going with its glide slopes. I know I can program in my preferred glide slope into the mod - and I'd thought I'd done that already, but apparently I haven't (or at least, I didn't calculate the angle correctly). Might be time to try again.

After my latest Moneymaker launch, I decided that for the next probe I'd transport it up to Kerbin orbit with a DocMoriarty-style transport plane. I got all the maths done on it, built it with the basics and test flew it without the payload. Used TAC to dump out all the fuel and tried an unpowered landing. Made the runway, albeit quite a bit to the left of the center of the strip. She's pretty balanced - RCS Build Aid is telling me the CoM shifts all of three centimeters between full and empty. A little light on the roll authority but otherwise a good plane. I'm looking forward to seeing how she handles with a Moneymaker attached...

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