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What did you do in KSP1 today?


Xeldrak

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Designed generation 6 of heavily modified mods & Stock KTP-4 and KTP-3 class diesel locomotives.. KTP-4 uses a sound I captured from a youtube Uboat engine video.. ive increased the bogey torque and alternator accordingly so shes able to out-pull KTP-3..

together both powered up they make a god-awful noise at mid RPM chugging away with the generators reverberating between eachother..

YardFlea new shunter brings a 6 car range extending tanker train to add to the already 5 car one in the yard.. im trying to test just how much KTP-4 can pull realisticly.. and sadly.. how much my computer and KSP can handle train length wise..

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little Yardflea spends more time on 2 wheels than 4 without a train coupled.. shes almost rover-like in the true KSP tradition.. she has a lawnmower sounding generator and 2 powered wheels.. but pulls 2 wagons nicely.. and a full train at a crawl.. shes a very useful engine.. with dual couplings front and back shes able to couple to the locomotive and act as a coupler between the train.. later with the locomotive under power, disconnect.. fly away and let the train catch up to the loco for a near perfect slow speed docking :)

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KTP-4 Heads to "Mun station" .. 35km away from KSC

Edited by Overland
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Spent a fair portion of yesterday afternoon buttoning up some of my outstanding Minmus contracts. First of these was to put a satellite into a tundra orbit - that was fun; getting the low end of the orbit to an acceptable tolerance was tricky work but I was finally able to get it there after a few tries. Made some pretty good coin on that mission, especially considering the probe used was a Barn Owl (i.e. delivered to LKO initially via spaceplane). Next up was the landing of a new ground base on Minmus. That one nearly met with disaster; I got the distance for the suicide burn a little too good - touched down at 2 m/s and I didn't reduce the throttle because I thought I was about to crash, and by the time I reacted the craft was already heading back up. Luckily I got the engine shut off before it picked up a good deal of velocity, and about a minute later it touched down safely. Got the pilot out and planted a flag - three missions complete. At this point my program is flush with cash, a little over √2,000,000. I've still got three buildings left to upgrade to Level 3 - the VAB, the Tracking Station and the R&D facility. I'ma thinking I'm going to save up enough to get the R&D facility up to snuff. It's probably help if I stopped accepting Duna/Ike missions though; it's still going to be a bit before I can convert those into money.

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SSTO testing - Mk3 Skylon-alike drone

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It can carry a 40 tonne payload into orbit with significant fuel left over. It was built in FAR, and has the scarily high takeoff speed of the (planned) real world design. Otherwise, it follows a very standard SSTO flight profile, leveling out at around 20km and boosting up to 1300m/s on jets, before pitching up and punching into space on rocket power.

The fuselage is stock, though with larger intakes and rapiers from OPT and Nert's Mk4 system, Bac9's procedural wings, and gear from BahamutoD's Adjustable Landing Gear - these parts were used to get it looking a little more like the planned Skylon spaceplane - would love to see a stockalike 2m shock cone intake and rapier though.

Edited by SufficientAnonymity
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Over the weekend I gradually added pieces to my new ring station. Here's a couple screenshots. I didn't want to bore everyone with all the pics, but open the spoiler if ya wanna see them.

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Edit:

Launch of a 1/8 section of the ring:

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First section in circularized 250k orbit:

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Second section attached:

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And the third section:

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Fourth section attached, a couple of the launch vehicles have redistributed their fuel, detached and returned to the ground, mostly to keep the part count low:

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Sections five and six attached:

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Section seven on its way:

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Final ring segment attached on one end, its launch vehicles are separating:

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At this point I tried numerous times to close the system: to get the eighth segment to dock to the first. I sent up a min-tug to accomplish the feat, and I did it successfully, but every time I set focus to another ship or go to another screen then return, visually those segments just don't line up. Technically they are docked, I can right-click the docking port(s) and choose to undock, but visually they are not right. Oh well. I'll pretend there's some temporary maintenance going on there or something.

Continuing on, I added two more ring segments perpendicularly, then one ship of 8 huge gas cans:

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To hold all the fuel that is already up there in the segment launch vehicles I need to send up 32 of the huge gas cans! So I did it in four launches of 8 empty cans.

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Anyways, so far there have been 10 launches for the ring itself and the spar to connect to the gas tanks. Then four more launches for the train of 32 gas cans, which are full by the way. A few launches are left, I want to add a parking garage, an RCS fuel depot and a science lab/observatory type of section.

Edited by justidutch
Added spoiler with construction process
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If someone can tell me how to add those spoiler sections to this post I'll add more shots of the construction process, but didn't want to bore everyone with all the pics.

The tags are [ spoiler=describe your spoiler here ] (content) [ /spoiler ], without the spaces in the tags. I continue to be impressed by your ring designs, BTW.

Crashed and swore a lot because I just started using FAR.

I too swore a lot because I am considering the switch to FAR......

Kidding. Folks have actually been really helpful so far.

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Hi guys. Might not be the most original idea but i just started my "Duna One" mission. After dumping 5 living units on site i thought it looks iffy... Any ideas on good and stable land-based modules?... and a place to recruit 100 brave Kerbals? :))

Ontopic pics:

Housing/lab prototypes

bNaoFou.png

Shuttle/Pod prototypes:

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More:

http://imgur.com/NluFIJq,VomIUft,x9HhAKK,DTkmQYn,t6ceMyv,MlMH1td,5TuHISu#0

Edited by beck103
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I started building a new interplanetary ship for a space program without nuclear engines.

new_ship_1.jpeg

The SRBs look better when they're attached directly to the fuel tank without any decouplers. Efficiency is rather pointless, as reaching orbit requires only 3.5 km/s.

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The ship has two big drop tanks. This is probably the first time since 0.23.5 that I'm using interstage fuel lines in a serious ship.

new_ship_3.jpeg

The cargo bay contains a 2-kerbal Tylo lander.

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After much rotating of ladders to no avail, I finally hit on lowering the tail and jumping aboard.

While this ends up with poor Jebediah faceplanting 90% of the time, he sometimes manages to board and walk to the cockpit along the fuselage; occasionally actually making the journey without falling while passing the emergency chute and having to start over again.

There is probably a simple way to get round this, but as Kerbal has only just invented the wheel, they probably deserve some breathing room before tackling the trivial stuff.

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Landed a failed spaceplane attempt safely after a fuel leak, worsened by misidentifying the affected tank.

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I don't really know how I did it, the thing was overweight and difficult to keep aloft, and touched down at something like 120 m/s, but somehow it didn't roll.

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Today I sent a trio of ill-fated ships to the Jool system in an attempt to fulfill several contracts in my .90 save.

First to go, the Laythe colony ship. I was in the middle of Jool's SoI, burning to make orbit, when my wife called me for something - long story short, I got distracted, and when I came back to the game, the Laythe ship had completely reversed its direction and would eventually escape Jool from whence it came. So with much less fuel left than planned, I used what was left to dive it into Jool (which I have never done before). Got some science, lost a poor Kerbal who tried an EVA, and found a really weird graphics glitch before the ship was destroyed.

Next, the Tylo lander (yeah, you can see where this one's going). Great orbit, textbook descent until just above the ground. I had too much horizontal velocity when I hit the ground, though, so the ship destroyed itself on impact (again). Now, the lander can survived, but its antenna was destroyed, so it's going to take another ship to actually finish the "Explore Tylo," contract. Hit F9 and try again, you say? Yeah, well, guess who neglected to hit F5 before trying this landing in the first place? Mm hmm - that would be me. One day I will actually land a ship on Tylo, intact, but it is not this day. At least the two Kerbals there planted a flag, and still have a tiny place to call home.

Finally, some Kerbals who just didn't know when to quit. They successfully landed a Pol surface outpost, then transmitted some science from Vall space, and then valiantly went down with the ship trying to make a landing on Vall with their remaining inadequate fuel supply. I could have left them in Vall orbit, but they really wanted to go for it, and who argues with a BadS Kerbal?

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Landed the beast of a rover I was experimenting with earlier on Duna. Nailed the landing first try, and on a 20 degree slope no less!

I call it the DC-2 Scarab*

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The thing really drags my fps down, though. My computer no likey. Right now it's sitting at the head of one of the big canyons, and I'm pondering whether I dare try to drive down into it. It's pretty stable, but the low frame rate makes it hard to control...

*the DC-1 broke up during a test reentry of Kerbin's atmosphere due to having parachutes calibrated for Duna, claiming the lives of two brave 4 star Kerbonauts...(also I forgot to create a quick save).;.;

Edited by Sidereus
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Got plagued by exploding docking ports and crew capsule on my no-reverting/no-quicksaving save on my supertug.

Something is causing docking to be very risky for me. Either parts while phase through each other or dock at a strange angle or stuff will blow up. Not to mention, sometime undocking doesn't work.

Didn't happen to me today but it's the last thing I did (was it friday?) and now I'm having a hard time thinking about playing some more on that save.

I might start a new game in career with quicksaving/quickloading just so I can overpass those trouble and update everything to L3 off the bat. Getting a new RemoteTech system up alone would be tedious, let alone grinding KSC upgrades again.

SADFACE

I will probably prune some mods too.

Near Future stuff is a must, RT, FAR, procedural parts (proc. fairings too), RealChute are a must. The rest will probably get axed.

Edited by Axelord FTW
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I've always wanted to try EPL so I built a stock-ish install over the weekend and made a career save with the added purpose of really giving it the old college try. Well, career mode is terrible now that we have building and parts unlocks, but I did learn how to deal with EPL/Karbonite and tweaked it to my liking. Just as I was getting settled in with my new launchpad, we had an issue with the storage tank array...

4pS5il5.jpg

First thing I built with the launchpad was a box full of KAS space-tape.

Back to sandbox, the grind is just too much.

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I made my first interplanetary flight by sending a Stayputnik based probe to Eve. No calculation of transfer windows, etc, was used.

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I made a launcher with over 9000 m/s delta-v, put it into Kerbin orbit, then transferred to Solar orbit(all the while playing with maneuver nodes to see if they would show a planetary encounter - which they didn't.), sending gravity data at each stage. At solar apoapsis I burned retrograde until my periapsis was near Eve, where I planned to circularize that before deciding on what I would do next (I was considering either Eve or Moho as a destination. Duna was also considered but I felt Eve was easier.) At periapsis the map indicated if I waited just over a year, I'd have an Eve encounter, so I left things alone and then entered Eve orbit when that time came. After orbiting a few times, I burned to do some aerobreaking in the upper atmosphere and retracted the solar panels. Eventually the probe burned the last of the remaining fuel to set up a suborbital trajectory which would allow it to come down over land. From there, the probe glided down, re-opened the solar panels, and began transmitting data.

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Saying farewell to Kerbin. I'm not entirely sure why the boosters made that odd shape instead of the usual cross they make when ejected.

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Probe orbiting Eve. I think it looks better flying sideways than it does sitting vertically, to be honest.

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Parachuting down safely to land on Eve.

Perhaps not the most efficient way of going interplanetary, or the nicest Probe design, but that's my first interplanetary mission completed nonetheless.

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