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What did you do in KSP1 today?


Xeldrak

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Launched my first expedition to one of the Outer Planets Mod (http://forum.kerbalspaceprogram.com/threads/104280-0-90-Outer-Planets-Mod-%281-6%29-Urlum-has-its-first-moons!-15-Mar) planets, Sarnus in this case. I am sending Friendly, one of my F-class interplanetary vessels with 2 type 4 drop tanks, an artificial gravity habitation module/lighted snackhouse (10 years there and back again is a bit long for zero-G), and a Dingy for low-G landings.

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RSS Phobos flyby. Periapsis 500 meters, relative velocity 8-9kms. Time in phobos sphere of influence, less than a second as I was 40 degrees inclined (seriously, this thing seems to have a 50km SoI or something, its a pebble and a nightmare to hit from retrograde)

Edited by celem
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I waved goodbye to my first interplanetary probe (in this save, anyway. I started anew yesterday) as it left the Kerbin SOI. Its mission: Skim the corona of Kerbol, slingshot around for an eve intercept and landing.

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First mission on Eeloo!

It went perfect: I didn't put a single m/s of unnecessary delta-V in my entire rocket or my lander. I landed and take of from the surface pretty easily, and than I docked with my parked ship with about 2 m/s of delta-V left. I went home and I had about 20 m/s left. Really all perfect.

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Until I died because of the g-force. ;.;

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My first post! Today I tested my stock, ion powered, gliding, Duna rover on Kerbin. It was very stable driven in docking mode and when I hit a jump I found out it could fly! It seemed perfectly balanced in flight as well so I decided to land it at the Island Base. I didn't need to use the SAS or RCS on Kerbin but I'm sure they will help on Duna.

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Today I finalized the design for my third-generation rotating Void Liners. Seats a maximum of 128, though it will be limited to a maximum of 60 kerbals in practice (for purposes of passenger comfort). Designed to be launched in fairing-sized pieces and assembled in orbit. They'll need to be stitched together with struts, though I'm undecided if I'll use KAS or just launch all the bits needed for the ship, dock them up, then HyperEdit in a version that already has the struts. Probably won't launch any more of these until KSP v1.0 happens, in case parts get nerfed or resized.

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I also tested some rotating station designs, but no photos of those yet. Too many phantom-forces and randomly exploding stations. Some of these SP+ size-3 parts just refuse to stay glued together....

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Today I did my first Kerbin survey mission. The order of the day was temperature readings at three points on the highland surface just behind the mountains west of KSC. First I designed a small rocket powered (48-7S) flyer. I took it to a trip around KSC and decided that as nice a toy as it is, it just doesn't have the endurance. Then I spent some 300 science points from my accumulated 2k to get basic jet and some other useful components like the unfolding ladders. With those parts I designed a better plane that could actually fly to the mission area.

Then I launched around 10 times before I managed to get the last of the three readings requested. My landing parachute design (2 radial chutes just ahead/behind the CoM) worked really well but taxiing in the undulating terrain to precisely hit the waypoints was much harder. I didn't reload at all though, since Dudlong survived every mishap. Moving uphill without an engine of any kind just wont happen, so I had to recover and launch again.

In the end the mission probably cost me much more than I gained from it. It was fun to do though, and I don't have shortage of cash or science (1,5M and 2k respectively in the bank). Yes I'm cheap with my resources and try not to upgrade or research anything before I need to.

No screen shots, sorry, I had concentrate too hard to hit the F1. I could probably use a mod that automatically made screenshots at key moments like staging, flag planting, etc.

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New save, put up my com and power keostationary SATs( remote tech and interstellar), which was where pilots could learn from jeb. Pesky docking ports wouldn't let go of one another even after decoupling.

Put up my uber generator in orbit.

Landed a basic base on both the min and minmus ( mun base only lost half of their solar panels).

Sent up both halves of my duna(?) Ship, with some highly expiremental designs on both, docked them and got rid of their transfer stages (by ploting their orbit to collide into kerbin of course) and set course for duna. Oh wait, why are you going towards eve? Minor error, I'll adjust my orbit, and just send a tanker to duna if I have enough dV to stay in duna soi.

Then I built an antimatter power generator with enough collectors to get power I'm kerbin orbit. "Nudged" (10k dV) it towards jool, and we'll see how much power we can actually get out of this bad boy tomorrow

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Argh. Just aged myself by a decade easily.

Making an RSS landing on Mars with a probe suffering 12 minutes of delay. I program a script into the flight computer that I reckon might just do the job and then get to be a helpless spectator. I got the commands sent-off, then dropped the link to it so that I wouldnt be tempted to tell MJ to slap it down.

Log Excerpt:

70km, The craft is holding retrograde fine, it starts to make short burn cycles with the trio of Orbital Thrusters, the landing program is looking good.

45km, A bit fast perhaps, needs more aggressive burns in the early stages.

35km, hot ship. Mistimed the burns somewhat, with no heatshield things get a bit warm.

30km, finally, a burn cycle. TWR is still below 1, but it takes the edge off and nothing bursts into flames yet. Still looking good.

29km, disaster. RCS depleted. With no attitude control the Lander flips 180 hard and begins to barrel-in prograde, spinning like a rifle bullet.

25-20km, not helping things here... The last two braking burns fire prograde and try to turn Lander into Impactor. Thankfully the wussy atmosphere of Mars prevents them making things too much worse.

18km, yeah, this wont go well. Lander begins to tumble end over end at about 1 rev per second. Landing program is finished for what its worth... Burns are badly-timed. Descent took longer than expected.

12km Its a dead-stick.

6km Pre-armed chute semi-deployment by the 4 radials. Nose-chute has not been armed. Lander stops tumbling and stabilises prograde, speed isnt changing much.

2.4km Radial chutes full-deploy, Lander flips 180 and holds retrograde. Craft starts to decelerate.

0km Touchdown at 13.3ms, craft bounces a little and one leg is damaged but has been fortunate enough to come down on a pretty flat plain.

RealChute, I love you.

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Edited by celem
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So ah, on the upside, it's within 500m of the target and nothing broke! which given I forgot RCS completely was not bad.

On the other hand I can't open the habitat so nobody can get in it and it won't produce food. Next time, RCS.

Now I have to ship something in a hurry to get it upright...

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