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What did you do in KSP1 today?


Xeldrak

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Fiddled around with small SSTOs... this dude here made it to a solid 113 km circular orbit with fuel to spare... It will still need some tweaks here and there, but the craftfile will be available soon. I am down to 24 parts and it fits almost into the Mk. III cargo bay... i just need to get rid of a few inches in width... somehow.

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Edited by Frank_G
Tpyos!
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My first probe to Duna is about 178 days away from the encounter, so I did some stuff in Kerbin's SOI. Launched the core of my (extremely ambitious) 3-Kerbal Duna mission into LKO. The Krew is currently on standby at the refueling station for the vessel to be completed. Messed around with some Munar base designs, for fun, and also sent another mission to collect some more science from the Mun.

Quick question, do you consider using the Biome Map (in the debug menu) cheating?

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After nearly an in-game month of refueling sorties...

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... and completely missing the ideal transfer window because of it...

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The ship is finally ready!

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A tedious reconfiguration to bring the CargoLander along...

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And the ship is complete!

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But there's plenty of fuel, and two of those tanks are empty. This shaved 10 tonnes off the mass. But doesn't look as cool.

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I think the shortening led to the wobble instability it suffered from all thru the long escape burn, even with a "space-train" configuration. The main feed tanks are getting quite toasty here.

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But the burn goes well, and with a couple of minor course corrections, the ship is one day out of Duna. At the edge of its SOI, Megselle and Siry Kerman assemble a tiny ionization scan probe for a contract.

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Megselle gives it a push.... but pushes too hard, and the probe eventually plunges thru Duna's atmosphere to destruction. Nice going, Meg.

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The contract is complete, but the boys back home are a tad overconfident about the capabilities of the space program, if you ask me...

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Megselle seems happy with her first close up look at Duna.

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At long last, the ship arrives at Duna, now rechristened the R/V Frozen Heart by her crew, after the lengthy stay at Minmus.

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That almost looks like my Argo I. Just Argo I has two more of those Mk3 fuel tank constructs. That being said, there is hope. Argo I is orbiting Minmus getting refueled. I had to launch it with most tanks empty so it wasn't too heavy to fall apart under it's own weight.

It helped, too that my fuel tanks are festooned with docking ports for landing craft for when it is finally off to Jool.

Sooner or later designs mix. Great minds think alike. Anyways. Made it to orbit finally fattest craft of the pad I have made so far:

63D8336B305BE3CDE82C8F932687238F70F6179F

Stole fuel from the pushing stage. Guess that means to much fuel. Either way. Forgot to setup the staging for the nukes and skipper engines.

5E13CE5265E155A3EA739636FC893FBA308954C9

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I got tired of constantly either working on stations, bases, or planes. I figured my kerbals were getting a little tired too, so I goofed off today.

Jeb tested his newest contraption.

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I tried to tell him no, that it was too dangerous, that it was downright insane! But the more I protested the more his eyes lit up like a kid in a candy store and I just couldn't refuse him.

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I completed landing my first munar base, I already landed the exact same setup on Minmus. But after loading the game, and attempting the retro burn to begin the landing sequence, I noticed the craft kept spinning. Not sure why, it did the insertion burn and orbit circularisation burns without spinning (tried resetting trim etc, didn't make a difference). After locking the gimbles on the two engines, and limiting thrust to about 30% I was able to bring her in (rcs could keep it on retrograde marker then). Unfortunately it came in a little hard, and too much sideways momentum (and slopped ground), it toppled over and broke 3 of the 4 solar panels. Ended with 12m/s dv and about a third of the mono prop. Not sure how effective the science lab will be now (which I had completely filled with data) as it uses a load of power. Worst part was the contract it was supposed to fill hasn't triggered I think a battery or two might have been smashed during the touchdown. I will send another lander with extra power, and attempt a landing near by. Will need wheels, I'll probably end up on the wrong side of the crater at best. I both love and hate this game. I hate the spinning ship for no reason (and didn't want to sacrifice Valentina and two new scientist recruits), but love the fact that I did land successfully (no one died, minimal explosions).

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Didn't have time for much of anything last night owing to weather in my part of the world. I proceeded with my plans to do a crew transfer at the New Horizons space station, sending Valentina and Bill up along with Cerya (a tourist) and three newly hired scientists aboard a Raven 7 spaceplane. Got as far as orbital insertion before I had to call it a night, though I was delighted to find my ascending node with the station coincided with the apoapsis and I was able to do both insertion and plane alignment as a single burn. The Raven has a tendency to guzzle gas on the way up leaving little left for orbital ops, so this was a fortunate occurrence indeed. The plan now is to let the plane and station orbit around Kerbin a few times to close up some distance, then make a final small burn for rendezvous and docking. Once the plane has docked with the station, Val will offload Bill and the passengers and pick up a group of four tourists whose itineraries are complete to take them back down to KSC. I did manage to collect on an orbital station contract through the Raven's launch; replaced it with a contract to do some surface scans on Mun. Munar mining operations have not yet begun; once they do, though, and I can keep Munport supplied with relatively inexpensive amounts of fuel, I should be able to fulfill the terms of that contract easily.

Meanwhile, Jeb is still on his way out to Minmus, Kercella's still processing science at the Minmusport lab, and things in general are ongoing. Program's got about √300k after hiring the three scientists, who I need to get trained so I can send them on to Minmusport at the earliest possibility.

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My first probe to Duna is about 178 days away from the encounter, so I did some stuff in Kerbin's SOI. Launched the core of my (extremely ambitious) 3-Kerbal Duna mission into LKO. The Krew is currently on standby at the refueling station for the vessel to be completed. Messed around with some Munar base designs, for fun, and also sent another mission to collect some more science from the Mun.

Quick question, do you consider using the Biome Map (in the debug menu) cheating?

It is a matter of opinion. Personally I think any Biome Map is cheating. However if I was going to use biome maps i would just use the biome map in the debug. Then again the whole idea of Biomes is kind of dumb too. Why is this lowlands exactly the same as the lowlands on the other side of the planet so I get no science. Why is the north pole the same as the south pole? Once you get ground scanners you can seen what biome you are over and map the planets biomes your self which feels more like you are exploring.

- - - Updated - - -

Learned my computer is a POS. Scaled up my SSTO for the number of Kerbals in space challenge. Sat 324 weighted in at 1,024t and had 279 parts. Took 7 minutes to get to the end of the runway and by then I was too board to deal with what looked like a 45 minute slide show to orbit

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Well, for some this will seem peanuts, but I did two for me interesting career things today. :D

I managed to complete a contract to test a Wheesley basic jet engine between 12000 and 16000 m height and a speed between 600 and 1200m/s by using staging. Thinking out of the box is the key here.

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Just one launch strut to keep under the 30 parts requirement, although I could have left the air intakes off of course. ;-)

And secondly, because I miscalculated the upgrades of the buildings in KSC I had to do a flyby around the Mun without nav markers to plan the exact trajectories mainly to get enough money again. :wink:

This went actually better then I did many times before with those navigation helpers, so I felt quite perky about how this undertaking worked out. About 250 science along the way as a bonus wasn't bad either. :cool:

Greets,

Jan

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Today I mostly shoved random parts on fuselage to make a high altitude plane for those "temperature scans above 18k" contracts.

Took her for a test flight (read: forgot to put thermometres on it, so I'm calling it a test flight) and she performed very well. Hit 1,220m/s very fast then tore itself apart because I was so busy watching the speed climb that I forgot to slow her down again. :D

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I launched and assembled my career mode Tylo ship.

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The payload looks too big for the transfer stage. I hadn't docked that many times since winter, and it shows. Docking the two modules together used over 35 units of monopropellant, because I was too impatient.

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Today was a series of me messing things up.

I wanted to transport a crew module plus some kerbals up to my space station.

First I forgot solar panels, so while doing my phasing orbits I ran out of electricity. :rolleyes:

Second attempt: This time with solar panels. But because I tried to use my second stage (second part of the ascent stage) as long as possible in space, I used too much monopropellant to get that heavy a** turned for all those maneuvers.

I went to "eco mode" when I realized I use too much monoprop. But I still ran out of monoprop 65.3 meters away from my space stations docking port. ;.;

Attempt three was finally successful - or so I thought. After docking I realized I had totally forgotten to bring two kerbals with me to man the science lab and the crew module.

But I guess I also need something to do for tomorrow, hm? XD

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Tested an ultra high performance scramjet jet, it managed 1450m/s at 13000m, managed to travel a third of the way around kerbin in 18mins :confused: (a full tank of fuel).

It is unmanned, but I am planning on making a manned version.

Javascript is disabled. View full album

Mods are:

Mk2 expansion http://forum.kerbalspaceprogram.com/threads/121224

Instell Incorporated Experimental engines (For the Scramjets) http://forum.kerbalspaceprogram.com/threads/119735-1-0-2-Instell-Incorporated-Experimental-Technologies/page18?

Afterburner (Useful, but not necessary) http://forum.kerbalspaceprogram.com/threads/116034-1-0-4-KerboKatz-SmallUtilities-V1-2-0-08-06-2015-Now-with-AutoBalancingLandingLeg!#Afterburner

I also used tweakable everything to boost the SAS and also Modular Fuel Tanks, to make the tanks LF only. I can make a version that doesn't need these.

I may put up a craft file for download, if people want it.

Edited by Whizzkid
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Today I made my first Mun mission in my new career (restarted with 1.0.4). It went very well...

Well, there was this issue where my ship was apparently Kraken bait and spontaneously disassembled itself 5 or 6 times during the trip, but OTHER than that it went very well. Thank goodness for quick saves.

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I started a new career and decided to get into airplanes early as a totaly change of pace (I hardly ever bother with them in career). So I made this silly little plane and had my 1st experience with the dirt runway and these new little wheels. Geez, bouncy and brakeless they are, especially on the not-level dirt runway :). Still, it was fun to mess with.

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A long way behind the rest of you, to be sure . . but for the first time EVER, I have successfully deployed a spaceplane to rescue a stranded Kerbonaut!

Not an SSTO; it's a small, canard-delta vehicle which launches with the aid of a disposable rocket engine and 4 SRBs. But it does the job, and you get to recoup an awful lot of your costs for the mission.

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Generally speaking when I am goofing off anything I build never sees the light of day again, at least not until the next time I am just goofing off but on occasion I build something that is actually somewhat useful.

So Jeb went to Mun again with his mini lander, this time I made sure to be careful on the ascent.

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Yes the design is a bit wonky to get it up there, I hadn't tested it yet but the idea is to separate the heat shield from the command pod and ride down in the chair instead of evaing back to the command pod.

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