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What did you do in KSP1 today?


Xeldrak

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Well, was landing a small plane that has fixed gears until I unlock the folding ones, and as I was landing it, my friend distracts me, causing the plane to land hard. Jeb, Bill and Bob are currently recovering in the hospital, and a ground crew member has been fired for launching a flare.
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I decided to try to do a deep space exploration vessel that would be capable of staying out indefinitely with minimal resupply needs. I am using the USI life support mod so food was the most critical concern. Overall I would say it was a success. No major failures (thankfully), but a few things to do differently in the future. I hadn't successfully gone to Duna and returned without having to rescue someone...so am happy with the outcome.


[IMGUR]I5OTz[/IMGUR]
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Decided to start redesigning some my RSS launchers that were starting to look a bit too "meh" for my taste.
But before that, I took a family picture of all my main launchers... and realised I also might need to fill in the gap between my lunar rocket and my second heaviest rocket. :P

[IMG]http://i.imgur.com/gw4j44h.png[/IMG]

[spoiler=Boring table]Launchers from left to right:
[TABLE="class: grid, width: 900"]
[TR]
[TD]Name[/TD]
[TD]Payload to LEO (t)[/TD]
[TD]Mass of the launcher (t)[/TD]
[TD]Mass with payload (t)[/TD]
[TD]Core diameter (m)[/TD]
[/TR]
[TR]
[TD]C0 Citron (Lemon)[/TD]
[TD]0.7[/TD]
[TD]18.3[/TD]
[TD]19[/TD]
[TD]1.25[/TD]
[/TR]
[TR]
[TD]C1 Pégase (Pegasus)[/TD]
[TD]3[/TD]
[TD]80.4[/TD]
[TD]83.4[/TD]
[TD]2.5[/TD]
[/TR]
[TR]
[TD]C2 Griffon (Griffin)[/TD]
[TD]5.5[/TD]
[TD]165[/TD]
[TD]171[/TD]
[TD]2.5[/TD]
[/TR]
[TR]
[TD]C3 Bélier (Ram)[/TD]
[TD]10[/TD]
[TD]210[/TD]
[TD]220[/TD]
[TD]3.75[/TD]
[/TR]
[TR]
[TD]C3+ Bélier E[/TD]
[TD]15[/TD]
[TD]262[/TD]
[TD]277[/TD]
[TD]3.75[/TD]
[/TR]
[TR]
[TD]C4 Icare (Icarus)[/TD]
[TD]20[/TD]
[TD]541[/TD]
[TD]561[/TD]
[TD]3.75[/TD]
[/TR]
[TR]
[TD]C5 Jupiter[/TD]
[TD]25[/TD]
[TD]504[/TD]
[TD]529[/TD]
[TD]5 -> 3.75[/TD]
[/TR]
[TR]
[TD]C6 Juno[/TD]
[TD]40[/TD]
[TD]678[/TD]
[TD]718[/TD]
[TD]5[/TD]
[/TR]
[TR]
[TD]CX Alba Ice 2[/TD]
[TD]109[/TD]
[TD]2130[/TD]
[TD]2238[/TD]
[TD]7.5 -> 5[/TD]
[/TR]
[/TABLE]
(Alba is here with Lunar Insertion Stage)[/spoiler]
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Last night I built a probe-controlled cargo dropship for landing modular base components on extra-Kerbin surfaces. It has enough fuel to ascend to 58 km over Kerbin's surface from sea level under its own power, so it should be plenty for places like the Mun or Minmus. The landing gear and hull are all rated for up to 50 m/s impacts, so it can take hard landings if it has to. In the event it becomes unbalanced after landing, I have confirmed that it can tuck in its gears and panels and it can roll itself to an upright state on its reaction wheels before redeploying its gear. The vehicle is symmetrical, so its unloaded balance is excellent and it drains all its fuel evenly so controlling it as it goes in to land should be simple and responsive.

I call it "The Base Bus":

[IMG]http://i.imgur.com/E2BtzQf.jpg[/IMG]
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I built a 5-kerbal speedboat by mistake. It wasn't even supposed to be a boat. [URL="http://forum.kerbalspaceprogram.com/threads/140619-Forgot-to-fill-the-ore-tanks-and-this-is-what-it-gives-me"]This[/URL] is the thread where I explain what happened here.
[IMG]http://i.imgur.com/8MA1whm.png[/IMG] Edited by Findthepin1
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The helicopter i did [url=http://forum.kerbalspaceprogram.com/threads/29533-What-did-you-do-in-KSP-today?p=2314744&viewfull=1#post2314744]yesterday[/url] needed improving

The helicopter is implemented using FAR+Infernal Robotics. No thrusters, RCS or SAS/Reaction wheels used

[video=youtube;zufsML4CZSM]https://www.youtube.com/watch?v=zufsML4CZSM[/video]

The latest incarnation now featured with self stabilization. Stabilization implemented mechanically through a free hinged rotating flybar actuating the upper rotors differencial pitch. The lower rotors differencial pitch is controlled by a swash plate which is actuated by servos bound to keybord keys.
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I built the Gemini spacecraft and Gemini-Titan Launch Vehicle for the Apollo Recreation Mission. We're in the last stages of mission prep for our first manned launch on Sunday! Ignition is at 18:59:54 GMT, Sunday, November 29, 2015! If you want to watch the launch, information will be on our thread in the coming days.

[CENTER][URL="http://forum.kerbalspaceprogram.com/threads/138517-Apollo-Mission-Recreation-%28And-More!%29-Requesting-Ground-Crew-Aid!"][IMG]http://i.imgur.com/trcM61S.png?1[/IMG][/URL]
[/CENTER]
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I built 2 underwater rovers/trucks but found out that when I switched between them they dis-assemble themselves, making the ore tanks stay on the ocean floor & the mk1 inline cabin float to surface. One of the ore tanks fell through the ocean floor and now it's on it's decent to the underworld.
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I decided that playing on hard is getting frustrating, and enabled quickloading. The reason was, that I underestimated the the altitude of Duna's ice caps, so aerodynamic drag was not sufficient to slow down my lander far enough to deploy the chutes safely, and when I realized this, it was already too late...
After a quick load, I decided to retry, and this time I used the engines to slow down more. Worked perfectly.

But the full story: I have had a station in Duna equatorial orbit for some time now, and from that station I had visited all the non-glitch biomes at the equator. Then a friend had an awesome idea on how to reach the polar ice caps from there, although the lander itself doesn't have enough fuel for that: Just bring along the fuel depot of the station. And that's what I did. Decoupled both parts, docked them together, used the engine of the fuel depot (which is more efficient) to change inclination - not to a fully polar orbit, but to one that can reach the ice caps - land, dock to the fuel depot again, and return to the station. The original plan didn't include the return of the fuel depot, but given that it has a lot of solar panels, and the station has an active science lab, I changed my mind and also brought that back. Now it's nearly empty, and the lander won't go anywhere as well. But hey, I've been to all regular biomes, and if I decide to bring new experiments to Duna, I can take along some fuel as well.

 

Edited by soulsource
Forum update
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Today, after a prolonged absence from KSP, I decided to try out some ideas, and experiment with the new parts in the process.

I wanted to make a new kind of reentry and landing system for single kerbonauts. So I built a prototype, stuck it on a hastily thrown together rocket and launched it:

[IMG]http://i.imgur.com/0q80wUWh.png[/IMG]


The pilot had to get out of the pod located inside the fairing to get into position. If I develop this idea further, it won't have a pod inside the fairing, and I'd probably want to make the whole thing a bit smaller.

After properly boarding, the payload is separated from the test rocket, and reentry happens:

[IMG]http://i.imgur.com/4nMdjiTh.png[/IMG]
[IMG]http://i.imgur.com/G7xmYdTh.png[/IMG]
[IMG]http://i.imgur.com/hGWdjmah.png[/IMG]


It's too bad that I didn't get a shot of the craft ejecting from the housing, cause it looked pretty dope.

Anyway, here it is: a twin engine jet microplane... or is a jetpack?... jetsuit?

Either way, it flies pretty well, is easy to control and very stable, although it pulls up kinda slowly. It lands via parachute, although it might be possible without one...

Havn't named it yet, but it is just a prototype for now.

[img]http://i.imgur.com/lo8M6Kxh.png[/img]
[img]http://i.imgur.com/mfjqtq6h.png[/img]
[img]http://i.imgur.com/Qng66Ovh.png[/img]
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Send Jeb off to harvest science from around KSC. The rover is a joint effort between the SPH team and the VAB guys. It was moe convenient to build it in the SPH but, having not yet upgraded the SPH/ runway to >30 parts it was transported (by one of those yellow trucks?) to the VAB for launch.

[URL="http://imgur.com/JOwquAW"][IMG]http://i.imgur.com/JOwquAWh.png[/IMG][/URL]

Jeb says "When are you going to fix the *geeping* hatch. My back is killing me!"

#edit# there are 2 Junos on top for forward & reverse thrust but the forward firing one runs but doesn't seem to provide thrust. Is this a bug? Edited by percyPrune
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Just another Mun landing - returned with 14 m/s dv left ... phew ...
Setting the PE to 38km at Kerbin made the kerbonaut rescued in Mun's orbit miss out on the "orbit Kerbin" experience step - noted.

Next stop: Minmus - and deciding what to do in the remaining three Kerbin days until the expedition gets there.

Also figured out a standard training plan for new recruits: Orbit Mun, touch down on Minmus, leave Kerbins SOI, return to get rank 3 pips.
Takes about 2-3 weeks I guess, should be enough boot camp for any later trip? :wink:
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I asked my wife to make anything she wanted in KSP. She made a turkey. I decided to land it on the Mun.

Happy Thanksgiving!

[IMG]http://i.imgur.com/hnWIsJH.png[/IMG]
[IMG]http://i.imgur.com/ly7We8e.png[/IMG]
[IMG]http://i.imgur.com/n4PNXQi.png[/IMG]
[IMG]http://i.imgur.com/B5Zzcmw.png[/IMG]
[imgur]V4Yjm[/imgur]
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[quote name='percyPrune']Send Jeb off to harvest science from around KSC. The rover is a joint effort between the SPH team and the VAB guys. It was moe convenient to build it in the SPH but, having not yet upgraded the SPH/ runway to >30 parts it was transported (by one of those yellow trucks?) to the VAB for launch.

[URL="http://imgur.com/JOwquAW"][url]http://i.imgur.com/JOwquAWh.png[/url][/URL]

Jeb says "When are you going to fix the *geeping* hatch. My back is killing me!"

#edit# there are 2 Junos on top for forward & reverse thrust but the forward firing one runs but doesn't seem to provide thrust. Is this a bug?[/QUOTE]

Since you imply the back firing one works the must be an intake somewhere. Have you checked that the antenna up top is not blocking the thrust? To keep the amount of calculations (and by extension FPS) manageable KSP only checks whether the line from the center of the exhaust clips any part's collision boxes - if it does, no thrust at all. Sometimes the result is funny, like a flimsy communotron 16 can block the entire power of a mainsail. For as long as it can take the heat at least.
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[QUOTE]Have you checked that the antenna up top is not blocking the thrust?[/QUOTE]

Thanks. I didn't realise that would be a problem! Will move it and report back. It wasn't a big deal as Jeb could get out and push the rover back when required, then jump on board (hence the running boards under the cockpit). Having the engine running continuously anyway was a good way of keeping the batteries charged.

PS - There is an intake at the rear for the reverse engine and one on the front right for the forward.
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Fail mostly. My sub didn't sink, my plane didn't fly, built a thunderbird 1 replica that pretty much doesn't do anything useful, ...

xPpYDY4h.png

But then someone gave me an idea, and I expanded a bit upon it:

YvMJoXEh.png
lyLpzSkh.png

Thrown together in 15 min, zero adjustments made apart from adding a few struts after it collapsed like a sack of potatoes on the first launch, and the damn thing reached orbit on the first actual flight.
It still has many, many issues, but it looks very promising.

Edited by McFarnsworth
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The last couple days I've been trying to put a small science base on the mun. "Can't be too difficult, it's just a can filled with some stuff with 4 legs attached to it", I though to myself, it proved to be more difficult than expected. I can get it into orbit around Kerbin and from there to the mun, but I never have enough fuel left to land it on the mun. I am making this a bit more difficult than necessary, I don't want it to be a lander ship turned into base, I want it to be a true base with no engines attached and this makes it a bit more difficult. I guess I have to up-scale everything else to make it work, but KSP doesn't seem to like big, complex rocket designs, hmm...
[URL=http://s1063.photobucket.com/user/Mjarf/media/KSP/2015-11-25_00023_zpsirdqtz7z.jpg.html][IMG]http://i1063.photobucket.com/albums/t518/Mjarf/KSP/2015-11-25_00023_zpsirdqtz7z.jpg[/IMG][/URL]
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After my Minmus station, the [I]Low Mun Orbit Laboratory[/I] is now also operational. Expanded it with life support and power modules. The life support module also has an integrated 4-way node, while the power module's structural part doubles as a fuel tank for a future lander. Currently docked to it is a non-permanent escape pod. Science modules to follow...

[IMG]http://i.imgur.com/TGgaGAA.jpg[/IMG]

Still waiting to research the large docking ports before committing to my Kerbin station. Edited by ROXunreal
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The Pompeii Class submarine. 484 parts 968.3 mT.
It holds 12 0.625m Timaeus AA/AS missile-torpedoes which are launched vertically with a launch assist system build in the missiles and 4 1.25m Volcan AA/AS missile-torpedoes with explosive warheads for extra tough targets. The sub itself is neutrally buoyant with missile bays closed and a bit (0.1 m/s terminal speed downwards) while full and most of the time while empty and a top speed of 10 m/s

Action groups:
1)open the top missile bays for the Timaeus missiles
2)open the bottom missile bays for the Volcan missiles
3)activate the engines

[URL="https://www.dropbox.com/s/36jsveyb3764qpz/Pompeii.craft?dl=0"][U][B]DOWNLOAD[/B][/U][/URL]

Pics:
[imgur]Lavhw[/imgur]
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Today I learned that I suck, and hard mode, is, well,...hard. Valentina went to the Mun on my first landing mission there, only to run out of fuel in orbit of the Mun. Sent Bill and a newbie up to retrieve her and all that sweet, sweet science and after a ridiculously difficult meet up, the three of them returned to Kerbin orbit. All was well on reentry until the craft ran out of electricity at about 17k meters. A quick wobble, twist and a turn later and I have a giant puff of smoke and fire where the craft used to be. I've never felt so shocked while playing a video game before,..utter heartbreak. Back too the drawing board with Bob as the only remaining orange suit. Did I mention hard mode is hard and that I suck at this game? I LOVE IT!!
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More suborbital tourism with retrorockets, parts tests and hauling, and reached orbit.

IF4lAq.png

YD5cq0.png

Cut things down a little to take four tourists up, and also test the Swivel. After, I cheapened it up with a Flea instead, and strapped on a heatshield for a splashdown test. I also sent up my SolidSixSuborbital rocket, once with a decoupler in for a splashdown test, along with thermometers to take readings in space and the upper atmosphere (though that wasn't a contract). Bob got out to do some EVA reports, and took the readings in, ready to take new readings in and over the water. There was an additional modification - an Okto probe core. So, I sent it up again, this time with all seven seats filled with tourists, and a heatshield for yet another splashdown test. No footage for those.

6k1Sph.png

KlsRqj.png

I didn't take a picture of the launch, but I made a rather simple rocket to get the orbit contract, and decoupled the capsule when the periapse was at 20km. The drag was enough to slow it down to a safe deployment height for the parachute, and possibly also for the haul contract for the parachute. I'd gotten that out of the way on the way up, though. It would have been simple enough to fly the JunoBug up to get it, of course.

Edited by Concentric
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