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What did you do in KSP1 today?


Xeldrak

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38 minutes ago, Bubbadevlin said:

Well today i started redoing my Saturn V replica, but i got impatient testing fuel flow, physical warped x4, and well...

My launch escape system surprisingly worked!

 

 

Wow...

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On 30/11/2015, 04:30:14, McFarnsworth said:

 

I built SSTO planes, birds, ... whatever while the forums were down.

kggiKq5h.pngwR5Qd3rh.png5ilZp5fh.png

Saw this today, over the weekend I came up with the same wing strake connection concept for my space planes...seems to make space planes faster?...looks great.

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I "accidentally" built a highly successful hovercraft today. I built this thing just to see what would happen, and it worked suprisingly (and hilariously) well.:lol:

220200_2015-12-01_00003_zpsyutvatzb.png

Added a few more parts and this is how it turned out. I imagine it might work as an exploration craft on planets that has an oxygen atmosphere.

220200_2015-12-01_00005_zpstjxobmro.png

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I've been spending a lot of time flying my SSTO spaceplane.  I can now land it without blowing the nose off it, and some of the time it lands where I want it to!

Now I start off with a 70 degrees angle of attack and keep that as long as possible into the descent, this seems to spread the heat around more than a 45 deg AoA.

y2ZcJun.png

On the deorbit burn I try to put the pe down to ~50km about a quarter of the way around Kerbin beyond the target (KSC).  If I do the burn right I can often end up right on target:

ngNSsrf.png

Other times I go screaming overhead at hypersonic speeds:

mNmXAd8.png

On some of the less extreme overshoots I was able to turn around and make it back to KSC after transitioning to normal flight.

oEdsBGH.png

 

I never actually landed ON the runway, but most times I have enough momentum (plus a few blips of the throttle) to make it back onto KSC.  I do think any(non destructive) touchdown on the flat area immediately surrounding KSC to be a success.

Edited by KerBlammo
pressed save too early
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Over the forum downtime, I updated my old Firefly Launch System to 1.05:

Qd3JIoP.png

With the aero changes, they don't work nearly as well as the old FLS, but I think they're still worthwhile.

Feel free to check-em out: http://forum.kerbalspaceprogram.com/index.php?/topic/126741-firefly-launch-system-fls-vertical-take-off-sstos/

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Started a 64k Career a week ago.   (Also using TAC Life Support, Remote Tech, Ferram, Outer Planets Mod, Kerbal Construction time, plus others).

Finally got to attempt first Apollo style Mun mission with Val, Bob, and Bill (Jeb already sacrificed himself on a Rescue mission).  

 

Went better than expected (the crew lived!).

 

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Last night was a thirty-minute night; not much time to get anything done. I did look to see if there had been a 1.0.5 update for Firespitter and it turns out there had been; I'll need to check again to see which of my mods had the Firespitter dependency but I'm pretty sure the .dll file in that mod hadn't been updated (at least not when I had downloaded it originally). Overwriting the old .dll file with the newer version seems to have solved the issue I was having with Bob's Fireball 7, which is now on its way to Minmus for his first sci run.

I made another attempt to deorbit Jeb's Lawsuit 7 with six tourists aboard. I've come to the conclusion that the changes I made to the craft prior to this flight are what's causing the repeated structural failures, and am now already faced with my first tourist rescue mission for 1.0.5. Those poor suckers paying customers are going to be in space for a good month until Bob comes back from Minmus and I unlock the tech I need to beam them out and haul their butts out of orbit with something more reliable, and in the meantime nearly half of my contract spots are going to be clogged with contracts I can't cash in. I'm tempted to quit and begin again (considering how early on it is), but another part of me wants the challenge of bringing those folks home with limited options for raising capital in the meantime. I mean, my current availability of contracts well and truly sucks; I've got three aerial survey contracts available, two near KSC but both above 18k with the Juno as the only airplane engine available and the Runway/SPH still at Level 1, the other below 18k but on the far side of the planet. I've got one to test a Thumper on a Kerbin escape trajectory, and another to test an Ant engine in a sub-orbital Munar trajectory. 300k in funds, about half the facilities at KSC at Level 2...

Yeah, this is going to be fun. And to her credit, it wasn't Val that got the tourists stranded this time around...

 

Edited by capi3101
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13 minutes ago, capi3101 said:

Last night was a thirty-minute night; not much time to get anything done. I did look to see if there had been a 1.0.5 update for Firespitter and it turns out there had been; I'll need to check again to see which of my mods had the Firespitter dependency but I'm pretty sure the .dll file in that mod hadn't been updated (at least not when I had downloaded it originally). Overwriting the old .dll file with the newer version seems to have solved the issue I was having with Bob's Fireball 7, which is now on its way to Minmus for his first sci run.

I made another attempt to deorbit Jeb's Lawsuit 7 with six tourists aboard. I've come to the conclusion that the changes I made to the craft prior to this flight are what's causing the repeated structural failures, and am now already faced with my first tourist rescue mission for 1.0.5. Those poor suckers paying customers are going to be in space for a good month until Bob comes back from Minmus and I unlock the tech I need to beam them out and haul their butts out of orbit with something more reliable, and in the meantime nearly half of my contract spots are going to be clogged with contracts I can't cash in. I'm tempted to quit and begin again (considering how early on it is), but another part of me wants the challenge of bringing those folks home with limited options for raising capital in the meantime. I mean, my current availability of contracts well and truly sucks; I've got three aerial survey contracts available, two near KSC but both above 18k with the Juno as the only airplane engine available and the Runway/SPH still at Level 1, the other below 18k but on the far side of the planet. I've got one to test a Thumper on a Kerbin escape trajectory, and another to test an Ant engine in a sub-orbital Munar trajectory. 300k in funds, about half the facilities at KSC at Level 2...

Yeah, this is going to be fun. And to her credit, it wasn't Val that got the tourists stranded this time around...

 

You got Juno, you got Thumper (for testing). You can build a rocket plane to get those near KSC survey contracts. Build a fuselage about 3 FL-T400s long, add two thumpers (or a Terrier if you have it, Swivel might work too) for rocket stage. Remember to tone down the thrust to a sane level. A couple of intake/fuel tank/Juno sets on the sides. Add wings, tail fins and landing gear to taste. The Junos will get you to at least 5km altitude. Maybe a dozen km out from the survey waypoint ignite the rocket and head up. You should easily get AP above 20km near the waypoint so you can do the survey. It might be difficult to get more than one waypoint within a sortie though.

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4 minutes ago, monophonic said:

You got Juno, you got Thumper (for testing). You can build a rocket plane to get those near KSC survey contracts. Build a fuselage about 3 FL-T400s long, add two thumpers (or a Terrier if you have it, Swivel might work too) for rocket stage. Remember to tone down the thrust to a sane level. A couple of intake/fuel tank/Juno sets on the sides. Add wings, tail fins and landing gear to taste. The Junos will get you to at least 5km altitude. Maybe a dozen km out from the survey waypoint ignite the rocket and head up. You should easily get AP above 20km near the waypoint so you can do the survey. It might be difficult to get more than one waypoint within a sortie though.

I'm using FAR - I should mention that. Also have FL-T800s already. Is the issue with hitting multiple waypoints one of having enough fuel for the rocket?

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Had fun going to the Mun with Muna I, but had difficulties.  I underestimated the acceleration of the landing stage, and destroyed it by accident.  I ended up landing on the engine of the return stage, got my science and got out.  I was so lucky to make it back to kerbin, ended up pulling 11 g's on the reentry, and final frontier gave Jeb the 10 g ribbon.  I also gave him the badas s ribbon.  On the plus side, more experience with the lander and lots of science.

 

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3 hours ago, capi3101 said:

I'm using FAR - I should mention that. Also have FL-T800s already. Is the issue with hitting multiple waypoints one of having enough fuel for the rocket?

I have no idea how FAR changes the situation as I haven't tried it myself. I believe most designs could more with FAR than the with the old souposphere but the new stock aerodynamics may have changed that balance.

With me piloting the biggest issue is keeping the plane under control after having used some of the rocket fuel. I have had to keep the rocket running on the way down to keep enough control authority. I am not the best in getting the centers of mass and lift right it seems. Secondary issue was having enough fuel for the jet, but the new size 0 tanks help there a lot. If you are good with spaceplanes I think you should be able to hit at least two waypoints with one full T800 and one size 0 tank per Juno. It just occurred to me that it might be easier to get two if you line them up before rocketing up and don't come down in between them...

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Finally updated to 1.0.5.  Would have happened sooner but satellite internet. Nuff said.  Got all my mods updated. Using old EVE and EoO clouds and city lights. I think pretty much new on most everything else. Even grabbed the new Star Trek TOS tunics. Had to abandon 1 planet pack until I can get it updated. It would not work with Kopernicus 5 and I must have my OPM so good bye for now other pack  I'm also waiting for an update on another planet pack. It works but is kind of messed up in Kopernicus 5. 

Used the stock Kerbal X for a test run. Landed on a steep Mun crater close to an arch. Ship rolled over and broke apart. Rather than waste the trip Jeb got out to see the arch. Except the thruster pack and Jeb don't play well together. He sort of collided with Mun at 50 m/s. I stink at landings and EVAs, but 105 seems stable enough.  

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On 11/1/2015, 2:16:51, magnemoe said:

Yes, the point at target or node tend to cause oscillation. Mechjeb smartass does not.

Did you launch that ship as one unit?

Yes. All my missions sofar has been done in what I call 'Alpine Style' - all the way and back again in one single push - no refueling, no docking. Alternatively you could call it 'TinTin Style' - what you go in, is what you land in, is what you return in.

No mods, no mechjeb, no loss of life.

I have to say though, that the Laythe rocket, Kronos,  has cost me a monumental effort to develop. I didn't just piece that together in an afternoon VAB-session, you know. It took me months and involved grinding testing and working out solutions to a seeming endless string of problems.

All parts of not just this mission - the second Laythe mission with the improved Kronos_B - but also the first, my first manned mission to Laythe's surface, with Kronos_A and Jeb, Bill & Bob, are here in 'What did you do today'. And that includes the Kerbin Launches.

P.S. the gals trip, Kronos_B, is on page 788 (two posts), 789, 791, 794, 795, 796, 798.

Edited by Vermil
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Today I finally got Kidonia ready to go to Jool. For real this time! I even have a maneuver node and everything. All the right amounts of fuel are there, all the crew members are aboard, and all of the mission components are installed. There's literally nothing left to do but press "Z" and fly to Jool.

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(Weird new editor...)

 

I've basically finished developing my 'Nomad' interplanetary tug.

screenshot2939j.jpg

 

How did that get into orbit?
On top of my also recently finished 'Magma' superlifter of course.

screenshot2937j.jpg

 

I expect you'll see more of them eventually.
Meanwhile, next project is 'Orpheus' descender/ascender.  What will it descend into and ascend from? 

 

Edited by Vermil
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Landed my largest vehicle ever on the Moon in RO. 5331 tons at launch, 303 tons in LEO, 52 tons on the Moon. It's basically a Nova with 8x F1's at launch, but an upscaled Altair-type lander using the throttleable CECE variant of the RL-10 to land. I'm extra proud of this one because I couldn't use Mechjeb for the landing at all (it can't handle ullage or limited ignitions) so I brought it all the way down manually, a real challenge for me what with the low TWR and dV available. I am still stoked over this one. Wooo!

RfVBPzF.jpg

 

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