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What did you do in KSP1 today?


Xeldrak

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16 hours ago, Fearless Son said:

Can you show us the pictures of your designs?  Something must be wrong if they take ten minutes to accelerate that much.  

Very well, I'll work on getting that done, and post in a better thread.  I appreciate the interest!

15 hours ago, Geschosskopf said:

I needed to make a spaceplane capable of carrying 10 or more Kerbals to a 200km orbit and come home without refueling.  In the end, I made 4 of them, gradually refining the design until I ended up with something totally stock.  Amazingly, all worked the 1st time so this really didn't take all that long.  I must be getting better at this.

Still, I'm sure the real spaceplane gurus will cringe at my flying fuel tanks with small payloads.  I know I've got more intakes than required under the current rules, but I figure the rules will change in the near future.  And anyway I don't consider a spaceplane successful unless it can get to 200km in less than 10 minutes.  It has to compete with rockets for my time, you know :D

07 Crew Retriever Line-Up

The Type 4 is my favorite for some reason.  It can do it's mission, split-S on re-entry to land on runway 27, then do a full stop landing and finally make it to Airbase Island on fumes.

05 Type 4 Crew Retriever at 200km

 

 

This will be "liked" when I have not run out of "likes".  (Monday is Like heavy, weekend backlog of impressive posts to agree with, and then that throws off Tuesday!  Alas, the burden of enjoying the forums...)

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9 minutes ago, el_coyoto said:

I built a 15t to LKO SSTO and since it felt a bit lonely, I made him a nice, useful payload, so they could both run around have fun up there. :)
They sent this postcard...FIYEN9E.jpg

Nice optical illusion. At first i was like "How the hell is that plane so small and able to lift 15t". 5 Mins later: "Oh...."

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27 minutes ago, Joco223 said:

Nice optical illusion. At first i was like "How the hell is that plane so small and able to lift 15t". 5 Mins later: "Oh...."

Well, we already have martian rovers that take selfies, so why not having scan sats that transmit perspective tricks back home? :D

Edited by el_coyoto
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Today I was designing and building small vessels to dock with the 1.25 meter docking ports on my "orbiting gas station". It's full of oxidizer and liquid fuel, so these are chock full of monopropellant. They can be used as orbital tugs for small objects with the right-sized docking port. Their main function, though, is to allow a bit more stand-off distance between a docking vessel and the OGS, to keep things from getting too crowded.

Here's the OGS:
AS-297_zpskxpw9ccg.jpg

The booster was way overkill. Once it got to the correct orbit, I figured I'd just leave it attached and use it as a fuel depot. There are four 1.25m docking ports around its equator. As you can see, docking a large vessel would be difficult, so some stand-off distance will be required.

First proof-of-concept vessel, I used some long tanks that came with a mod, but discovered they could only hold liquid fuel and/or oxidiser, and I wanted to be able to refill monopropellant, as well (not a drop on the OGS, yet).
AS-2_zpsueufdzat.jpg

The front bit was supposed to have monopropellant in it, but I forgot to change it before launching. It served as the basis for the next design. The rear bit is a larger tank with docking ports at each end. It was one of the earliest designs.

The later one has a FL-T800 fuel tank with a large 1.25m monopropellant tank at each end, among other things. Sorry about the picture quality. Sometimes I get too interested in what's going on and forget to take pics.
AS-67_zps2rglwust.jpg
 

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20 minutes ago, Joco223 said:

@el_coyoto What part mods do you have? Thats sattelite looks realy good ;)

Thanks @Joco223!
The fuel tank is a procedural fuel tank and I slapped some scansat equipment onto it along with the stock sciencey bits. The probe core is from the Asteroid day official mod IIRC...

Edited by el_coyoto
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15 hours ago, Hotaru said:

Spent the last couple days playing a pure-stock career. No MJ, no KER, no KAC, none of the mods I'm used to relying on, just cosmetics, UI mods and KJR (without which all but the simplest rockets make the game pretty much unplayable on my system due to strut-induced lag). It's been interesting, although I'm going to have to call it quits soon because even with the few mods I do have my OSX install crashes after a half-dozen scene changes. (Seriously, how is anyone managing to play anything other than a bone-stock game without either Linux or the 64-bit hack? How did I manage to do it back in 0.90?)

 

Well, oddly enough, I've been playing bone-stock (1.02) since I started, and on a laptop that is wholly unsatisfactory for gaming.  I don't know the stats off-hand, but I bought it new & on sale about a year ago for $400, and though it is Very slow, I have had only about 6-7 CTD/Kraken events combined, and from only one of those did I ever lose a single probe.  I can literally play for 12 hours straight 2 days in a row and be shocked if it does glitch.  That is one of the reasons why I have avoided mods of any kind, as the un-modded game is (to me) clearly more trouble-free.

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Took me two nights of redesigning, flying and crashing, but I did it.

It's an early career vertically launched spaceplane that takes eight tourists to orbit, than glides down. 29 parts, highest tech on it is the long mk1 fuselage. And it took me an awful lot of iterations to succeed. On the test run, it decided on 10.000 meters that it wants to go to polar orbit. So it did 2-3 flips and I could only stabilize it northwards. But in this final version I was expecting such, so it's packed with a ton of extra dV.

44IC7iR.png
Val, after admitting the passengers that it was her first time in space too.

Edited by Evanitis
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4 minutes ago, Evanitis said:

Took me two nights of redesigning, flying and crashing, but I did it.

It's an early career vertically launched spaceplane that takes eight tourists to orbit, than glides down. 29 parts, highest tech on it is the long mk1 fuselage. And it took me an awful lot of iterations to succeed. On the test run, it decided on 10.000 meters that it wants to go to polar orbit. So it did 2-3 flips and I could only stabilize it northwards. But in this final version I was expecting such, so it's packed with a ton of extra dV.

44IC7iR.png
Val, after admitting the passengers that it was her first time in space too.

...well, nuts.  I want my sun and my sky to look like that.  :(   - gorgeous, absolutely gorgeous.

Hurry up 1.1 !!!

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4 minutes ago, GarrisonChisholm said:

...well, nuts.  I want my sun and my sky to look like that.  :(   - gorgeous, absolutely gorgeous.

Hurry up 1.1 !!!

Umm.. I play on a potato. 2.8 GHz Duo, GF 9600 gt, 4g ram

I found that I barely notice a performance drop if I steer clear of visual mods with many big textures and part mods.

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I was looking at some of the screenshots in my old KSP versions, and I found the version where I had a VTOL quadcopter, so I spent some time playing around with it. I'm a much better pilot with it than I used to be, and I think .19 was the last version that mod worked with, so I'm glad I kept it. Picking up heavy loads is still terrifying (like a kite in a tornado), but it's great fun. I am thinking about recreating this as a vanilla craft with jets, though I have to admit that it would lose something without tilting engines. With this craft, I can angle the engines forward and fly it long distances quite nicely. Something with fixed engines would only be suitable for the KSC.

Also, I don't have a winch mod anymore, so it wouldn't be able to carry stuff.

 

nezj4.jpg

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I went back to Jool to test version 3 of my Joolian Aircraft...it was just beautiful. I managed to stabilize the craft and successfully have maintained a stable altitude!

 

 

 

Edited by Jatwaa
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9 hours ago, GarrisonChisholm said:

Well, oddly enough, I've been playing bone-stock (1.02) since I started, and on a laptop that is wholly unsatisfactory for gaming.  I don't know the stats off-hand, but I bought it new & on sale about a year ago for $400, and though it is Very slow, I have had only about 6-7 CTD/Kraken events combined, and from only one of those did I ever lose a single probe.  I can literally play for 12 hours straight 2 days in a row and be shocked if it does glitch.  That is one of the reasons why I have avoided mods of any kind, as the un-modded game is (to me) clearly more trouble-free.

My experience is that a completely stock game generally runs fine on any platform. A few informational mods generally don't hurt, but as soon as I start adding part or cosmetic mods, 32-bit starts crashing pretty regularly. This install doesn't have any part mods, but it does have EVE and Texture Replacer, both of which are pretty memory-hungry. 

I also seem to have lower tolerance than a lot of people for low FPS. Anything under 20 bothers me, and I consider anything less than 10 unplayable. That together with a slowish CPU pretty much limits me to about 100 parts--hence why I can't really do much without KJR. 

 

Anyway, more progress on my stock career:

h5hZ96M.png?1

First landing on Minmus, now with the three-seater pod. 

 

q7Kbdrh.png?1

Uprated version of the launch vehicle adds a transfer stage for interplanetary missions. 

 

nXEjUzr.png?1

A double mission sends one crew to Duna...

 

zp5VZFk.png?1

...and another to Ike.

I'll probably have to stop once I've got these crews back; the constant restarts are annoying, and I'm looking forward to getting back to my main save anyway. Even with only one landing in one biome for each mission, this will still bring back enough science to unlock most of what's left of the tech tree. A flight or two with the gravioli detector should finish it off. 

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7 hours ago, Munar Faliure said:

After taking a LONG break on KSP I decided to come back to the game!
 

Since then, I built a horribly inefficient SSTO.

Welcome back!

So you return from a break and start with an SSTO? My man!

Hints: since a few versions one intake can feed multiple jet engines - adding more helps nothing, it's just dead-weight. They have different performance based on speed and altitude - shock cones can handle the most height at supersonic velocity. And closing them doesn't change drag anymore, so you can ignore that. My guess is that if you cut down most of those radially attached things from that and leave only 2-4 Rapiers, it'll be able to land on Minimus and come back.

By the way... these days we can land on water or take off from it. If you like spaceplanes, there's a seaplane-to-orbit-challenge that you might enjoy (link in sig). It's definitely my favorite feature from 1.0.5.

Edited by Evanitis
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Quote

So you return from a break and start with an SSTO? My man!

Oh! well thank you! It took a couple hours to get used to all this new stuff when building this plane and in hindsight I really should've started off with something small, like a minmus trip. But instead i built that monstrosity.

Quote

since a few versions one intake can feed multiple jet engines 

Oh, wow, I wish I knew that earlier. It would really help with the clutter on the back end of the plane!

Edited by Munar Faliure
spelling error
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