Red Iron Crown Posted May 30, 2016 Share Posted May 30, 2016 I did my first ever public stream with the Go For Launch people. There were glitches and an unfortunate error resulting in science loss, but it was a bit of fun launching sounding rockets for profit and Science! The recordings of the stream have been uploaded to youtube, you can check them out here: https://www.youtube.com/channel/UC01nsotFGy-bOXqJwA9nbQQ Pardon the relative lack of voiceover, I had no voice comms and the PAO narrating could only see the stream, which was 5-10s behind the live feed. Quote Link to comment Share on other sites More sharing options...
Overland Posted May 30, 2016 Share Posted May 30, 2016 (edited) driving the Puma Rover Puma Class Overland Train Testing future long haul high capacity fuel haulage for an outlying refinery/launch base She does her creator proud, the puma rover system excels at being a land train both in placement of nodes, overall stability and durability I must also say, her once ugly looks have grown on me shes beautiful Edited May 30, 2016 by Overland Quote Link to comment Share on other sites More sharing options...
awfulhumanbeing Posted May 30, 2016 Share Posted May 30, 2016 Done like 20 tries with 50 kerbals dead to perform a STS-1 mission. (check it out in the shuttle challenge thread) Quote Link to comment Share on other sites More sharing options...
The_Rocketeer Posted May 30, 2016 Share Posted May 30, 2016 @Overland love it! Have you shared these crafts for download anywhere? How fast does she go? Quote Link to comment Share on other sites More sharing options...
SSgt Baloo Posted May 30, 2016 Share Posted May 30, 2016 Today I decided to experiment (some more) with roof-mounting the inflatable heatshield. Once it's deployed, even when its as small as this, you can start slowing down even if you're just skimming Kerbin's atmosphere. I seem to have reinvented the shuttlecock. More here: http://s28.photobucket.com/user/SSgtBaloo/slideshow/26May16-II Quote Link to comment Share on other sites More sharing options...
justidutch Posted May 30, 2016 Share Posted May 30, 2016 (edited) The fully loaded Minmus Factory ship returned to low Kerbin orbit, by way of Mün gravity assist pictured here. This is more or less a test run to see how much fuel can be returned with the factory ship itself, instead of using a dedicated tanker. Expectations are that a tanker will be beneficial instead of using the factory ship to haul fuel back to where its needed most. Then made the first of two rendezvous with the Solar-ResQ-ResQ mission. There is one other Kerbal to pick up as well, but this won't happen for a couple weeks yet as the most fuel efficient path is awaited. Edited May 30, 2016 by justidutch Quote Link to comment Share on other sites More sharing options...
Fail-Man 3D Posted May 30, 2016 Share Posted May 30, 2016 I decided to bite the bullet and upgrade to 1.1.2, which (due to a Linux-specific known bug in Unity 5) involved extending my custom mod-managing shell script to also manage WINE prefixes. Quote Link to comment Share on other sites More sharing options...
fourfa Posted May 30, 2016 Share Posted May 30, 2016 2 hours ago, justidutch said: Then made the first of two rendezvous with the Solar-ResQ-ResQ mission. This is a thing of beauty Quote Link to comment Share on other sites More sharing options...
stratvox Posted May 30, 2016 Share Posted May 30, 2016 6 minutes ago, Fail-Man 3D said: I decided to bite the bullet and upgrade to 1.1.2, which (due to a Linux-specific known bug in Unity 5) involved extending my custom mod-managing shell script to also manage WINE prefixes. Interesting. Can you discuss that in some more detail? I'm not aware of this and would like to know more... Quote Link to comment Share on other sites More sharing options...
Fail-Man 3D Posted May 30, 2016 Share Posted May 30, 2016 (edited) 24 minutes ago, stratvox said: Interesting. Can you discuss that in some more detail? I'm not aware of this and would like to know more... I run lots of mods (so many that KSP routinely uses 20+ GB of RAM), and like to experiment with different sets of mods for different projects. Instead of using CKAN, I manage my mods with a custom set of shell scripts that call UnionFS-FUSE to do the actual work. UnionFS-FUSE supports copy-on-write, which allows me to fake having multiple installed KSPs for different (incompatibly-modded) projects while saving lots of disk space (only files that are changed get copied). Example script (written for WINE + the Windows version of 1.1.2 to avoid the infamous "double free or corruption" bug in the Linux version of Unity 5): #!/bin/bash # vim: fenc=utf-8 nobomb ff=unix ft=sh ts=4 sts=0 sw=4 noet KSPPREFIX="$(basename -s .sh $0)" # name of the KSP prefix to use, derived from the name of this file KSP_TYPE="win64" # added 2016-05-30 for WINE support KSP_VERSION="1.1.2" # added to separate 0.90 stuff from the mishmash of other mods KSPDIR="${HOME}/ksp" # where the whole tree lives KSPDIR_MOUNTS="${KSPDIR}/mount-points" # where UnionFS mountpoints are KSPDIR_STORAGE="${KSPDIR}/unionfs-storage" # where UnionFS write-diversion directories are KSPDIR_MODS="${KSPDIR}/overlay-mods/${KSP_VERSION}" # where mods live KSPDIR_SCRIPTS="${KSPDIR}/scripts" # where these mount scripts live KSPDIR_BASES="${KSPDIR}/app-templates" # where stock KSP releases live KSPDIR_LOCAL="${KSPDIR}/local-overlays" # local empty-file overrides and tweaks live here to avoid confusing them w/ actual mods KSPDIR_DOCS="${KSPDIR}/docs/${KSP_VERSION}/${KSPPREFIX}" # user-generated documentation e.g. for craft files mkdir -p "${KSPDIR_DOCS}" # where unionfs writes changes. # This is NOT the mountpoint, setting it to the mountpoint causes an infinite loop!. # Must be the only RW entry unless you *want* your mods to get clobbered. KSPPATH="${KSPDIR_STORAGE}/${KSPPREFIX}=RW" # mods go here (if 2 or more share an internal pathname, then the first in the list takes priority)… # the GameData dir goes into ${KSPDIR_MODS}/<mod-name>/ KSPPATH+=":${KSPDIR_MODS}/MechJeb2-2.5.7.0=RO" # mechjeb.com ##### BASE GAME & TWEAKS KSPPATH+=":${KSPDIR_BASES}/KSP_${KSP_TYPE}_${KSP_VERSION}=RO" # apply all the previous lines to this base... cd "${KSPDIR}" # chdir into the instroot mkdir -p "${KSPDIR_STORAGE}/${KSPPREFIX}" UNIONFS_OPTS="default_permissions,use_ino,noatime,cow,statfs_omit_ro,hide_meta_files" mount_point="${KSPDIR_MOUNTS}/${KSPPREFIX}" mkdir -p "${mount_point}" /usr/bin/unionfs -o "${UNIONFS_OPTS}" "${KSPPATH}" "${mount_point}" case $KSP_TYPE in 'win64') # setup write diversion for Wine prefix winemnt="${KSPDIR}/.winemnt/${KSPPREFIX}" # mount point winestor="${KSPDIR}/.winestore/${KSPPREFIX}" # UnionFS write dir winepfx="${KSPDIR}/.wineprefixes/KSP_${KSP_TYPE}_${KSP_VERSION}" # UnionFS template dir, FIXME this currently needs to be set up manually with winecfg mkdir -p "${winemnt}" "${winestor}" /usr/bin/unionfs -o "${UNIONFS_OPTS}" "${winestor}=RW:${winepfx}=RO" "${winemnt}" echo "cd \"${mount_point}\"" echo "optirun -b virtualgl --no-failsafe env WINEPREFIX=\"${winemnt}\" wine \"./KSP_x64.exe\"" echo "" echo "To unmount:" echo "fusermount -u \"${winemnt}\"" echo "fusermount -u \"${mount_point}\"" ;; 'linux') echo "cd ${mount_point}" echo "optirun -b primus --no-failsafe ./KSP.x86_64" echo "" echo "To unmount:" echo "fusermount -u \"${mount_point}\"" ;; esac Edited May 30, 2016 by Fail-Man 3D Added link to KSP Forums thread on the Unity5 double-free bug Quote Link to comment Share on other sites More sharing options...
fourfa Posted May 30, 2016 Share Posted May 30, 2016 (edited) I made a spaceplane. Very basic, but something about the profile makes me very happy. On a side note, 4X RAPIERs in a Mk2 might be abusing the 'easy' button a bit much. Press space, rotate, hold 20 degrees, circularize, 12 tons to orbit. Also, the trick of putting an antenna on the nose of the Mk2 cockpit is probably OP. Heating simply ceases to be a concern. Edited May 30, 2016 by fourfa Quote Link to comment Share on other sites More sharing options...
Overland Posted May 30, 2016 Share Posted May 30, 2016 4 hours ago, The_Rocketeer said: @Overland love it! Have you shared these crafts for download anywhere? How fast does she go? Thanks Ive tried many rovers from the caribou, malimute, that M something and a few others from different creators.. But in the end I found the simple smooth lines of this puma to be both industrial looking and framerate friendly The key to the smooth articulation is each front wheelset after the control cab has a infernal robotics free spinning docking washer . Each rear wheelset is fixed.. So that the drawbar of the leading wagon ( or control cab) steers it.. Much like a stagecoach or... Trackless park train No docking ports in use its all permanently coupled. Although KAS wrench fixes that if needed Sadly the wheels are modified by myself from stock at this stage..so craft files arnt practical until I can get some modual manager stuff online Top speeds around 40m/s Traction and friction are set differently in the train..the magic cruise speed is still 30 for safety... But full articulation to wind around KSC taxiways levels out at 5ms for maximum traction and steering..im happy to say though shes a heavy beast and the weight of the train even at yard speed needs to be respected Using the mark 1 cockpit the creator says is a placeholder...personally I love it though, its the perfect cab to drive in IVA Also using wheelsound mod.. All them wheels powered as she glides by is quite impressive to hear..very train like Quote Link to comment Share on other sites More sharing options...
stratvox Posted May 30, 2016 Share Posted May 30, 2016 42 minutes ago, Fail-Man 3D said: I run lots of mods (so many that KSP routinely uses 20+ GB of RAM), and like to experiment with different sets of mods for different projects. Instead of using CKAN, I manage my mods with a custom set of shell scripts that call UnionFS-FUSE to do the actual work. UnionFS-FUSE supports copy-on-write, which allows me to fake having multiple installed KSPs for different (incompatibly-modded) projects while saving lots of disk space (only files that are changed get copied). Example script (written for WINE + the Windows version of 1.1.2 to avoid the infamous "double free or corruption" bug in the Linux version of Unity 5): So you're running the Windows version under Wine then? Interesting... thank you for the feedback, it's appreciated. I wonder if there's a fix in the pipeline for the unity bug. Hope so... my game runs pretty stable but it does cack out from time to time. I may have to take a shot at running under Wine to see if things improve. I'm on Steam, I see my biggest problem being getting Steam to download the Windows version as my machine doesn't have any. At any rate, thanks for the quick reply! Quote Link to comment Share on other sites More sharing options...
cantab Posted May 30, 2016 Share Posted May 30, 2016 Sent the Britannia some more fuel and landed her back at Kerbin. Well, most of her. 40 km was too low a periapsis for a re-entry at the speeds involved. I don't think English has a word for travel between moons, that would be the equivalent to "interplanetary" and "interstellar". Interlunar would be specific to the Moon (Luna in Latin) and anyway has an established non-spaceflight meaning. Intermoonly and intermoonish have not been used. Intersatellite has connotations of artificial satellite stuff. Quote Link to comment Share on other sites More sharing options...
pasukaru76 Posted May 30, 2016 Share Posted May 30, 2016 57 minutes ago, cantab said: I don't think English has a word for travel between moons, that would be the equivalent to "interplanetary" and "interstellar". Interlunar would be specific to the Moon (Luna in Latin) and anyway has an established non-spaceflight meaning. Intermoonly and intermoonish have not been used. Intersatellite has connotations of artificial satellite stuff. I like the sound of "intermunar" or "transmunar", though that only works for KSP and not so much for real life. Quote Link to comment Share on other sites More sharing options...
Itsdavyjones Posted May 30, 2016 Share Posted May 30, 2016 (edited) Conducted the KRC IV mission. KRC being Kerbal Recovery Mission, for I was contracted to rescue Cerelle Kerman from orbit of Kerbin, where, for some reason, was beyond the Mun. Only problem was fuel. Due to loading loads of monoprop that is only used for power until I get RCS, I was short on fuel. AFter dumping most of it, I was able to get enough delta V to get a close approach and still return to Kerbin, but not enough to actually rendezvous. As such, at the closest approach, there was a 275m/s difference between ships, but was within the realm of having Cerelle EVA to the rescue ship, which after slowing down enough, was 10k away, making for a fairly long trip away from any ship. The mission was a success, and TReC IV is now in the designing phase to allow more fuel on the orbital segment. Edited May 30, 2016 by Itsdavyjones posted without being completed Quote Link to comment Share on other sites More sharing options...
AeroGav Posted May 31, 2016 Share Posted May 31, 2016 I finally finished my stock Duna SSTO, and got to find out if it can land. Along the way, I met the Kraken, and forgot which action key opens the service bays, which one unfurls the ventral radiator, and which one deploys the dorsal solar array, to much amusement. A bit cramped, but Kerbals don't seem to mind. Quote Link to comment Share on other sites More sharing options...
Draco T stand-up guy Posted May 31, 2016 Share Posted May 31, 2016 1 hour ago, Itsdavyjones said: As such, at the closest approach, there was a 275m/s difference between ships, but was within the realm of having Cerelle EVA to the rescue ship, which after slowing down enough, was 10k away Well, I've done the 275m/s speed difference but not the 10k. I like to able to see the ship when I leave Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted May 31, 2016 Share Posted May 31, 2016 I made my 1st interstellar trip in @Sigma88's Galactic Neighborhood. I decided to go to Kalgol because it's relatively close and it was spectacular. This is a very close binary of monster starts and one star is visibly (with animation) getting eaten by the other one. Using the small USI warpdrive, the trip took 3.75 hours of gametime, which I spent playing a lot of solitaire at 4x physical warp. But it was worth the trip. The ship had to be refueled twice en route with HyperEdit but this was just to see how such trips work. I learned a fair amount, which was the whole point. Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted May 31, 2016 Share Posted May 31, 2016 (edited) Messed with low-tech spaceplanes ( more in the FAR craft thread in the Craft Exchange forum ). Only part mods used, B9 pWings & Procedural Parts Edited May 31, 2016 by Van Disaster Quote Link to comment Share on other sites More sharing options...
magnemoe Posted May 31, 2016 Share Posted May 31, 2016 Landed this oversized landed on Duna in an mission to capture all the science. Its basically the interplanetary transfer stage with an lander can and science gear, benefit is that I can drop the extra lander, downside is that its uses a lot of fuel. This small base on Ike uses 14 days to fill it Quote Link to comment Share on other sites More sharing options...
DunaRocketeer Posted May 31, 2016 Share Posted May 31, 2016 I got my Jool exploration ship into orbit around Pol yesterday. Everything seemed to be fine and going really well until I discovered that the left and right leading wing segments of my Laythe lander were gone! Pressing F3 to review flight events didn't reveal what happened, they just... weren't there any more . Since I don't believe it was my fault but was in fact a game bug, I didn't have any qualms about turning on infinite fuel and sending a spacecraft with replacement wings on a straight-line trajectory to Jool. It got there in less than ten days game time and KAS allowed me to put the new wing segments onto my lander: Happy times are here again! Quote Link to comment Share on other sites More sharing options...
Slam_Jones Posted May 31, 2016 Share Posted May 31, 2016 (edited) Started a heavily modded career. So far been doing mostly local science collecting contracts and transporting VIPs and tourists. Tried doing a rescue mission for two mountain climbers and managed to lose my rescue engineer by accidentally hitting the mountain... Luckily I recovered and at least saved the two pilots and the chopper. Called it off after that since it's a no revert, no quicksave career. This is the latest chopper I've been using, which is incredibly fuel hungry, thus the fuel tanks all over. Edited May 31, 2016 by Slam_Jones Quote Link to comment Share on other sites More sharing options...
Bev7787 Posted May 31, 2016 Share Posted May 31, 2016 Builds rocket for a crewed shuttle, ends up making a rocket SSTO to launch it into orbit. Quote Link to comment Share on other sites More sharing options...
Kertech Posted May 31, 2016 Share Posted May 31, 2016 41 minutes ago, Bev7787 said: Builds rocket for a crewed shuttle, ends up making a rocket SSTO to launch it into orbit. My Life!!!!! Quote Link to comment Share on other sites More sharing options...
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