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What did you do in KSP1 today?


Xeldrak

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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.

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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

dub2JRR.jpg

HwMhK5W.jpg

UWCaF39.jpg

Edited by Overland
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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.

Screen%20Shot%202016-05-28%20at%201.56.3

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.

Screen%20Shot%202016-05-28%20at%207.34.1

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 by justidutch
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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...

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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 by Fail-Man 3D
Added link to KSP Forums thread on the Unity5 double-free bug
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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 by fourfa
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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 :)

 

 

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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!

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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.

Giving the Britannia our last drops of fuel

 

STS001 COMPLETE! The Britannia has landed!

 

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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. :)

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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 by Itsdavyjones
posted without being completed
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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.

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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 :cool:

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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.

01 Kalgol Orbit

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.

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4FLotmNh.png
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.

e6Eze93h.png
This small base on Ike uses 14 days to fill it :)

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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!

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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.

j27UaDX.jpg

This is the latest chopper I've been using, which is incredibly fuel hungry, thus the fuel tanks all over.

Edited by Slam_Jones
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