Kertech Posted October 7, 2016 Share Posted October 7, 2016 So as I said above I have deffo got a Spaceplane bug!! How have I ignored them for 2 years! (well probably because they're end career game mode and I never really get to them before I need 100tonne+ lift capacity!!) Testing had its ups And downs Time to show the ones I'm proud of: First off the cormorant 2 (that technically has nothing to do with the original cormorant that didn't make it to orbit ever!) Easy to fly essentially its my long range jet with a rapier engine. Can't get beyond LKO but it's Jebs baby. Along similar lines the Falcon series, 1 & 2 are desgined to look nice (1 looks better but 2 is functional and can take off without a hill!!) mk 2 Then I decided I could more or less crawl so time to sprint, starting the ranger series which are interplanetary capable The I decided that I might want some utility SSTO's enter the eagle series The first in this was the Ranger 1b, basically the above interplanetary plane but with more weighty crew cabins, monoprop and docking equipment Then the Eagle 2 which is my favourite SSTO so far, manourverable, can transport 3 tonnes to LKO and re-enters like a charm!! Finally my mission to create heavy lifters (this was harder than going interplanetary!) First I built big Then I built the Gargantua Which amazingly worked though was not efficient!! So a need for a more user friendly started. I eventually gave up through a load of parts together and strangely it worked!! Quote Link to comment Share on other sites More sharing options...
The Raging Sandwich Posted October 7, 2016 Share Posted October 7, 2016 Tested a Sputnik-Soyuz rocket using mostly stock parts in a pre 1.0 version. Quote Link to comment Share on other sites More sharing options...
GDJ Posted October 7, 2016 Share Posted October 7, 2016 (edited) I've been slowly adding mods to the 1.2 pre release. So far Airplane Plus and Discontinued Parts (both listed as 1.1.3) work well. Neither had any plug-ins so that is probably a reason, but I'll take it. Edited October 7, 2016 by GDJ Quote Link to comment Share on other sites More sharing options...
Kerbinchaser Posted October 7, 2016 Share Posted October 7, 2016 Sent a crazy nuclear ship into orbit. Quote Link to comment Share on other sites More sharing options...
Martian Emigrant Posted October 7, 2016 Share Posted October 7, 2016 (edited) Tried again to get to Eeloo (While keeping the ship below 50t). Succeded this time.... But not enough fuel to come back....I checked again. There should have been enough but..... I learned a lot on this one. For instance Eeloo as a very small SOI. Precise manoeuvre is required to keep it in you "Flight path". I thought I didn't need solar panels as the atomic engine recharges the batteries.....I am not that good at saving them until the next time.....We are talking years. Eeloo is far and there ain't much sunshine. Landing is harder. Daylight is essential....Full daylight. Not a setting sun. The ship toppled. In my mind it was no big deal we'll right her right over......Oops. No RCS and no extra Gyros.....I left them at the shop. Eeloo isn't as slipery as Minmus....Belly takeoff don't work so well. But Jeb got to do a good "Navy Salute". Just wait till next time. I'll be back (And so will Jeb). ME Edited October 7, 2016 by Martian Emigrant Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted October 7, 2016 Share Posted October 7, 2016 In more non-actual-ksp-but-strongly-related news, today (just now in fact) I successfully wrote a new function for my mod, without posting ONE question here or anywhere else. I used what I know of C#, Unity, and the KSP API, and the new KSP API documentation, and a heaping helping of "try stuff until it works" and... it works! I am frankly shocked and amazed. Some day this might be normal, even. Quote Link to comment Share on other sites More sharing options...
MagicFireCaster Posted October 7, 2016 Share Posted October 7, 2016 (edited) This was actually yesterday I landed on the mun piloting with RasterPropMonitors Watch (almost) all on the mission in this album: http://imgur.com/gallery/ifVSH I hope we get to share embed imgur albums again Edited October 7, 2016 by MagicFireCaster Quote Link to comment Share on other sites More sharing options...
Deaf3279 Posted October 7, 2016 Share Posted October 7, 2016 My most recent mission in this video link - https://youtu.be/m2X0ozqvIR4 Quote Link to comment Share on other sites More sharing options...
Argyle MHF Posted October 7, 2016 Share Posted October 7, 2016 (edited) I continued my drive from(Using the Scansat Big Window for reference) the western-most anomaly to the nearest southerly anomaly, in a Buffalo rover. No reason, just a relaxing navigation exercise, I am about 1/3 the way there. Edit: On the Mun. Edited October 7, 2016 by Argyle MHF I'm dumb Quote Link to comment Share on other sites More sharing options...
problemecium Posted October 7, 2016 Share Posted October 7, 2016 (edited) 83m length x 33m diameter. ~300 parts. ~1300 tons. ~8000 m/s delta-V with 100 tons payload capacity. Accommodations for up to 128 Kerbals. ...and counting. Edited October 7, 2016 by parameciumkid figures Quote Link to comment Share on other sites More sharing options...
Benji13 Posted October 7, 2016 Share Posted October 7, 2016 Found out that something I suggested on the bug tracker is being implemented http://bugs.kerbalspaceprogram.com/issues/12755 Quote Link to comment Share on other sites More sharing options...
algwat Posted October 7, 2016 Share Posted October 7, 2016 Did a bit of aircraft building in 1.2-pre, while waiting of the the big release. This is my best almost all stock, fly's better with retro-future engines...8) Quote Link to comment Share on other sites More sharing options...
DerekL1963 Posted October 7, 2016 Share Posted October 7, 2016 Still plugging away on the workups for my Jool-5 challenge run. - Continuing the dress rehearsal, started to set up for the landing on Val when I discovered I was running short of the LF for the T/TV. Since I'd just designed an orbital tug, this was the perfect time to test it! Hyperedited in into Jool orbit with a Jumbo-64 (orange tank) on it's nose and sent it to dock with the mothership... Only to find it didn't have enough monoprop or torque, which was fixed with a quick trip to the VAB and then followed with a successful docking. Still need to update the design of my core vehicle though. LFO for the landers is looking good, mono a bit dicey. Only two moons to go! As always, more details in the thread linked in my sig. The orbital tug in refuelling mode. Quote Link to comment Share on other sites More sharing options...
MiltiTrace Posted October 7, 2016 Share Posted October 7, 2016 14 hours ago, Grenartia said: How's the performance? a perfect school plane - not very fast - 170\180 on sea level, but very stable and calm) Quote Link to comment Share on other sites More sharing options...
Bomaye Posted October 7, 2016 Share Posted October 7, 2016 While waiting and working. And it seems there is a bug on the wheels steering alignment in pre-1.2 with wheels while climbing steep hills. Anyone tryed and reported it? (have search bug tracker, but might be blind.) Quote Link to comment Share on other sites More sharing options...
capi3101 Posted October 7, 2016 Share Posted October 7, 2016 (1.1.3) Did a pair of rescue missions last night, one successful, one not so much. In fairness, Julana's craft did a Mun encounter and I probably could've pulled it off in a Munar flyby, if I had packed Gurney 7 with another 500 m/s of delta-V. Got to watch her debris fly past at two kilometers. The good news is that I did get close enough to her craft to switch control over, and her post Munar-encounter craft puts her in a wonky orbit of Kerbin instead of shooting her out of Kerbin's SOI like I had originally feared, so the possibility is there for me to try again. Should get a multi-star scientist out of the whole deal once I finally do pick her up... Danwig's rescue was as routine as they get. I do have a staging issue with the replica Gurney but I can work that out before I make my next attempt to rescue Julana over the weekend. Picked up a number of contracts for flights in and around KSC; going to try to get those out of the way if I can here in the next few days. Built the Bad Idea 3 for the job but I'll need to upgrade the SPH before I can attempt to fly it - too many parts... Quote Link to comment Share on other sites More sharing options...
eddiew Posted October 7, 2016 Share Posted October 7, 2016 2 hours ago, capi3101 said: (1.1.3) Did a pair of rescue missions last night, one successful, one not so much. In fairness, Julana's craft did a Mun encounter and I probably could've pulled it off in a Munar flyby, if I had packed Gurney 7 with another 500 m/s of delta-V. Got to watch her debris fly past at two kilometers. The good news is that I did get close enough to her craft to switch control over, and her post Munar-encounter craft puts her in a wonky orbit of Kerbin instead of shooting her out of Kerbin's SOI like I had originally feared, so the possibility is there for me to try again. Should get a multi-star scientist out of the whole deal once I finally do pick her up... If you've got control over her now, you might consider using 80% of her RCS fuel to tighten her orbit so she doesn't get a second encounter before you can go out again Unless you also need the pod. But even then I'd be tempted to bail her and guarantee the safety of the kerbal and have only the equipment with a question mark over it... Quote Link to comment Share on other sites More sharing options...
mesocyclone Posted October 7, 2016 Share Posted October 7, 2016 Virda and Sheplas had so much fun testing the new Sword Mk1! Quote Link to comment Share on other sites More sharing options...
Firemetal Posted October 7, 2016 Share Posted October 7, 2016 Ahhhh. @Martian Emigrant. I see you are attempting my challenge! I hope you enjoy it and can't wait to see your entry. Today, I experimented with aircraft launched shuttles. My shuttle carrier on its own however can get to LKO with fuel to spare. Runs out of fuel quite fast with the 63 ton shuttle on top though. It also flips even when I move the remaining fuel to the top during re-entry and the shuttle itself has horrible lift capabilities. I may have to create a new shuttle with a bunch of wings on the bottom to help this and the vector engines on the carrier can compensate for the COL being way behind the COM so I'll move the wings back. Fire Quote Link to comment Share on other sites More sharing options...
capi3101 Posted October 7, 2016 Share Posted October 7, 2016 (edited) 2 hours ago, eddiew said: If you've got control over her now, you might consider using 80% of her RCS fuel to tighten her orbit so she doesn't get a second encounter before you can go out again Unless you also need the pod. But even then I'd be tempted to bail her and guarantee the safety of the kerbal and have only the equipment with a question mark over it... She's back in her debris, unfortunately. Made an attempt to put her in Gurney 7 but after the craft was seven kilometers off and not getting any closer I reverted back and just let it fly off. Craft didn't have RCS anyway (at least, the replica version doesn't; haven't been to the Mün yet to unlock the tech in my laptop save). Incidentally, if anybody knows the keystroke command to reorient a Kerbal to match the direction the camera is facing, I'd sure like to know it. Ostensibly I have a mod that does that very thing but it's either not working or I've got it installed wrong. On a somewhat-related programming note, I did get a new power supply installed into my home desktop this morning and it's up and running. I'm left with the question of which save game I'll be focusing on this evening; even though I'm not as far along with it, there's some interesting stuff going on in my laptop save. Plus it's coughed up two scientists... Edited October 7, 2016 by capi3101 Quote Link to comment Share on other sites More sharing options...
Firemetal Posted October 7, 2016 Share Posted October 7, 2016 10 hours ago, algwat said: Did a bit of aircraft building in 1.2-pre, while waiting of the the big release. This is my best almost all stock, fly's better with retro-future engines...8) That looks... Awesome! Quote Link to comment Share on other sites More sharing options...
DDE Posted October 7, 2016 Share Posted October 7, 2016 Well, I managed to uncover the old 1.0.5 bug that, after some time of playing a save, causes Mk1 pod to suck up the heat from a heatshield connected to it. And it only affects the Mk1 pod. This really rained on my parade. Quote Link to comment Share on other sites More sharing options...
Kryten 2X4B 523P Posted October 7, 2016 Share Posted October 7, 2016 Just messing about in 1.2 pre today, built this : and this : Quote Link to comment Share on other sites More sharing options...
eddiew Posted October 7, 2016 Share Posted October 7, 2016 1 minute ago, capi3101 said: She's back in her debris, unfortunately. Made an attempt to put her in Gurney 7 but after the craft was seven kilometers off and not getting any closer I reverted back and just let it fly off. Craft didn't have RCS anyway (at least, the replica version doesn't; haven't been to the Mün yet to unlock the tech in my laptop save). If you passed close enough to be able to switch to her, you should be able to take command again from the tracking station. IIRC the game will now consider her 'yours' rather than debris - although she may be in the debris tab (Unless reverting meant you didn't get the close pass, in which case ignore me.) Quote Link to comment Share on other sites More sharing options...
capi3101 Posted October 7, 2016 Share Posted October 7, 2016 1 hour ago, eddiew said: If you passed close enough to be able to switch to her, you should be able to take command again from the tracking station. IIRC the game will now consider her 'yours' rather than debris - although she may be in the debris tab (Unless reverting meant you didn't get the close pass, in which case ignore me.) Yeah, I've got command of her pod...oh, I get what you're suggesting - have her bail out and use the suit thrusters to reduce her orbit. A very Kerbal suggestion; I might have to do it... Quote Link to comment Share on other sites More sharing options...
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