NISSKEPCSIM Posted July 1, 2017 Share Posted July 1, 2017 I made a second mission patch - this one for the Soviet Zarya-2 MOR (Munar Orbit Rendezvous) Munar landing mission: Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted July 1, 2017 Share Posted July 1, 2017 1 hour ago, NISSKEPCSIM said: 9 hours ago, NISSKEPCSIM said: Kerman, Kerman, Kerman... Kerman, Kerman, Kerman... call me a conspiracy theorist, but... I'm sensing a... pattern here.... Quote Link to comment Share on other sites More sharing options...
Puggonaut Posted July 1, 2017 Share Posted July 1, 2017 Built a Mobile Home for the Kerbals Quote Link to comment Share on other sites More sharing options...
Jouni Posted July 2, 2017 Share Posted July 2, 2017 I had some more time to play KSP, so I returned to my Tylo expedition. Starting from 5N, I soon crossed the equator. Which was conveniently drawn on the ground. Spoiler My rover driving skills keep improving all the time. I also realized that if I remap rover controls, prograde SAS can keep the rover under control in seemingly impossible situations. At around 30S, the mountains started getting higher. I climbed to the highest nearby peak, which was 9911 m above the baseline. That was a mistake. Behind the mountain was an utterly ridiculous crater. There was no way I could descend into it, so I had to go around . Eventually the crater rim became too narrow to drive. I tried traversing the crater wall, but soon the rover was heading down. That was the quickest kilometre I have ever descended in a rover. SAS performed its miracles, and I only broke three wheels. Spoiler The altitude is still almost 7.5 km, so I'm nowhere near the bottom. It will probably be the best to head southwest and cross the crater rim at a point where the slope is more gradual. Quote Link to comment Share on other sites More sharing options...
invision Posted July 2, 2017 Share Posted July 2, 2017 i played fling the kerbals which is basically shaping the pod as aerodynamic as possible and going 2000+ m/s and decouple it and see where it lands Quote Link to comment Share on other sites More sharing options...
Drakenex Posted July 2, 2017 Share Posted July 2, 2017 More Artemis stuff, ready to go! Quote Link to comment Share on other sites More sharing options...
qzgy Posted July 2, 2017 Share Posted July 2, 2017 15 hours ago, NISSKEPCSIM said: I completed my first ever mission patch! (For the Artemis-1 Mun mission) Cool! This reveals the problem with Kerbal Space Program astronauts - nepotism. Quote Link to comment Share on other sites More sharing options...
Mikki Posted July 2, 2017 Share Posted July 2, 2017 On 30.6.2017 at 10:50 PM, Partperpart said: Make my first orbit Hi there... You`re in. Welcome to the forums! Quote Link to comment Share on other sites More sharing options...
qzgy Posted July 2, 2017 Share Posted July 2, 2017 (edited) On 6/30/2017 at 4:59 PM, Skylon said: If so, how would I fix it without moving the wing? You could try giving it some anhedral (point the wings at a slight down slope.) This should lower the CoL relative to the CoM, and doesn't really change the positioning. Alternatively, clip in more control surfaces. In other news, I made an SSTO. Which goes to orbit with a lot less Delta-v than I would like (still a bit over 1000 m/s but I like to have excess). Not to worry, it has ISRU. Pretty sure I can make it more ssto-ey by reducing the amount of oxidizer on launch. Hoping I can do a Tylo landing in this (also, I've never really landed on Tylo. Closest I got was smashing into the surface at a couple 100 m/s). It has a rhino engine stuck on the back, so if that in conjunction with the rapiers can't do it.... might have to carry a dedicated lander. Edited July 2, 2017 by qzgy Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted July 2, 2017 Share Posted July 2, 2017 2 hours ago, Drakenex said: More Artemis stuff, ready to go! Mods plz. Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted July 2, 2017 Share Posted July 2, 2017 I played around a bit with "Dying Duna" before reverting to my Rald-Duna mod and continuing my 3x save, I need Scatterer to update: Spoiler It would soon be time to depart for the Rald-Duna-Ike system, so I thought about sending a lightweight, slow flying craft as a complement to the heavy cargo SSTOs. I made an electric fan plane (My e-fan mod,uses the goliath model reduced in dimensions by 50%, lowered thrust and mass obviously, lowered the TWR a bit, modified the velocity curve so it can't exceed mach 1 - but the thrust to air density curve is the same). This electric plane was able to fly on Rald: But each motor produced just 2.4 kN of thrust at low altitude on Duna (side note, I increased Duna's gravity to 0.376), and I was unable to have it take off, so I switched its propusion to engines from my personal turborocket engine mod: The engines were heavier, the plane was heavier (due to fuel), but the thrust was 4x greater, still a 0.32 TWR wasn't enough for a safe takeoff. But I made this engine dual mod like the panther: -Isp is based off of the stock engines, multiplied by 0.9/2 , the stock LF:(LF+Ox) ratio. Rald hangs overhead as it cruises in turbine mode: But ultimately, I decided not to send either of them just yet. After completing the ejection burn from Minmus, the main ship falls toward its low kerbin perapsis: Of course, the ejection burn occurs in the dark: Many other vessels follow: These are: the main habitat ship (fuel depot and station upon arrival), an all in one Ike miner and fuel tanker (don't really want to refuel from Duna or Rald), the Duna cargoshuttle, the Rald Cargo shuttle, and the tug carrying the surface base modules. I'm quite pleased with the trajectories I ended up with, almost all are capturing in the system with a gravity assist from Duna. For the Ike Miner, I managed to get a duna gravity assist with a trajectory afterwards that takes it right by Ike with only a relatively low capture burn required Spoiler I also had probes reach Moho and Eve. The eve one was sent well outside the optimal transfer window, and despite having ion propulsion, is looking rather low on dV for a 3x rescale game, I scanned Gilly, and am slowly aerobraking it to scan Eve, then it will return to an orbit of Gilly to act as a relay, I probably should have given it a heatshield so I could have aerocaptured it to stay in Eve orbit in the first place. Also delivered one more module to my Minmus and Mun bases. The bases can support (ie produce enough food for) 8 kerbals, but they only have space for 7. Additionally, the dropships have a crew capacity of 1, and the only other module that I can load in the dropship to hold crew (deployable modules from kpbs can't hold crew when retracted) is the central hub, which is annoying to take out for the purposes of shuttling crew. Also the bases can produce water in large excesses, but only recycle waste to produce food/O2. So I added a water splitter to produce O2 in excess as well. The new module serves to convert the dropships into crew shuttles, allow the base to produce surplus O2 to resupply other vessels, and comfortable house more kerbals (dedicated hab space for 6, space for 4 more in 2 command modules, space for 2 more in the greenhouse, Spoiler If I just add a lab module. it will have everything I can think of that I might want out of it Quote Link to comment Share on other sites More sharing options...
eddiew Posted July 2, 2017 Share Posted July 2, 2017 (edited) Repeatedly forgot to take interesting screenshots... did my best with what there was This mission will be kerbalkind's first visit to Mars, and since we couldn't afford a return vehicle, also the first long-term habitation in space! Which is not to say that this mission is one-way, we'll bring Shatner and co home at some point, but right now we're starving for science. We're hoping that there's enough fuel aboard to allow the lander to make 2-3 visits to the martian surface and the lab will make the most of the data thus gathered. Basically we're assuming that future technology will solve all our problems while not changing anything about how we go about our lives. Also, during the docking we realised that the station has zero torque so... that was fun. With the lander docked, some orbital experiments are run and the lab swings into action - which raises an immediate concern. Apparently the engineering team forgot that solar panels don't work as well at Mars as they do at Earth, and it turns out the lab will only have sufficient power when the lander's solar panels are available. Well... that's fine. It's a one kerman lander anyway and our only pilot is Shatner, so we don't imagine he'll waste much time on the surface. Especially if we remove all the snacks from the lander before we send him down. Edited July 2, 2017 by eddiew Quote Link to comment Share on other sites More sharing options...
eddiew Posted July 2, 2017 Share Posted July 2, 2017 (edited) Got sick of "explore" contracts nagging me to rendezvous/dock two vessels and perform crew transfers around Earth/Moon, so built two simple pods and decided to get it over with. Sending the assemblage to Moon as a single unit was an experiment. Docking/undocking in lunar orbit did result in being credited for docking, but I wasn't able to get it to trigger a rendezvous, despite getting the pods a full 5km away from each other. Luckily, I had an old satellite in a nearby orbit, so we rendezvoused with that instead. Which also didn't trigger the rendezvous. It's possible that I have done that before. The important point is that the contract system has finally gotten over Earth+Moon and asked me to explore Deimos. I was kind of hoping for Venus or Jupiter, but this is better than nothing. Re-entry was surprisingly safe, even with the pods still docked. Only popped them apart on the final descent and let them drift down within 150m of each other to land on the dry wasteland of California... Edited July 2, 2017 by eddiew Quote Link to comment Share on other sites More sharing options...
Drakenex Posted July 2, 2017 Share Posted July 2, 2017 6 hours ago, CatastrophicFailure said: Mods plz. There are a lot of custom edited textures and other stuff but basically: BDB Bobcat Altair Descent stage (custom textured) CMES/ Fustek HAB Procedural fairings KIS containers Alcor POD RLE Nimbus engine Quote Link to comment Share on other sites More sharing options...
joacobanfield Posted July 2, 2017 Share Posted July 2, 2017 I built a kerbal launcher...basically a Mainsail, fuel tank, and command pod. Current distance record is Val at 700M and 50° inclination. Quote Link to comment Share on other sites More sharing options...
TheDARKOMETER Posted July 2, 2017 Share Posted July 2, 2017 (edited) Today I made a space station. and its one of the most Huge space stations I ever made. Edited July 2, 2017 by TheDARKOMETER Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted July 2, 2017 Share Posted July 2, 2017 3 hours ago, eddiew said: Got sick of "explore" contracts nagging me to rendezvous/dock two vessels and perform crew transfers I tend to treat those contracts as an excuse to build a station. That way there's actually some purpose to the spacecraft that get sent for the contract. Quote Link to comment Share on other sites More sharing options...
eddiew Posted July 2, 2017 Share Posted July 2, 2017 (edited) 5 minutes ago, eloquentJane said: I tend to treat those contracts as an excuse to build a station. That way there's actually some purpose to the spacecraft that get sent for the contract. The way I've handled the Mars mission overall has certainly played into that; station and lander went separately, so all the rendezvousing docking and transferring naturally fell out of it. On the other hand, when it's a task to do the same thing around like... Deimos. Which has about 2 biomes. I just don't care, it doesn't need that level of expedition, and I wish it wouldn't clog up the contracts system. My biggest gripe at the mo is that you seem to be expected to do everything around whichever planet the contracts have glommed onto before it will give you exploration missions for anywhere else Edited July 2, 2017 by eddiew Quote Link to comment Share on other sites More sharing options...
Kerbital Posted July 2, 2017 Share Posted July 2, 2017 On 5/11/2017 at 5:35 PM, juvilado said: mmm does watching the forum and answering some questions count as doing KSP stuff? Yes? :-) No, that's Elite Dangerous where most action happens on the forums and on Youtube. Quote Link to comment Share on other sites More sharing options...
GDJ Posted July 2, 2017 Share Posted July 2, 2017 (edited) Made the Kerbin system a little more interesting by adding a captured rogue planet just inside Kerbin's SOI (Thanks to IA Revived!) Also did some adjusting to IA, like putting Lich about....2 LY from Kerbol. It's really far away now. Edited July 2, 2017 by GDJ Quote Link to comment Share on other sites More sharing options...
qzgy Posted July 2, 2017 Share Posted July 2, 2017 3 minutes ago, GDJ said: Made the Kerbin system a little more interesting by adding a captured rogue planet just inside Kerbin's SOI (Thanks to IA Revived!) That's cool. What about giving it a highly ellptical orbit? Quote Link to comment Share on other sites More sharing options...
Alchemist Posted July 2, 2017 Share Posted July 2, 2017 Just watergliding And with polar caps being a few meters of vertical wall above the water, guess how Maxvy Kerman got up there to place the flag Quote Link to comment Share on other sites More sharing options...
Kerbital Posted July 2, 2017 Share Posted July 2, 2017 12 hours ago, qzgy said: Cool! This reveals the problem with Kerbal Space Program astronauts - nepotism. I heard a class action lawsuit is coming up. Kerman, Kerman and Kerman law firm has been hired. Quote Link to comment Share on other sites More sharing options...
GDJ Posted July 2, 2017 Share Posted July 2, 2017 (edited) 35 minutes ago, qzgy said: That's cool. What about giving it a highly ellptical orbit? Thinking about that and giving it a very inclined orbit as well (kinda like a captured planet would have). Right now I'm just getting the planet around Kerbin, altering it's backstory in the planet's description (basically a rogue planet that drifted into Kerbin's SOI about 3 billion years ago). It's neat. You can see Braciaca from the ground in daylight, but it's a bit far away for another eclipse of the sun. Edited July 2, 2017 by GDJ Quote Link to comment Share on other sites More sharing options...
EpicSpaceTroll139 Posted July 2, 2017 Share Posted July 2, 2017 While not technically in KSP, after a very busy weekend, I finally finished putting together the video of the double shuttle launch cluster-[bleep] I mentioned earlier in which I managed to strand two shuttles in orbit. In KSP I successfully rescued them all with a 3rd shuttle launch, and my launch script worked flawlessly. Video will probably be up tomorrow. Hopefully it will qualify in the STS mission challenge. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.