CatastrophicFailure Posted October 13, 2017 Share Posted October 13, 2017 Question here for anyone internally familiar with Kerbal Attachment System. I’d rather not plug up that thread with a simple one. When a part is attached using KAS/KIS, as far as the game itself runs, is it considered a single vessel or two “docked” vessels? Quote Link to comment Share on other sites More sharing options...
DAL59 Posted October 13, 2017 Share Posted October 13, 2017 Small communications satellite launched to LKO. Part of my Dmagic/spacey/usi/mostly stockalike career. The rocket, like Goddard's first rocket, was like a pendulum, with thud engines and asparagus staging. Rocket on ascent, first pair of droptanks already jettisoned. Unfortunately, the periapsis ended up being 20km. Quote Link to comment Share on other sites More sharing options...
DAL59 Posted October 13, 2017 Share Posted October 13, 2017 Relay burning up Quote Link to comment Share on other sites More sharing options...
regex Posted October 13, 2017 Share Posted October 13, 2017 (edited) Today was disappointing. It pretty much all started with Klamath, which was more of a tug than a science ship, and a poor one at that. Or, well, it was more of a roving space station than anything else, and I have much better stations, tugs, and science ships. Anyway, with no orbital science gear the trip to Jool was partly wasted to begin with. Then there was the matter of the Laythe lander, which was more of a thought experiment to see if I could do Laythe on Thuds and RCS thrusters because I'm not about to send a ~speisplain~ to Laythe like everyone else. Problem was that once I found out it worked I slapped it on a launcher and sent it on its way instead of making sure it could do more than simply land and return to orbit. No science equipment and the second stage only had thirty minutes of electricity for rendezvous. I'd have to be fast to get everyone back to Klamath. In the rush I forgot to grab what little science I had gained from Laythe, and I wasn't going to spend the time getting it because I had dropped the pod to a lower orbit to prevent it being a hazard (and not having 0.625m docking ports, another oversight). Good thing the lander worked perfectly. I've tested it for Tekto and will be sending a stripped-down version to Slate. Disillusioned, I grabbed some supplies and fuel from the Multonomah tug and transferred to Pol where I'll use the small lander to biome hop and grab as much science as possible. There's a transfer window back to Kerbin in a few days, I'm mulling over whether to go back now or stick around for the large lander. I'm leaning towards simply abandoning this mission; I have a properly planned Sarnus mission that I am very much looking forward to. Edited October 13, 2017 by regex Quote Link to comment Share on other sites More sharing options...
DAL59 Posted October 13, 2017 Share Posted October 13, 2017 @regexYour reputation is now 9001...resists non-ksp pun...same as the sc-9001 science jr. Quote Link to comment Share on other sites More sharing options...
Zeiss Ikon Posted October 13, 2017 Share Posted October 13, 2017 15 hours ago, Vicomt said: 6dv and about 1.5 units of fuel left O_O fortunately for me, MechJeb's quite good at orbital maneuvering & docking That looks like a NASA dV budget... Quote Link to comment Share on other sites More sharing options...
ARS Posted October 13, 2017 Share Posted October 13, 2017 (edited) I'm using OPM, and I landed at Sarnus' inner moon, Hale Being low-gravity world (0,4 of Gilly's gravity), it's so damn hard to keep anything nailed down (even harder than Gilly), I deliberately designed my ship to not use any landing gear/ legs since they tend to bounce on low gravity world. Instead, I'm using antigrav repulsor pads from Kerbal Foundries (toggling them to make a softer belly landing) Having a very low gravity and very small diameter, Hale is an interesting place. What was a mountain, now becomes a cliff and a cliff becomes land. It's kinda funny the mountainous region in low gravity world can alter the sense of perspective (I landed at cliff) However, the difficulties are paid off by having the best view of Sarnus' rings It's so beautiful Edited October 13, 2017 by ARS Quote Link to comment Share on other sites More sharing options...
scottadges Posted October 14, 2017 Share Posted October 14, 2017 (edited) 2 hours ago, regex said: ~speisplain~ That makes me laugh, dunno why! Edited October 14, 2017 by scottadges Quote Link to comment Share on other sites More sharing options...
scottadges Posted October 14, 2017 Share Posted October 14, 2017 (edited) Work continues on my First Joolian Mission. Today I docked the Construction Gantry module (the command cupolas & horizontal arms at the "bottom"). This is the first expansion towards the Zeus Transfer Vehicle, with the components to be built in parallel (using the EL/Simple Construction mod) off the Sr. docking ports at the end of the gantry arms. As the various modules are completed, they will moor off the bottom-most docking port during the Final Assembly phase. Edited October 14, 2017 by scottadges Quote Link to comment Share on other sites More sharing options...
capi3101 Posted October 14, 2017 Share Posted October 14, 2017 5 hours ago, CatastrophicFailure said: Question here for anyone internally familiar with Kerbal Attachment System. I’d rather not plug up that thread with a simple one. When a part is attached using KAS/KIS, as far as the game itself runs, is it considered a single vessel or two “docked” vessels? It considers it a single vessel. Case in point - the recent refit of La Perla Negra involved the attachment of a seismometer. The seismometer was delivered in a KIS container along with a KAS screwdriver, which was used to attach it to the rover. The game now considers it part of the rover. That said, you can "dock" two vessels together with KAS winch cables. You plug them into the connector ports and have an option of whether you want it to be plugged in in docked mode or not. When I make my refueling runs, my refineries have the winches and the fuel landers have the connector ports. I connect them together in docked mode and can then transfer fuel and such between them. One time I even "docked" to a crashed lander on the Mun surface; brought along the connector port in a container, attached it with a screwdriver, plugged in a winch, transferred three tourists out over the winch cable...it's not physically realistic but it was valid as far as the game is concerned. Why do you ask the question? I ask knowing full well it likely won't be until Monday until I'm on the forums again... Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted October 14, 2017 Share Posted October 14, 2017 14 minutes ago, capi3101 said: It considers it a single vessel. Cool, thanks for the info. 15 minutes ago, capi3101 said: Why do you ask the question? I ask knowing full well it likely won't be until Monday until I'm on the forums again... I’m planning... things. ಠ_ಠ And my frame rate is already suffering. If I understand the games mechanics correctly, docked vessels are a greater drain on the system than a single large vessel with equal parts. That being so, I’ll slap it together with KAS instead of docking ports and hopefully save a few FPS. Quote Link to comment Share on other sites More sharing options...
MoarBoostersRUS Posted October 14, 2017 Share Posted October 14, 2017 Finished my Galileo hard career playthrough!! Now I think I'll do another RP-0/RSS playthrough With 0 starting funds, 50% science gain, No reverting, no crew respawn, TAC LS and some other fun difficulty mods Quote Link to comment Share on other sites More sharing options...
Pipcard Posted October 14, 2017 Share Posted October 14, 2017 (edited) Expanded my Minmus base (haven't sent the additional crew yet; note that each habitation module [there are 4, along with 1 lab] will have 3 kerbals each [the maximum is 8 for each hab]) The stock-alike 3.75 m crew containers are from the Taurus HCV mod. Edited October 14, 2017 by Pipcard Quote Link to comment Share on other sites More sharing options...
SuperHammy3 Posted October 14, 2017 Share Posted October 14, 2017 Designed a rocket capable of sending kerbals to the Mun and back, part clipped, and flew it to the Mun. Landed it, returned to Kerbin and got some science. Now I'm struggling to try and get 1.3.1 to work with the mods I'm using. Quote Link to comment Share on other sites More sharing options...
MoarBoostersRUS Posted October 14, 2017 Share Posted October 14, 2017 7 minutes ago, SuperHammy3 said: Designed a rocket capable of sending kerbals to the Mun and back, part clipped, and flew it to the Mun. Landed it, returned to Kerbin and got some science. Now I'm struggling to try and get 1.3.1 to work with the mods I'm using. First manned mun mission? Quote Link to comment Share on other sites More sharing options...
Cadet_BNSF Posted October 14, 2017 Share Posted October 14, 2017 6 minutes ago, SuperHammy3 said: Designed a rocket capable of sending kerbals to the Mun and back, part clipped, and flew it to the Mun. Landed it, returned to Kerbin and got some science. Now I'm struggling to try and get 1.3.1 to work with the mods I'm using. Welcome to the forums @SuperHammy3! I haven't even tried to get 1.3.1 to work. Still trying to run on 1.2.2, but all the new parts for @Angel-125 's Pathfinder mod and @Nils277 's KPBS are making me drool. Quote Link to comment Share on other sites More sharing options...
SuperHammy3 Posted October 14, 2017 Share Posted October 14, 2017 13 minutes ago, MoarBoostersRUS said: First manned mun mission? In this save, yes. Also, probably the first time I've landed with enough fuel to return to Kerbin. 12 minutes ago, Cadet_BNSF said: Welcome to the forums @SuperHammy3! I haven't even tried to get 1.3.1 to work. Still trying to run on 1.2.2, but all the new parts for @Angel-125 's Pathfinder mod and @Nils277 's KPBS are making me drool. Thanks! I use both of those mods, ;p Quote Link to comment Share on other sites More sharing options...
MoarBoostersRUS Posted October 14, 2017 Share Posted October 14, 2017 @SuperHammy3 Congrats!! And welcome to the forum! Quote Link to comment Share on other sites More sharing options...
londo Posted October 14, 2017 Share Posted October 14, 2017 Completed the first successful expedition to the Eve. To everything turned out as it should was spent a lot of time, 99.9% of it was spent on a successful landing and ascent into orbit. The main difficulty lay in the fact that to land on Eve and take off from her into orbit I wanted only by the airplane mode. I did not watch anything on this topic from YouTube's, to avoid any prompting. Only knew that it would be difficult ( but what would be so difficult I didn't know that ). Here's nothing you can do - I myself has created this difficulties, but I did them and overcome and I don't sorry about spent time, as it was all very interesting. The conquest Eve in KSP is as a test for matriculation, and I finally got it. 1. In orbit of Kerbin (aircraft was launched from the runway, but it seems to be so clear ) Spoiler 2. Docked additional tanks, complete refueling of the aircraft was carried out on Minmus orbit Spoiler 3. In orbit of Eve. The remaining top and bottom fuel tanks have not their fuel by now and to prevent the aircraft from tumbling and rotation after the main stage of braking by heat shields the tanks are already filled with fuel from the main tank. Spoiler 4. At the final stage (penultimate turn) of atmospheric braking from aircraft and from under protective housing was separated scientific equipment (scanner into a polar orbit goes further independently) and tanks with a nuclear engine to deliver head part of aircraft back to Kerbin. Spoiler 5. Now they will rise to a safe orbit to avoid further atmospheric braking Spoiler 6. Landing on Eve. 7. The take-off to Eve Orbit. For successful achievement of this aircraft into Eve orbit the minimum height above sea level must be 2900 m. or above. In the video this particular case, the most difficult for takeoff. 8. Fuel tanks with a nuclear engine went into low orbit for docking with head part of aircraft. Docking is completed. Spoiler 9. On the way back it's impossible to fly past Gilly ) Spoiler 10. It's also impossible to fly past and not to land and not to put a flag Spoiler 11. Landing on Kerbin with the aircraft mode Spoiler 12. The expedition successfully completed. Spoiler Quote Link to comment Share on other sites More sharing options...
GDJ Posted October 14, 2017 Share Posted October 14, 2017 Long term thermal testing of my proposed shuttle design. Mach 5+ with Mk3 parts.....not bad. Quote Link to comment Share on other sites More sharing options...
Kosmonaut Posted October 14, 2017 Share Posted October 14, 2017 12 hours ago, scottadges said: This is the first expansion towards the Zeus Transfer Vehicle That is a beautiful spacecraft oml Quote Link to comment Share on other sites More sharing options...
scottadges Posted October 14, 2017 Share Posted October 14, 2017 10 minutes ago, Kosmonaut said: That is a beautiful spacecraft oml Thank you! Quote Link to comment Share on other sites More sharing options...
EpicSpaceTroll139 Posted October 14, 2017 Share Posted October 14, 2017 Not sure if this should go in work in progress thread or here, but whatever. Worked more on my shuttle launch script. It now does the first part of the launch much better. Doesn't fall over and fly sideways a bit before crashing into the ground like it used to. It also now takes Longitude of Ascending Node as an input for the desired orbit parameters. Gonna be a while before I do Eccentricity and Argument of Periapsis, if ever. The current "gravity turn" equation may be a tad is very aggressive though. Should probably try not to be glowing when I reach orbit. Quote Link to comment Share on other sites More sharing options...
Dark Lion Posted October 14, 2017 Share Posted October 14, 2017 (edited) Reports indicate a strange wormhole has opened nearby the Kerbal Space Center. This strangely familiar looking droid has since been sighted sightseeing the sights when sighted! (We're assuming she's off duty and George actually paid her ) Edited October 14, 2017 by Dark Lion Quote Link to comment Share on other sites More sharing options...
invision Posted October 14, 2017 Share Posted October 14, 2017 28 minutes ago, EpicSpaceTroll139 said: Not sure if this should go in work in progress thread or here, but whatever. Worked more on my shuttle launch script. It now does the first part of the launch much better. Doesn't fall over and fly sideways a bit before crashing into the ground like it used to. It also now takes Longitude of Ascending Node as an input for the desired orbit parameters. Gonna be a while before I do Eccentricity and Argument of Periapsis, if ever. The current "gravity turn" equation may be a tad is very aggressive though. Should probably try not to be glowing when I reach orbit. if you want some stability add 2 fins like this to the main tank Quote Link to comment Share on other sites More sharing options...
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