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What did you do in KSP1 today?


Xeldrak

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I found again those pics, was during a venus landing in RSS/RO/RP-1. That's a pretty cool scatterer bug!

VJzTIri.png

7GpBeh9.png

That's an early career landing with low tech, so just send this little pioneer, it almost overheated when at the surface (93% of the max temp), and the bus sat remains in orbit for communications.

Edited by kurgut
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Redid the front section of my Nerva propelled asteroid miner, to give unrestricted view to the engineer onboard -never really liked the idea of having him/her sandwiched between the craft and the 'x' space boulder.

5WXl3yE.jpg

Also... that engineer is really drilling up there. She's level 4 and she's bringing up 10.5 units of ore per second, with just two drills. Now, I knew asteroids have the highest ore concentration and drills have a 500% efficiency when it comes to asteroid harvest. But still, I don't remember ever seeing a 1500 units ore canister fill up so fast -and I've drilled a lot in this game :p

Bottom line is that a single ISRU won't cut it. I need more -a lot more. If what I want to have, is maximum utilization of those 10.5 units/sec at all times, I'm going to need 20 of them up there. I know, I can do with less, if I enable Lf, LfOx and Ox altogether, BUT: I use nuclear propulsion a lot, thus a lot of Lf -and I don't think I'd like having ore sitting in the canister, knowing I could be using all of it.

wNW8ZCX.jpg

Yes, yes it fits in a fairing :P

There's a lot of fuel cells there, as I opted for a hybrid power generation model -I don't really feel like riddling the rock with solar panels. The modest (compared to the task) solar array module will be as below:

pHAbKRj.jpg

How I'll be moving these things from one boulder to the next? Space turtles :D

Spoiler

1utIuQU.jpg

Old pic but you get the idea :P

The whole exercise, brought up one, final issue: how to control all 20 of them in every possible way. In my standard action groups template, I have room for only one ISRU function. If I break my standard and use more, imagine the potential mess, on a docked ship. I need more action groups...

 

Heh... who would've thought... :P

Edited by Atkara
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Well in Xbox Enhanced Edition last night I was working on my 200 ton heavy lifter. I got screenshots but haven't transferred them off the xbox yet. Keep in mind that I will have 7 stages before the ship obtains an orbit.

Well first attempt had almost 2000 parts, FPS really sucked but by the time it gets to orbit would only have 600 or so. This iteration didn't last long, physics kept breaking and all of a sudden after the first stage was released it would keel over to the 270 degree side and keep going, this was with the rocket heading towards the 90 degree mark before stage trigger.

Next iteration was knocked down to 1500 parts, still had the same physics breaking but happened on the second stage. Also the craft file apparently go corrupted so that symmetry was now broken when I reloaded, and every grouped item in the staging became individual parts.

Third iteration was 1100 parts after remaking everything, the physics breaking issue of before disappeared. Of course a different issue would now occur, I triggered the second stage had a clean separation and then the game would freeze. If I let it sit for about 5 minutes IRL it would all of a sudden start working again of course this working isn't actually working. A series of explosions would occur and all of the parts became individual parts flying around.

Tried a second attempt using the third iteration but had same issue. When I went to reload after this the craft file seemed corrupted again and would only partially reload. The ship would be there but the staging never loaded.

Fourth iteration, basically a complete rebuild using a prior craft and also redid how I had the payload. Finished with 1090 parts. Launched fine and made it to the third stage but I was moving towards the 90 degree mark to fast so when I triggered the stage separation one of the boosters collided with the main vessel and triggered a explosion chain reaction.

Sixth attempt, still using the fourth iteration. Made it to orbit on the sixth stage, triggered the fairing release and proceeded to watch the fairing collide with everything and trigger another explosion chain reaction(Fairing was at 5 for release pressure).

Seventh attempt, still using the fourth iteration. Made it to orbit and turned off engines before triggering the fairing, had a nice clean fairing release. Started thrusting using the seventh stage to circularize, seventh stage ran out of fuel at 70,008m periapsis. 

Celebrated finally making orbit after spending 15 hours trying to get everything working and in orbit. Onward to Minmus, later.

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Had another go at making 2 stage recoverable rockets, this time more inspired by the BFR than the falcon heavy.

The first stage gets at 97.9-98% recovery if the fly back burn is done well (in theory one could get 100%, but I can't manually pilot it that well to have it be reliable)

The 2nd stage is winged, 100% recovery is fairly easy manually.

I got a 51 ton payload to a 150 km orbit on 3x kerbin (1.25 atmo, 1.5 terrain height), with a 1234.88 ton launcher, so I got over a 4.1 % payload fraction... which is pretty good for a recoverable system on 3x kerbin without airbreathers/nukes

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I spent several hours last night and today working once again (in my RSS/RO/RP-1/Principia career), trying to design an orbital launcher with alcohol/LOX or Hydyne/LOX engines.  The only Hydyne engines I have weren't doing the job (too heavy, too little thrust, too short burn time), so I left the A-9 engines behind and switched to the RD-103.  These have almost twice the thrust of an A-9, and weigh less, despite running on Ethanol 90 instead of Hydyne.  A cluster of four will lift a tank sufficient for full rated burn time, plus a second stage with one RD-103 and a full burn time tank, and that pushing a small AJ10-27 stage (essentially, an Aerobee designed to operate where a slender body and fins are no help) with the Sputnik as the final payload.  According to MechJeb, I have just under 9000 m/s dV.

Which, especially with a launch TWR of only 1.2, is still short of being able to reliably reach orbit (orbital velocity is just over 8 km/s, but gravity, drag, and cosine losses cost another 1500 m/s, near enough).  So, now I need to find a way to build a payload that can return science and weighs less than a Sputnik.  If I can scrub as little as 10 kg off the final payload, it'll make a visible difference in the final dV figure.

The irony here is that by the time I can get this rocket built (257 days construction time, plus roll out) I'll be close to unlocking the tech to either use LR-79 kerolox engines (much higher ISP and thrust than the RD-103), or replace my final stage with a Baby Sergeant array good for 5000+ m/s pushing something that weighs a third what Sputnik does.

And once again, the RD-103 reliability is causing problems, though my R&D expenditure should improve things by the time the rocket rolls out.

Edit: Okay, now I know.  If I can ever get seven RD-103 engines to ignite simultaneously (a feat which, with maximum R&D reliability, took six or seven attempts in sandbox) I can get to orbit (with semi-manual piloting, none the less).

3CaVbhw.png

Here's Orbiter A with all seven RD-103 burning well, climbing out of the soup.  After passing 25 km, I started to turn over in earnest, had velocity vector 45 degrees from vertical by 60 km and MECO.  By then, apogee was showing around 180+ km and there wasn't enough air left to cause trouble, so I turned the second stage horizontal and burned for the horizon (sorry, no photos of that part of the flight).  When second stage burned dry, I started up the third and set Smart A.S.S. to prograde.  I got the "orbit" camera bobble just seconds before burnout, with a 300+ apogee and 40 km perigee.

IRnYNUS.png

Fortunately, I still had most of the HTP RCS propellant (24+ units out of 25.8 originally loaded in this stage).  I was able to use the RCS thrusters installed for ullage to bring the apogee up out of the atmosphere, finishing with a 337x317 (both values variable from orbit to orbit due to perturbation -- Principia does that), 91 minute orbit, and still have almost ten units of HTP -- probably enough to drop perigee into the atmosphere, if I choose.

 

 

Edited by Zeiss Ikon
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  1. Jool Beach Head Bravo is probably L.I.S[1] so I sent out a replacement, Bravo 2
  2. My first "career" with CommNet (and it's not yet fully deployed): in the rush to get the Bravo replacement in transit within the window, I forgot to EVA a Kerbal onto the jump seat on the fuel truck in the payload[2]
  3. @Atkara posed an invitation and asteroids have been on my bucket list, so I prototyped my first 'roid-catcher: Mosquito.  [not pictured]
  4. I'm rethinking my launch strategy in an R&D project with working title "Thumper" (see below)

8XK9uUj.png  MuU52Bz.png

Escort is fuel and engines, or engines and fuel, if you like.  Rhinos, to be precise.  My first use of this little beast.

It's a cyclic transit booster.  I have pretty much been using NERVs and Dawns exclusively in space (except for landers) but Mission Control is expensive.  So the idea is to assemble and fuel an interplanetary train around the Mun.  It's about 190m/s to escape the Mun.  Plant an Escort on the back.  There's up to a six-day wait for a transfer via low perikee to maximize use of Oberth and to do so at the correct prograde angle for the interplanetary transit ejection.

Then Escort lights up and burns more than half of its fuel, which doesn't take long.  I saw a TWR on the test train of 11+ during the test (admittedly a small payload).  But it only takes about another 190m/s for Kerbin escape trajectory.  So I kept burning...  Then separate.  Turn retrograde.  And burn back.  The fuel ratio for separation will be quite a bit less than 50%, naturally, after jettisoning the payload and can be calculated.  The important thing is only to recapture Kerbin.

On the way back, I'll adjust the return perikee to scrape Kerbin's atmosphere (but not so much as to cause a spontaneous explosive event).  One more adjustment then, depending upon fuel available, to lower the orbital period.  Interplanetary launches are fairly rare and any number of Escorts can be kept on standby for multiple launches for a window.  After use, if rescue assistance is required, it can be done on a very leisurely basis.  Escorts are then returned to lunar orbit for reuse.

Escort carries no MP (although it has RCS) and requires a command tug to be used as a pilot if any detailed maneuvers are required.

[1] Lost in space
[2] Yes, in a pinch, I send Kerbal volunteers on a 2-year journey to Jool riding in an EVA seat...  space is a tough business.  :(

 

Edited by Hotel26
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1 hour ago, Hotel26 said:

Atkara posed an invitation and asteroids have been on my bucket list, so I prototyped my first 'roid-catcher: Mosquito.  [not pictured]

I think you'll like the process. Keep in mind though, that asteroids have finite resources. You'll need to be bringing new ones in.

1 hour ago, Hotel26 said:

Escort is fuel and engines, or engines and fuel, if you like.  Rhinos, to be precise.  My first use of this little beast.

I've been using Rhinos for a while now, seen below in transfer configuration:

gbLLG9S.jpg

Twin Boars assist with the launch and lower atmosphere travel. As altitude increases, so does the Rhino core stage's efficiency -until it completely takes over. Fairing and winglets are ditched before the orbital insertion burn. Once in orbit, the core stage gets fueled up and is now a transfer stage.

In fact, when it became clear that my plans to have the -shown above- mobile surface miner, aerobrake it's way down to Eve's surface, would fail, it was the transfer stage that did the job. I fueled it up in high orbit, then brought it down and did a powered descent. This, ate up most of the orbital velocity, leaving the miner and it's twin heat shields in a controllable situation. This is how and why this thing landed intact.

I've also been using it for orbital insertions, without reaction wheels, docking ports and all that jazz -mainly when launching miners and other relatively large craft. Typically, it still has a lot of fuel when in orbit, which goes where? to the payload ofcourse -well, most of it, since I still have to de-orbit the thing :P

Edited by Atkara
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Developed a Mk II of my smaller shuttle. Still in sandbox mode, but the launch costs for the 3 man shuttle tally in at :funds:126,000. This is about as far down as I could get it, but I'd also like to mention that using the stage recovery mode I could recover both the side boosters and main tank, and that this is in 3.2x GPP. I am quite happy with this design. I really wonder how much cheaper I could get it with the Kerbal R&D mod on my side if I were to implement this in a career save. 

BgVsEnD.png

It got into orbit with 600 m/s to spare (no payload), and I managed to capture the main tank floating away

6TAfVof.png

Oh, and there's no cheaty vector engines here, which are pretty OP for shuttles IMO.

 

Edit: I also forgot to mention a 3 manned non-shuttle in my GPP save would likely cost :funds:60,000-80,000 to get to orbit and return, but that can't reuse much (:funds:24,000 for the orbiter), and so I reckon I could knock the cost down so that it is basically in like with a normal 3 manned spacecraft. 

 

Edited by Steeeeve
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5 hours ago, Steeeeve said:

Developed a Mk II of my smaller shuttle. Still in sandbox mode, but the launch costs for the 3 man shuttle tally in at :funds:126,000. This is about as far down as I could get it, but I'd also like to mention that using the stage recovery mode I could recover both the side boosters and main tank, and that this is in 3.2x GPP.

Oh, and there's no cheaty vector engines here, which are pretty OP for shuttles IMO.

#1) what is the cost per ton (of payload) without the stage recovery mod?

#2) Do you consider the mammoth cheaty? If not, what is OP about the vector? Its vectoring range, or its thrust relative to its diameter?

#3) How do you make that craft schematic?

Edited by KerikBalm
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Today I started working on my A380 replica. As it turns out, the A380 is way more complex and refined than I had anticipated.

HGJSc8K.jpg

Not much work has been done yet, but I really like how it's turning out so far!

EDIT: Improved the fuselage.

bpBpHYN.jpg

The silhouette is pretty much spot on now.

Edited by Kronus_Aerospace
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4 hours ago, KerikBalm said:

#1) what is the cost per ton (of payload) without the stage recovery mod?

#2) Do you consider the mammoth cheaty? If not, what is OP about the vector? Its vectoring range, or its thrust relative to its diameter?

#3) How do you make that craft schematic?

1. about :funds:31,500 per ton. Pretty lousy ATM (especially since I can't use kerbal R&D in sandbox to make a more efficient lifter), but considering that the cargo bay is pretty small, and that there's a built in 1 ton module in the cargo bay for control surfaces, batteries, RCS, and for 1 more crew (in a Kerb can), in reality It could probably handle the full 5 tons to orbit for :funds:126,000 or :funds:25,200 per ton. 

 

2. The OP thing for shuttles about vector engines is the 10.5 degree vectoring range. That can make most shuttles easily flyable without flipping out. For a fairly small shuttle (207 tons), you really don't need vector engines, and I found myself nearly topping :funds:200,000 just because I needed 3 vector engines, 1 for each side booster and then 1 for the middle booster just to make the craft flyable.

 

3. Kronal Vessel Viewer

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I've been upgrading my "Failcan 1" lifter to block 2 form, which includes swapping out the old grey barrel fuel tanks for the new, sleek white and black ones. Apparently more changed with 1.4 than the fuel tanks, as I had to mess around with the script to get it to work. Still not completely ready for release on KerbalX, but here's some entertainment:

Spoiler

gLAZQQS.jpg

to this

rk1bBgK.jpg

(Don't worry it will get the strongback when I'm ready to release it)

 

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The first bunch of hardware that isn't a probe/relay, arrived at Jool. Kerbals are also onboard.

kdP0Id7.jpg

 

nmFafdX.jpg

The last course corrections have been scheduled for all 4 craft, before reaching their destination in the system: Pol. When they're done there, they'll pack up and head for Bop.

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Failed to break a personal record on speed, but managed to break my own record as lowest stable (and survivable) altitude flight. And managed to get some nice pictures too!

(Valentina Kerman - I love this gal).

FLIGHT_LOW_00.pngFLIGHT_LOW_01.pngFLIGHT_LOW_02.png
FLIGHT_LOW_03.png

AND YES, that brown circle is a bug. This should happen only on dirty ground. =P

Edited by Lisias
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Finally, the KSS have now the S1 truss segment added! Truss docking system and Canadarm were hell, so I resigned my self to assemble it with traditional RCS stuff, but nicely designed huh!

Gentle docking.

KmEDShJ.png

Jetisoned the RCSs, and rotating and deploying the 3 radiators, to lower the temperature under the boil level, glorious!

CmTuGBI.png

Then, a little bored with complicated stuff, I made a  simple, basic, efficient ssto, just to fly around and relax

88tHklL.png

Spoiler

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8qjZvh9.png

And finally, Jebediah exercised him self with the Inimeg "space"craft, not easy at all, but he's getting better. He's preparing to make the first underwater rendez-vous and docking in our space program history! (next chapter Underwater space program)

Cruise speed: 10 m/s, docking system, attitude system (do the propulsion also at the moment :) ), it's getting pretty stable now

YVyXIdO.png

qZICCYa.png

 

More underwater stuff:

Spoiler

Exhausting all that heavy ballast to go to the surface

glKGMsg.png

Just a little (safe hopefully) jump over water

b9JSOG4.png

UO3u9Lt.png

And back!

6 hours ago, SpaceTrashCan said:

I finished my B-2 Bomber. if only it would handle well...

Awesome!

Edited by kurgut
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Started unlocking 2.5m parts in my 1.4.4 hard career and took up an Olympic MPV for an inclined high orbit rescue.  The base model was just capable of performing the mission - I had 100 m/s dV left as I reentered the atmosphere, and nearly half my monoprop was gone as well.  Didn't get any shots of the actual rescue though.  But I actually got another pilot this time - the last 4 or 5 have all been scientists.

Launch from Woomerang, climbing through the clouds.

vZBe7Ym.png?2

Escape system jettison prior to orbital burn.

oHFDW37.png?2

Command module reentering after jettisoning the spent service module.

tnlihrw.png?2

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10 hours ago, Steeeeve said:

1. about :funds:31,500 per ton. Pretty lousy ATM (especially since I can't use kerbal R&D in sandbox to make a more efficient lifter), but considering that the cargo bay is pretty small, and that there's a built in 1 ton module in the cargo bay for control surfaces, batteries, RCS, and for 1 more crew (in a Kerb can), in reality It could probably handle the full 5 tons to orbit for :funds:126,000 or :funds:25,200 per ton. 

 

2. The OP thing for shuttles about vector engines is the 10.5 degree vectoring range. That can make most shuttles easily flyable without flipping out. For a fairly small shuttle (207 tons), you really don't need vector engines, and I found myself nearly topping :funds:200,000 just because I needed 3 vector engines, 1 for each side booster and then 1 for the middle booster just to make the craft flyable.

 

3. Kronal Vessel Viewer

1) No offense, but that is a pretty high cost per ton, even on 3.2x games (I play 3x, so the difference in dV should be about sqrt(3.2/3)= 1.33%

Airbreathing SSTOs still work at those scales, and 2 stage flyback boosters work too. Have you compared that to the cost of your expendable launchers?

2) The real life SSMEs had a +/- 10.5 degree gimbal range, it seems reasonable to me and not OP'd (one can make shuttle designs without all that gimbal, as you notice as well).

This was back before some stat changes to the rhino in 1x, and before the vector was introduced:

jNYV7Xn.png

The Vector's gimbal range doesn't make it OP'd in my mind... thats the point of the engine, that's its niche. An engine being best at something doesn't neccessarily make it OP'd

 

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