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What did you do in KSP1 today?


Xeldrak

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Hale-1 arrived in Orbit arround Hale

OEWJFNb.png

5UAlax2.png

cditnMJ.png

 

The Transfer stage was sucessfully destroyed after it has done it's job, here the last Image of it.

lVO4uNW.png

 

Little Rocket and the Awesome looking Sarnuns in the background.

zCelzhH.png

 

The map of Hale (with included Anomaly)

ATP5JXY.png

Edited by SwissSpace93
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On ‎11‎/‎27‎/‎2018 at 5:24 PM, Delay said:

And I'm honestly clueless about this wobbling in the trajectory... What is it caused by?

And this is not an error; it actually follows this path. You can see how it gets smoother the closer I get to Kerbin.)

I also have principia and even if the angle of the camera makes it hard to see the exact path i am quite sure that it is cauced by the fact that the center of the reference frame is Kerbin but Kerbin is wobbeling around a little due to the Mun, and that wobble is displayed in the trajectory. So it is not your craft that is wobbeling, it is simply the object that you have selected to be the origin of the reference frame:Kerbin. It is most visible at the edge of kerbins soi when your speed is very low(and hence the wobble is relativly large). An enhanced version is by switching to the muns frame whine out there, it will be a bunch of loops due to the mun but the overall path of the trajectory is still there and that is what kerbin is also doing but on a smaller scale.

This is also the same process that cauces minmus orbit to wobble around when on high warp as ksp tries to model the orbit after kerbin but kerbin keeps moving so it looks wonky. And if you look closely you will see that the period of the wobble follows the orbit of the mun.

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7 minutes ago, Eriksonn said:

the center of the reference frame is Kerbin but Kerbin is wobbeling around a little due to the Mun

Ah, I speculated it might be that. Tough I'd like to add that in LKO there might literally be no wobbling because I'm so close to Kerbin that I'm orbiting it instead of the Kerbin/Mun barycenter, which I would do further away.

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5 minutes ago, Delay said:

Ah, I speculated it might be that. Tough I'd like to add that in LKO there might literally be no wobbling because I'm so close to Kerbin that I'm orbiting it instead of the Kerbin/Mun barycenter, which I would do further away.

Yes, the Kerbin/Mun barycenter only makes sense outside the orbit of the mun. If you are inside kerbin and mun are pulling in different directions most of the time so their gravity doesnt add in a way that would make a barycenter a valid approximation any longer. (In fact a "true" barycenter only makes sense "infinitly" far away compared to the kerbin-mun distance)

Edited by Eriksonn
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5 hours ago, Zosma Procyon said:

You should try building your own wings out of the structural wing parts. Those premade wings aren't very good. 

I'd love to see you send this beat to Laythe.

The wing are 4 of those slapped together. Unfortunately the wing span I envisioned for this is too wide and thick to build its wing out of structural wing parts without adding a lot of part count.

 

As for sending it to Laythe, its currently at 200 tons and I'm not particularly good at building things that can into space much less something that can get 200 tons into space. Besides it has not landed safely on Kerbin in one piece at all

Edited by Mignear
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5 hours ago, Tyko said:

Wow, did you launch all that and assemble on orbit? It's fricking fantastic!!

Yes I did. There's 6 modules there: The Core module, which contains crew quarters (for the ever critical engineer and a pilot), the fuel storage module (worst one to get up in terms of awkwardness), the Ore storage module (not much better as it was the heaviest), the processing module (by far the most expensive due to the uranium reprocessors), the docking bar (which has room for up to 7 cargo craft, 2 of which are currently docked), and the power/cooling module. I spent something like 3 and a half million funds getting it up into space and another 1.5 million getting the Mun-base feeding the beast built. On the plus side, I no longer have to deal with launching a ton of fuel alongside my interplanetary craft. I can launch them with just enough to make it to the Mun, then use the cargo craft to transfer fuel over.

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This one isn't really about KSP, but it kinda is at the same time.

My laptop is getting replaced in like the next hour, and I've taken the smart decision to get KSP on to my USB so I can re-install it on my new laptop around February. However, an old KSP version was on my USB, so I had to delete it. That took around 2 hours. I couldn't simply just put the new version on, as it needed more storage to install, so I had to delete the old version. Putting the new KSP version on took around an hour, but now it's safely on my USB, ready to be installed in about two months. 

As a result of this, I've had only 5 hours sleep (as by the time KSP was moved onto the USB, it was like 1:15am). 

This will also probably be the last post I make in a while, so have a happy holiday everyone!

: )

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Aside from finally taking two stranded tourists back home (my craft was named the "Needs Moar Boosters"), I finally found a working design for the U.S.S. Enterprise (see the attached post).

I decided to keep the scientific instruments to the payload bay, and launch the scientific probes SEPARATELY so that I won't have to deal with docking and carrying them. Speaking of which, I also had to ditch the escape pod - which I can use now as a "standby shuttle" for when the Enterprise returns from it's orbital exploration of Eve. Thanks to the "Kerbal Alarm Clock" mod, I can keep track of when I need to deal with specific craft.

 

Now seven brave Kerbals are on their way to "...explore strange new worlds, to seek out new life and new civilizations, to boldly go where no Kerbal has gone before."

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Not exactly related to KSP, but today was my English Language exam, and there were some special instructions to not write your real name in the letter, notice or email.

So I like putting jokes in this sort of situations, so for the Notice/Email, I went by as -

Jebediah Kerman (School Cultural Secretary)

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Attempting to locate two particular Kermans in our persistent.sfs file, we came across this lovely specimen: Vermin Kerman.

Zioul2n.png

 

She was duly located, High Kommand were alerted and they, of course, were highly desirous of a personal interview.

DLUcDIo.pngcYxTJsf.png
a7gOv8a.png79Yq3sp.png

Gregdos Kerman was dispatched in a meTro to escort Vermin Kerman to KSC.

0tLNCFo.png

I guess it's been a slow day on Kerbin...   zzzzz

Edited by Hotel26
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czoDw6p.png

Just making another cargo flight to the station. I went and burned all 20k units of ore already up on the station to fill up the fuel, monoprop, and lithium tanks. Now I get to spend what I send up on converting into nuclear fuel, both for the reactor (as I launched it empty), and for sale on kerbin.

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I began my day yesterday determined to get some Munar flyby tourist contracts out of the way. I decided to build a new craft using the Brumby capsule and the Bigby backseat module from the MOLE mod, enabling six kerbals per shot to go up there, do their business and come down. Since I already knew I would have an exploration contract upcoming to dock two craft in Munar orbit, I decided to give the craft that capability as well. I didn't include a probe core, so the ship would require one staff to crew it. Five passengers would 'set sail' this day aboard the craft, and so the craft was named Minnow 7:

Sxfo6Nr.png
Launch of the third Minnow 7 craft of the day.

Three such craft were launched yesterday. Jeb took the maiden flight with tourists Richford, Afrid, Gwenmal, Mitkin and Macdin Kerman aboard. After shaking out a few bugs from the first launch, Val proceeded tourists Wenfrod, Tracan, Debger, Mitzer and Shepgas aboard. A final set of modifications took place to the third craft - this one didn't need to dock and needed carry six tourists, so the RCS systems were uninstalled, the monoprop drained and a probe core was installed. Tourists Willer, Nelus, Elidorf, Edmore, Felix and Haipont Kerman were then loaded aboard. All three craft successfully entered Kerbin's orbit (though with Jeb's flight it was a near thing, only achieving an 80x80 orbit, and that using the craft's transfer stage) and then burned for Mun.

LMHIR8b.png%20
Val's Minnow 7 burning for Mun. 

I do need to do a comparison of this craft to my venerable Superfortress 7 ferry craft design - a lot of what it does the Minnow 7 can do. If it's significantly cheaper it might wind up replacing the Superfortress, which was definitely not my intention when I designed the thing. The Minnow does have a smaller overall compliment - six kerbals as opposed to nine for the Superfortress  - so there is that. The designs might wind up complimenting one another.

With the Minnows off, the time had come for me to turn my attention to the historic Minmus flyby mission. To conduct the mission, I assembled a basic long-range probe, which (since I'm now running out of names) I called the Bloop-Bloop 7:

lP0ML2Y.png%20
I love how my probe designs all somehow manage to look like flying trash cans...

The launch of the craft was a success and the Bloop-Bloop is now on its way to Minmus, where it will arrive in a little over six days. The craft will take a temperature reading from high orbit and then return to Kerbin, where hopefully I'll be able to recover it safely as it comes in. The numbers say it should work anyways...

With Jeb and Val on their way to Mun, it fell to pilot Suly Kerman to conduct an aerial pressure survey near Kerbin's South Pole, which she did aboard a Bad Idea 2 survey plane:

ziyjJ8Q.png%20%E2%80%8B
Bad Idea 2 at sunrise approaching the pole at about 20,000 meters altitude. 

Suly completed the mission - including a landing on the Southern Polar Cap for one surface reading - before returning to KSC 09. Furthest south she got was about 87 degrees latitude; pretty sure I spotted where "x marked the spot" from the air.

Ended the day with a pair of Beep-Beep 7 probe launches - one towards mun, one towards a polar Kerbin orbit - and completed a trio of parts tests in a single launch. As of this morning most of my extant contracts are in progress and I'm in a holding pattern. I only have a tourist contract and a rescue contract not in progress, so I'll likely be attending to the rescue later this morning. Other than that, it's all a matter of getting everything to where it's going. Going to be focusing in on Minmus in the very near future as well; Bob's already gearing up for his big surface science farming mission, which I'm sure will happen all too soon...

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18 hours ago, SwissSpace93 said:

Hale-1 arrived in Orbit arround Hale

OEWJFNb.png

5UAlax2.png

cditnMJ.png

 

The Transfer stage was sucessfully destroyed after it has done it's job, here the last Image of it.

lVO4uNW.png

 

Little Rocket and the Awesome looking Sarnuns in the background.

zCelzhH.png

 

The map of Hale (with included Anomaly)

ATP5JXY.png

I would've named it Saxton.

SAXTON HALE!

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UoDZpOY.png

This is what happens when I have a major thermal event on my station. Note the 600MW of heat rejection in progress. Edit, it actually gets bad enough to the point where the heat shield on the crew capsule starts consuming ablator.

Edited by Cyrious
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11 minutes ago, Cyrious said:

UoDZpOY.png

This is what happens when I have a major thermal event on my station. Note the 600MW of heat rejection in progress. Edit, it actually gets bad enough to the point where the heat shield on the crew capsule starts consuming ablator.

what were you trying to do

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55 minutes ago, Xurkitree said:

what were you trying to do

This is apparently what happens when I have something still hot core-heat wise (I think) on the station then run off to go do an Ore run. The off-line resource management dumps it all into the station without taking into account the massive amount of radiator area I have, and when It loads up again, the entire station is a good 200-300K hotter than what it should be at this distance from Kerbol. Its why I did a major upgrade of the cooling system to the 8 monster radiators, so that every time I came back from a run while I had left something on the station hot, it would far more rapidly dump the heat. I figure a 12x increase in heat rejection rate compared to before would help things a bit.

 

Maybe I should rename this thing Hades Station, and use the floodlighting to get a nice red-orange glow going.

Edit2: Cooling definitely works. On arrival and deployment of the main radiators, I had a peak radiation flux of well over 600MW. By the time I finally docked it was down to 65MW.

Edited by Cyrious
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On ‎5‎/‎16‎/‎2018 at 5:28 PM, ARS said:

I need to test [these heat-resistant parts]... (for science)

Where do I get those? I used to be able to re-enter with a Mk2 / Big-S space plane above Eve, but with KSP 1.5.1 / FAR / Realistic Atmospheres 1.3.0 things get a little explosive.

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1 hour ago, Cyrious said:

UoDZpOY.png

This is what happens when I have a major thermal event on my station. Note the 600MW of heat rejection in progress. Edit, it actually gets bad enough to the point where the heat shield on the crew capsule starts consuming ablator.

I guess someone left the cooker on... well, all the cookers.

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