Francois424 Posted January 26, 2020 Share Posted January 26, 2020 11 hours ago, Warmachine said: Unfortunately, the Kraken did not like my solar array, and when the first shipment of mechanical parts and food arrived to stock the station, the solar blankets turned into flappy wings and flapped themselves apart I've ran into this in 0.25, then 0.90, then finally understood how to fix it around 1.0ish. It's something to do on putting 2 solar panels on the same strut/physical object that brings the Kraken. If you can still try it and haven't burned your savegame at the stake as retaliation, then give this a shot: - Put an extra 2-symmetric object first on your main shaft... - Attach your solar panels to that object instead of the main shaft. so main girder shaft <--- say an 'octo strut' or 'small beam' <---- Solar Panels. Everytime I get the flapping issue, this has worked 90% of the time. Good luck ! Quote Link to comment Share on other sites More sharing options...
Sbeve Posted January 26, 2020 Share Posted January 26, 2020 I launched and reverted at least 10 times after my orbit kept going vertical around Kerbin instead of horizontal, then finally got it straight and orbited to the mun, then crashed into it because I didn't use an engine to slow my land down. Quote Link to comment Share on other sites More sharing options...
Warmachine Posted January 26, 2020 Share Posted January 26, 2020 2 hours ago, Francois424 said: I've ran into this in 0.25, then 0.90, then finally understood how to fix it around 1.0ish. It's something to do on putting 2 solar panels on the same strut/physical object that brings the Kraken. If you can still try it and haven't burned your savegame at the stake as retaliation, then give this a shot: - Put an extra 2-symmetric object first on your main shaft... - Attach your solar panels to that object instead of the main shaft. so main girder shaft <--- say an 'octo strut' or 'small beam' <---- Solar Panels. Everytime I get the flapping issue, this has worked 90% of the time. Good luck ! I ended up strutting it to hell and back (there's four attached to the upper girder segment, and two to the lower), so I'm hoping that keeps the Kraken below Jool's clouds. That said, I do see some worrying wobbles when SAS is on (or Smart A.S.S.), but the struts seem to keep this from turning into more than a slight flutter. Still, if my station does try to fly away again, I'll keep this in mind! Quote Link to comment Share on other sites More sharing options...
Okhin Posted January 26, 2020 Share Posted January 26, 2020 Not really in a mood for launching stuff. I needed to keep my mind busy with building things. So I've started the work for the space casino project, I can not add asteroids into the VAB (that's a shame, it would help for visualizing and building structures around them), but right now that's what I'm at : The picture is not really good. I guess I'll need more of them. But here you are. It looks a but like a sea horse from that angle (so, that's a space sea horse ?), it's powered by Nukes (well, they can probably have bet on "wether or not this nuclear generator will melt down today", it's a casino after all). There's a lot of batteries (the contract requires 100k of EC), and I can probably get rid of the solar panel now that I'm thinking about it, which will make the big thing in the middle looks more like a kraken tentikle. And I've almost prepared the separation of all this stuff, to send it in several package and assemble it in space. I'm still not sure where to put the asteroids, or if I'm going to add engines to that (it needs to be on a >350 000 km from kerbin, and I will not assemble it that far high). It feels like it's missing things, like there's a lot of emptiness around it (ok, it's in space, but bear with me ok?), I'll probably try to add some corridor connecting all the glassy stuff. A bit like they do for hamsters. But for kerbals. Beside that, I'm quite satisfied with the build. I've quickly tried to add engines and, well, since everything is held together by clamp o tron, it did not go well. But it was fun seeing it being dislocated. Anyway, I won't launch that anytime soon (I need to fetch asteroids first), but that's what I did in ksp today Quote Link to comment Share on other sites More sharing options...
KerrMü Posted January 27, 2020 Share Posted January 27, 2020 On 1/25/2020 at 9:43 PM, MR L A said: Got any more pics of the Dream Chaser-esque design? Hi MR L A Sorry for the late reply, I`ve been away for the weekend. I couldn´t find any good pictures of it, so I flew a quick mission to bring Bob up into orbit to my new tanker/asteroid miner/supply ship "Kamchatka". Recently I bolted that Dream Chaser-esque thing to a `reuseable´ booster experiment just to practice landing with it. So far I´m really bad at that. Sometimes, just sometimes it works. But I need to figure out how to strengthen the landing legs without adding too much weight or drag. Speaking of drag: The 1st version of the Chaser had only two sparks for propulsion. But at landing approach on the "glide path" the blunt tail caused so much drag that it just fell out of the sky. So I added the two Junos just to extend the descent phase and make the landing more controllable. This thing is the opposite of a glider and even with the Junos not really capable of level flight. The right side of the last pic shows the normal launch configuration with a throwaway booster. Ignore the tower. At some point I wanted to bring landed science data back to a lab in orbit. I´ve forgotten why. Anyway, I hope this is what you asked for. If not, tell me. Have fun, Mü Quote Link to comment Share on other sites More sharing options...
bigyihsuan Posted January 27, 2020 Share Posted January 27, 2020 I played a bit of my modded JNSQ career save. Got to orbit, a tourist contract completed, a space station core up, docked to it for a contract, and then started building another tourist craft for 9 (!) tourists wanting to go to orbit at the same time, and rage-quit because Modular Fuel Tanks' GUI was lagging the hell out of KSP while I was setting up RealChute parachutes (not that my framerate and editor responsiveness was that good before then). As it turns out 5 Lander Can Mk.2s is incredibly laggy while in the editor. I wish I had the Hitchhiker unlocked.... Quote Link to comment Share on other sites More sharing options...
Pipcard Posted January 27, 2020 Share Posted January 27, 2020 Y59, D361 - The final crew arrives at Iwaki Base on Ike Quote Link to comment Share on other sites More sharing options...
Nezclaw Posted January 27, 2020 Share Posted January 27, 2020 i managed to build a working spaceplane, for a given value of 'working'. (more tests are required). but i was able to get it into a suborbital flight, hitting i think 116 km? i wasn't watching my apoapsis so i ran out fuel before achieving orbit proper. i also managed to knock the kerbals out cold on the way back down from all the Gs. Quote Link to comment Share on other sites More sharing options...
Space Nerd Posted January 27, 2020 Share Posted January 27, 2020 Finally landed on tylo, but a bug prevented me from planting a flag Quote Link to comment Share on other sites More sharing options...
capi3101 Posted January 27, 2020 Share Posted January 27, 2020 Had another busy weekend in RL so once again the survey mission up to Eve's north pole has been delayed. I'm sure I'll take care of it one of these days... So last Friday I had gotten an Auk XVI 12-passenger spaceplane with twelve Mün-bound colonists aboard to a near-rendezvous with space station Kerbinport (which turned into a proper rendezvous when the plane drifted into the station's physics range despite my efforts to avoid that very scenario on account of high part counts). Island Princess had been dispatched from Kerbinport to dock with the plane and transfer fuel over so it could head on to Mün, and docking had occurred without issue. First order of business was a mass driver shot from the South Base outpost near KSC up to Island Princess to deliver the fuel supplies, after which Island Princess undocked from the plane and returned to Kerbinport, docking successfully. Job done, the plane's trans-Münar burn was set up. Love how KAC and KER differ on timing sometimes with these burns...usually I go with what KER tells me, if I manage to catch the discrepancy in time... The plane executed the burn without incident and is now inbound to Mün. Arrival at periapsis over Mün is currently scheduled to occur in five hours and 32 minutes. Next item on the KAC calendar was the rendezvous between J. G. Backus and LSV House Harkonnen high, retrograde and inclined over Pol. I had about 25 minutes left on the rendezvous but decided to go out to Backus anyway, to find the target relative velocity at about 5 m/s and with Harkonnen only about six kilometers off, so I decided to go ahead and have Backus conduct a "sixty second" burn to speed things up a little. The craft rendezvoused with Harkonnen one minute later and docked without incident. I complain about a lot of things when I take screenshots - bad lighting, not being able to tell what body I'm around, lack of inherent coolness, etc. This one was damn near compulsory... With Backus secured, Harkonnen broke Pol orbit and warped over Jool to make the necessary trajectory adjustments for a warp to Bop orbit, and then proceeded there once she was ready. Harkonnen arrived at Bop at 105.7 m/s, quite a good deal slower than needed to establish a low orbit. With some slow and steady low-throttle warps, the craft was able to settle into a 167.6 by 166.7 kilometer, 21.22° inclined orbit without the need for a conventional burn (aside from the inclination, damn near perfect for once). Backus then departed Harkonnen for space station Bopport, arriving and docking safely after a flight of just under three hours. During the transition, LSV House Atreides in orbit over Eve finished its print of a G-LOC 7a return-to-Kerbin craft slated to deliver rescuee engineer Stelgard Kerman to Kerbin and also to help fulfill the latest exploration contract. Atreides is still at Eve awaiting the next available warp window. After Bopport transferred fuel supplies over to Backus, tourist Hadnard Kerman boarded the station's Spamcan 7 2-kerbal monoprop lander and departed the station on course for the Bohai 2 outpost on Bop's surface. The landing at Bohai wasn't necessary, strictly speaking, but I had some other things to do while I was there and this seemed like a good opportunity to get them out of the way. Before the Spamcan reached the point for the de-orbit burn, the Auk arrived at Mun and conducted a burn to take it to intercept with space station Munport, with orbital entry scheduled for that point as well - time to intercept is 88 minutes. That done, the Spamcan deorbited and affected a safe landing at Bohai 2 to close out my Friday. Hadnard decided to take the sign that said "next rest stop in 50,000 kilometers" seriously... I did get a few things done on my Saturday. I have one of those surveys to hit an unknown number of points near Bohai at the moment requiring EVA reports, so I had engineer Lemvin Kerman get out and hit the first of those points after taking the time to attach the Spamcan to the outpost for refueling and then de-attach it once it was done. The first point was five klicks off, and wouldn't you know it, the first waypoint wasn't the source of the anomalies. Lemvin had to return and was close to being empty on EVA fuel once he was finished. Lemvin flying a little high over Bohai 2. I guess the agricultural experiments going on at Bohai were successful. Can't remember exactly what it was they said they were going to try to grow out there, though... Since it was obvious that direct EVA flights weren't going to be practical, I decided I'd go ahead and get a Hellhound rover printed up; Lemvin went back aboard and the outpost's engineering staff had one ready 34 minutes later. After taking the time to conduct a resupply mass driver shot between South Base and LSV House Corrino in HKO (Corrino is in preparation to put a base-seeding craft on Moho), the new rover was released from the pad.Quick, time to play "spot the Kraken!!" Because I hadn't released the airbrake on Bohai 2, the base itself was floating several meters off the ground (WorldStabilizer had done its intended job) - which meant that the pad was also several meters off the ground...a bit too high for a safe release, as it turned out. The game registered a collision between the pad and one of the rover's RTGs, which promptly exploded and sent the thing flying through the air. I spent the next eight or nine minutes trying to get the damn thing to a stop, which it never did; it was one of those deals where you could tell the game was doing something it really shouldn't have been doing, and I did have other things to do at that point so I went ahead and hit the button to quit out. Game's revered to the point at which the rover was released, so I will get to try again first thing next session. Would've played earlier this morning for a bit but my box decided to BSOD on me rather that cooperate... So the re-release of the rover is on my short list of things to do. Hounds were designed for Mün originally but historically they've done very well on Minmus. Bop has higher gravity than Minmus, so I should be okay provided I get a clean release this next time. Assuming that happens, Lemvin will be hitting the next few points to complete the mission; it's likely that the Spamcan will launch to return to Bopport at some point during all of that. Once Hadnard returns to Backus and Backus returns to Harkonnen, Harkonnen will be hitting Tylo next. I do have a tourist landing scheduled there and that's got me concerned if for no other reason than that I'm pretty sure I don't have a Tylo-capable passenger lander printed up yet (not to mention the daunting task of conducting Tylo landings - I have yet to complete one without running out of gas in the process). I want to get Atreides to Moho and then back to Kerbin; with luck that will happen in the next few days, and I'm hoping to establish an outpost on Moho before the week is out. Still need to get the Laythe colonization effort under way but that's awaiting Atreides's return to Kerbin; everything else is pretty much ongoing at his point. I'll keep y'all appraised. Quote Link to comment Share on other sites More sharing options...
noname_hero Posted January 27, 2020 Share Posted January 27, 2020 The first commercial interplanetary mission is now refueled and awaiting a transfer window to Duna. Travel plans include both a landing on Duna and a landing on Ike, although some of the six passengers aboard are still hesitant about visiting both of those places. There's no need to be nervous, though - the orbiter will have plenty of room for those who might wish to stick to their original plans. We would like to assure any kerbals considering joining our next expedition that the main transfer stage is designed for multiple missions and the Minmus-based tankers are already mining fuel for another trip, so even if you missed the opportunity to buy your tickets for this ride, you *will* have your chance in the future. The last issue we wish to address here is that of leaving the Poodle stage attached. While the reports that it didn't have much fuel left after docking with the mothership were true, now it carries both enough oxidizer to perform a deorbit burn on Duna and spare liquid fuel for the transfer stage. Keeping the Poodle stage attached also allows us to dispose of it on Duna, in a maneuver that will leave no debris, helping us keep the space around Kerbin clean and hazard-free. Want to learn more? Follow us on Kerbook, Kerbitter, or visit our kerweb pages! -wlt- Quote Link to comment Share on other sites More sharing options...
Kergarin Posted January 27, 2020 Share Posted January 27, 2020 well... it's not what I did just today... more like... the last 2 years Quote Link to comment Share on other sites More sharing options...
RizzoTheRat Posted January 28, 2020 Share Posted January 28, 2020 (edited) Decided to completely overhaul my kOS scripts, as it was getting pretty messy and hard to slot new functionality in. As a result my space programme is not progressing in the slightest at the moment. After several bug related failures I got atmospheric launch and circularisation running last night with a test launch of my next planned mission. Still need to put in the code to wait for the right Phase angle before launch before I do a live launch though (4 RemoteTech Kommsats and Scansat equipped science probe as my first mission of the career to Duna). I'll then rebuild the Interplanetary burn, braking burn, etc as the mission progresses. I already had the menu structure to build the mission file on bootup (eg New Mission -> Duna -> Equatorial Orbit) but now implement the mission file differently, so for example timing the launch for the correct phase angle or inclination now happens as part of the Launch function not the Mission builder. Hopefully this will simplify things a lot, and make picking up a mission part way through from an autosave a lot easier, and trust me, when you're learning kOS you use autosave and revert a LOT. I've got a little while before I need to worry about the fact my current menu structure allows for 10 items but there's 17 bodies in the standard solar system... I'm also planning to add in an option to just execute a node (well over 1000 lines of code and I don't actually have a function to do that yet :D), and one to refuel a vessel docked at a station. Tempted to start a kOS tutorial/blog as well as I found it quite hard going to begin with. Edited January 28, 2020 by RizzoTheRat Quote Link to comment Share on other sites More sharing options...
capi3101 Posted January 28, 2020 Share Posted January 28, 2020 Spent a fair chunk of the past 24 hours out on Bop. It turned out that the issues I had over this past weekend with the launch and release of the Hellhound 7 rover from the Bohai 2 outpost on Bop's surface were indeed caused by a nascent cephalopod, confirmed at the beginning of my day when I went out to the Spamcan 7 lander on the surface at Bohai 2 with tourist Hadnard Kerman aboard and found the base missing. This historically occurs when the game thinks the entire base has crashed into the ground and restoration only required a quickload. I had last quicksaved just after engineer Lemvin Kerman returned from hitting the first waypoint of an EVA survey out at Bop, so not very much was lost at all - Bohai 2 began printing of the Hellhound (again), with a total of 34 minutes construction time required. While I was waiting, the South Base outpost near KSC shot up supplies of Enriched Uranium and Rocket Parts (again) to LSV House Corrino in HKO, which is currently building the TBD 7e Moho base-seeding rover destined to put a base on the surface of Moho. Corrino at this point has all the parts it needs to finish construction, pushing completion of the construction from nine hours to ninety minutes. 34 minutes later, a Hellhound 7 rover rolled off of Bohai 2's launchpad, this time without incident or dancing around uncontrollably for ten minutes (still F5'd the damn thing before I released it, of course). Lemvin left Bohai 2's factory module and boarded the new rover, which was designated Bravo 2 at that point (Bravo 1 being the name of the lander that seeded Bohai in the first place). The new 2020 model Hellhound 7 now comes complete with a do-nothing magenta square for your personal annoyance... Lemvin drove Bravo 2 9.6 kilometers to the east-southeast to the next point of the survey, then drove another 2.5 kilometers north-northeast towards the third point before events required me to switch gears. Driving on Bop is like driving anywhere on Minmus outside of the flats. You can catch some pretty spectacular air and do some wicked stunts while still landing safely as long as you maintain some semblance of control. Specifically, the Auk XVI 12-passenger spaceplane I launched out to Mün over the weekend had arrived at periapsis and needed to conduct its orbital insertion and burn to set rendevous with space station Munport. The plane completed the burn successfully and set a flight time to rendezvous at 56 minutes, aligning to within .02° of the station's orbital plane in the process. Had a freak out moment when the plane first popped into view...objects in background aren't quite as close as they appear, it seems...... Bopport had also come around into position for Hadnard's Spamcan to make its return flight; the lander took off and set up a rendezvous with the space station with flight time estimated at 25 minutes. That job done, my attention returned to Bravo 2, which drove another 3.5 kilometers to the north-northeast to reach the third point, then proceeded 6.2 kilometers to the southeast before reaching the fourth and what turned out to be the final waypoint of the survey, completing that contract. All said and done, Bravo 2 wound up 15.7 kilometers to the west of Bohai 2 in Bop's Slopes. Job done, Bravo 2 began the drive back to Bohai. Time constraints required me to stop for the day about three klicks west of the outpost. This morning's activities began with the arrival of the Spamcan at Bopport; docking went off without incident. Hadnard boarded J. G. Backus docked to the station, after which Backus departed and made preparations to return to LSV House Harkonnen in a high and inclined Bop orbit. I took the time while Backus was waiting to conduct its departure burn to finish Bravo 2's drive to Bohai, with Lemvin rejoining his fellow engineers aboard the outpost's Factory module. Bohai sent up replacement fuel supplies to Bopport via its mass driver and then proceeded to drill 450 units of ore for another contract I have going on at the moment, which pretty much finishes everything I've needed to get done out on Bop's surface for now. Wrapped things up in my last session with Backus's alignment and departure burn; I was able to set things up so that Backus burned directly to set a rendezvous with Harkonnen. Flight time to that rendezvous will be 74 minutes. So the very first thing on my agenda for today is the arrival of the Auk at space station Munport; that's coming up in the next few minutes at this point. I don't recall if Munport has got a plane docking pier installed or not; if not, it's going to make delivery of the passengers to the station's Crater Maker 15-passenger lander a little bit more challenging, to say nothing of making sure the plane has enough fuel to return to Kerbin. Lusitania is deployed at Munport at least, so if need be I can pull the same shenanigans I did with Island Princess over Kerbin when the plane first launched. House Corrino is almost finished with the TBD at this point as well, so I really do need to take the time to get LSV House Atreides to Moho from Eve and then to Kerbin so I can finish up the current exploration contract and hopefully get the go-ahead to land on the surface. Backus will undoubtedly reach House Harkonnen today; next up on the itinerary for Harkonnen is a scheduled landing at Tylo, and I still haven't gotten around to designing a passenger lander there. Of my warp ships, Atreides now has unconditional priority once I get a two-hour window open; Harkonnen will wait if necessary. I'm likely to finish up two more contracts today, after which I'll go ahead and check for new ones and hope nothing happens to derail the current schedule too badly. I still have yet to get the 20-kerbal colonization mission to Laythe underway, and I still have the survey mission at Eve to kick off, but everything else is at least ongoing at the moment. Plenty busy right now; hoping I can get a fair amount done today. I'll keep y'all posted. Quote Link to comment Share on other sites More sharing options...
MR L A Posted January 28, 2020 Share Posted January 28, 2020 On 1/27/2020 at 3:26 AM, KerrMü said: Anyway, I hope this is what you asked for. If not, tell me. Beautiful thank you! It's a really nice design too Thanks again! Quote Link to comment Share on other sites More sharing options...
michaelbezos1 Posted January 28, 2020 Share Posted January 28, 2020 Beside having notebook at all time and having chance to pplay during the night and do much development at php or any field i postponing it due to excessive sleeping [very often in the car]. I usually do my researches in Mcdonalds as It is not the best place to do it but if you do not have what you like you like what you have it and using Barking and DAgenham College motto: NO EXCUSES, HIGH PERFORMANCE, HIGH AIMS. Hopefully will make soon progress. Quote Link to comment Share on other sites More sharing options...
fulgur Posted January 28, 2020 Share Posted January 28, 2020 7 hours ago, RizzoTheRat said: Tempted to start a kOS tutorial/blog as well as I found it quite hard going to begin with. You should definitely do that. I still find it difficult to get it to land at safe speeds; the suicide burn leaves me falling at 10m/s about 100m up, and then it's 50-50 whether I survive... Quote Link to comment Share on other sites More sharing options...
Omar X Posted January 28, 2020 Share Posted January 28, 2020 (edited) Here's a scenario you guys might find interesting/comical/too realistic. No mods required, or all mods helpful. I'm playing a modified, "American Capitalist" career game, centered around building business on borrowed money and insane, soul crushing levels of unsecured debt. I started a career game, but with all tech, progress, etc. at max setting from the beginning. I'm borrowing from the "Alt F12 Bank" as often and as much as needed to build my program, stations, bases to a functional, desired level, so effectively deficit spending thru the gullible F12 investor until such point as I can begin to manufacture/recover resources to sell back, settle the debt. Of course, any science collected is converted to funds via contract in the Admin Building. Eventually, the tremendous, nearly hopeless debt should be satisfied, and profits gained. Obviously, such an yugely valuable commodity as Karborundum is of great value in this scenario. If it all falls thru, or I just get tired of trying, oh well. The rich, business un-savvy F12 investor fool is just out of luck. His only option would be to foreclose on the entire KSP complex. He should have been more careful with his money. Lol. Any suggestions as to how to improve the game? Edited January 30, 2020 by Omar X Quote Link to comment Share on other sites More sharing options...
purpleivan Posted January 28, 2020 Share Posted January 28, 2020 (edited) More adventures of Boxo, this time heading to some mountain scenery. Heading for the top. It took quite a while to get up to the altitude of the top of the mountain, but once up there Val wanted to set down somewhere vaguely near the summit. Then back into the air again before the sun set. Yes... Boxo is missing a bit at the back end. Slight issue just after takeoff that resulted in an unscheduled bumpy landing and some breakage. Edited January 28, 2020 by purpleivan Quote Link to comment Share on other sites More sharing options...
HvP Posted January 28, 2020 Share Posted January 28, 2020 (edited) On 1/25/2020 at 2:43 PM, MR L A said: Then a thought came to my mind: "Heywood Kerman should take a look at that monolith." But how to get Heywood into Orbit??? Well, from time to time I try to build something like the Orion 3 spaceclipper from 2001. I just love the design and it´s normally a fun challenge to build. So this weekend -again- I sat down with a simple plan. But ideas emerged, problems appeared, sollutions were found, frustrating bugs were... seriously, I thought the thing with engine plates and structural rings not shielding their innerts from drag would have been solved by now... but at the end I´m really happy with the result. I think it looks kinda nice and the flight characteristics are not bad at all. Ok, I had to clip some rapiers together, which I wouldn´t normally do, but ¯\_(ツ)_/¯ I'm particularly fond of sci-fi replicas like this, and that is a great build. Love it! Edited January 28, 2020 by HvP Quote Link to comment Share on other sites More sharing options...
pmborg Posted January 28, 2020 Share Posted January 28, 2020 12 hours ago, RizzoTheRat said: Decided to completely overhaul my kOS scripts, as it was getting pretty messy and hard to slot new functionality in. As a result my space programme is not progressing in the slightest at the moment. After several bug related failures I got atmospheric launch and circularisation running last night with a test launch of my next planned mission. Still need to put in the code to wait for the right Phase angle before launch before I do a live launch though (4 RemoteTech Kommsats and Scansat equipped science probe as my first mission of the career to Duna). I'll then rebuild the Interplanetary burn, braking burn, etc as the mission progresses. I already had the menu structure to build the mission file on bootup (eg New Mission -> Duna -> Equatorial Orbit) but now implement the mission file differently, so for example timing the launch for the correct phase angle or inclination now happens as part of the Launch function not the Mission builder. Hopefully this will simplify things a lot, and make picking up a mission part way through from an autosave a lot easier, and trust me, when you're learning kOS you use autosave and revert a LOT. I've got a little while before I need to worry about the fact my current menu structure allows for 10 items but there's 17 bodies in the standard solar system... I'm also planning to add in an option to just execute a node (well over 1000 lines of code and I don't actually have a function to do that yet :D), and one to refuel a vessel docked at a station. Tempted to start a kOS tutorial/blog as well as I found it quite hard going to begin with. Hello, I have done something similar but after some journeys of have it always working, started to fly again manually for the Fun Here it is my main file: (also have a menu to define the destiny and once have "states", support reboots, always knowing what's next... ) https://www.dropbox.com/s/sjcuanq4behspqa/main.c?dl=0 Let me know if you want to share an idea about some detail. 3/09/2019 04:53 PM 86 boot.ks 06/15/2019 12:10 AM 1,182 BURN.c 11/02/2019 06:08 PM 12,110 declare-globals.c 06/09/2019 11:30 PM 740 GOORBIT.c 04/21/2019 11:26 AM 613 GOUP.c 07/12/2019 03:04 PM 5,777 Launch-Circularize.c 08/19/2019 07:43 PM 5,806 Launch-Orbit.c 03/06/2019 11:35 AM 1,491 lib_activateVessel.c 04/06/2019 10:33 AM 1,147 lib_atmosphere_break.c 03/30/2019 04:44 PM 1,606 lib_body_travel_data_lanch.c 03/24/2019 08:59 PM 2,755 lib_body_travel_data_return.c 02/24/2019 09:22 PM 364 lib_manuevers.c 03/17/2019 09:54 AM 794 lib_resources.c 03/30/2019 10:50 PM 9,900 lib_trajectory.c 02/24/2019 09:40 AM 719 lib_wait_AP_PE.c 03/04/2019 10:36 AM 985 lib_warp.c 08/08/2019 01:23 PM 3,997 main.c 04/06/2019 11:44 AM 1,816 Phase Angle.c 06/15/2019 02:43 PM 7,243 Phase0-Normal.c 06/15/2019 02:43 PM 7,651 PhaseI-Burn.c 02/16/2019 11:18 PM 613 PhaseI-Transfer.c 02/24/2019 08:42 AM 349 PhaseI-Warp.c 06/15/2019 02:43 PM 1,492 PhaseII-Break.c 06/15/2019 02:43 PM 5,025 PhaseII-Circularize.c 08/16/2019 03:13 PM 3,701 PhaseIII-Land.c 06/15/2019 02:43 PM 2,631 PhaseIV-Orbit.c 04/06/2019 10:34 AM 2,418 PhaseV-Return.c 06/15/2019 02:43 PM 4,709 PhaseVI-Land.c 05/05/2019 10:24 PM 2,104 Refuel.c 12/17/2019 08:56 PM 1,976 stage-main.ks Quote Link to comment Share on other sites More sharing options...
Nezclaw Posted January 28, 2020 Share Posted January 28, 2020 (edited) i also managed to save my engineer after i launched a rocket i'd forgotten the purpose of. (It was an asteroid miner, but i didn't remember what the target was) The rocket spun out at altitude, and didn't have a parachute, so i jettisoned the lower stages, lit the last stage, (i think it was using a twitch engine, so it had decent atmospheric thrust) and did a powered descent. it also didn't have landing legs so i had the kerbal hop out just before impact. he survived, as did most of the debris. [edit] swivel. it was a swivel, not a twitch. Edited January 29, 2020 by Nezclaw Quote Link to comment Share on other sites More sharing options...
Warmachine Posted January 29, 2020 Share Posted January 29, 2020 Today was a quiet day, relatively speaking. Two shipments to KerbStation 100, the first being a small skiff of 810 units of monopropellant and a capsule for a crew rotation. Somehow an extra pilot was lurking in one of the modules, when I need more scientists, not pilots. The capsule brought Sigfry and Podus Kerman to the station to work in the research and zoology labs. They've since passed their first experiment results over to the processing laboratory on the other side of the station, and we're all very optimistic about future experiments this station is slated to perform. The last time I posted, the solar blanket hadn't been installed yet. Here it is in its fully deployed, sunward glory. You can also see the fuel skiff in the gaps between the array. Quote Link to comment Share on other sites More sharing options...
michaelbezos1 Posted January 29, 2020 Share Posted January 29, 2020 Hi guys have some spare time now in mcdonalds after 5:07 but due to multitasking the development particularly at kerbal space program is delayed but at least turn on the game and progress somehow. If i had the computers like at deutsche bank or spacex i would be much more efficient. Quote Link to comment Share on other sites More sharing options...
Audiobotguy03 Posted January 29, 2020 Share Posted January 29, 2020 (edited) I went and built this fictional variant of the F-94 Starfire that was made as a model by a guy named Dizzyfugu on Imgur, you can check out the images of the original model here. (and maybe even his other models too, I think they're really cool. lol) Spoiler A screencap of the jet: The afterburning turbojet: More screencaps: I even got it to go supersonic in a dive (Speed Unit Annex is mod used for mach meter btw :P) : Edited January 29, 2020 by Audiobotguy03 some e d i t s . :> Quote Link to comment Share on other sites More sharing options...
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