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What did you do in KSP1 today?


Xeldrak

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I've been launching a lot of interplanetary missions lately, and while Linus understands that interplanetary missions come with interplanetary budgets, accountants gonna account... While perusing the latest LinuxGuruGamer catalog of orphaned and stray rocket parts, he had a eureka moment, and crashed into Werhner's office with a challenge. "Put this, into the obit of this, using nothing but that!" Thus was the Quark born, a 0.625m rocket so named because Werhner can't imagine anything smaller making it to orbit:

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Topped with a miniscule 0.35m cube sat with orbital imagery science and relatively potent relay capacity, it should be just the thing to fulfill some of those prestige satellite contracts that have been gathering dust because they just weren't profitable enough with a larger rocket. The first test launch went off without a hitch:

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Gus wasn't terribly happy about tying up the launch pad with a "silly little pop bottle rocket", though, so he came up with an alternative that will allow the launch pad to be used for bigger projects while still taking advantage of Linus's discount access program:

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Transporting and erecting the rocket is a piece of cake, all Theory had to do was push the big red button on the KAL.  Fueling it once it's upright, however, is a different matter:

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And actually launching the darn thing is something else entirely:

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Mechjeb wants nothing at all to do with this contraption, so it's all eyeballs and skill to get it to orbit:

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But the first operational launch " Ear's Looking At You " was a resounding success:

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KoS

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ITS COMPLETE!! Ive fixed all kinks out with the wheels and they're working perfectly :D
WVvgkAd.pngwlcT8zP.pngY7NnvDY.png0XvfL5J.pngCL1Vc4j.png
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They're really stable, and dont bounce or slide, the back wheels are fixed and the front is steerable and they both retract and deploy at the same speed

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More underwater exploration

Jeb doing some diving at some underwater anomalies

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Using some new experimental equipment... which added an extra Inventory slot. Very useful

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Anomalies courtesy of: 

Experimental equipment courtesy of:

 

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This one for @Caerfinon with config files soon for @Martian Emigrant. Buggy works great, no more skating and it floats, has an embeded low power juno to push you across the water. Just getting the wheel suspension right.

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Spoiler

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This one is for me.

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Spoiler

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These are for everybody.

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Spoiler

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Wheel sizes.

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This is for fun.

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Spoiler

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1 minute ago, Kuiper_Belt said:

Launched and deployed Hubble on STS-31!

WfXN5Vr.jpgaC8dOyU.jpgVEdzZe4.jpg

The mission is documented in more detail here as well as other mission from myself and @lemon cup . Check it out if you'd like!

Tbh the graphics are so incredible here I probably wouldn't have realized it was KSP if it wasn't posted on this forum.

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9 hours ago, SparkyFox said:

ITS COMPLETE!! Ive fixed all kinks out with the wheels and they're working perfectly :D
[snip]
They're really stable, and dont bounce or slide, the back wheels are fixed and the front is steerable and they both retract and deploy at the same speed

Now let's just wait for the release ;) Good job!

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23 hours ago, SparkyFox said:

a few config kinks here and  there, but i gots it!
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Mod link when :awe:

19 hours ago, EpicSpaceTroll139 said:

Slowly making progress with the autoland script.  Consistently ending up with more of the shuttle intact after landing now.

It still is occasionally making strong rolls right above the runway though, and I don't understand why, because from how I wrote the code, it should only use yaw inputs to control centerline error after entering the landing flare, and small ones at that.  :huh:

MVQUMjX.pngFNpvufM.png

Maybe roll and yaw are swapped? But, yaw can cause roll to happen if that makes sense.

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48 minutes ago, Jebediah Kerman - Earth said:

Mod link when :awe:

Maybe roll and yaw are swapped? But, yaw can cause roll to happen if that makes sense.

In theory that shouldn't be possible because my code isn't directly giving control inputs to the shuttle, but rather giving kOS a vector to point the nose at and a vector to roll the top to, and then letting the mod itself decide how to actuate the controls to achieve that orientation.  I suspect something's off about the vectors I'm giving it (so I'm going to make it draw them on the screen), but it's possible kOS is just bad at counteracting some coupling between roll, yaw, and pitch and that's causing the problems.

I really hope it's not the second one there, writing custom control surface actuation logic would be a real can of worms.

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@Caerfinon and @Martian Emigrant

This the config for the main buggy body. The part variant works but  your headlights will look funky when not on as I don't know how to get each variant to use multiple textures. You can simply create 3 instances with different "name =" and either put them in their own folders with copies of the dependencies and the body texture of each type in the separate folders named to the original texture name or add in to the cfg Model subsection texture = and the new mesh names (1 type per config file) as well as the lamp texture names to have 3 with proper looking headlights.  To stop the wheels skating change in the wheel config.

    MODULE
    {
        name = ModuleWheelSteering
        baseModuleIndex = 0    
        caliperTransformName = steeringPivot        
        steeringResponse = 1    //0.5 //2 <--------- to 1 as shown here.
        steeringCurve
        {
            key = 0 20  //0 20
            key = 5 2.5   //10 5
            key = 30 0.5  //30 1.5
        }

Still haven't got the suspension right yet so just leave it as you found it. To get the bigger wheels just create 2 new instance, Lower their mass to 0.0005 and Set "rescaleFactor =" to 1.1 for medium and 1.2 for large.
 

Spoiler

 

PART
{
    // --- general parameters ---
    name = Moon_Buggy2
    module = Part
    author = MajorTom

    // --- asset parameters ---
    MODEL
    {
        model = MT-Eagle/Parts/Rover/buggy
    
    }
    MODEL
    {
        model = Squad/Parts/Engine/miniJet/SmallJet
        scale = 0.2
    }
    rescaleFactor = 1
    Buoyancy = 1
    // --- node definitions: Position X, Position Y, Position Z, Up X, Up Y, Up Z
    node_stack_wheel1 = 0.26841, 0.58088, 0.25109, 1.0, 0.0, 0.0, 0
    node_stack_wheel2 = 0.26841, 0.0, 0.25109, 1.0, 0.0, 0.0, 0
    node_stack_wheel3 = 0.26841, -0.58088, 0.25109, 1.0, 0.0, 0.0, 0
    node_stack_wheel4 = -0.26841, 0.58088, 0.25109, -1.0, 0.0, 0.0, 0
    node_stack_wheel5 = -0.26841, 0.0, 0.25109, -1.0, 0.0, 0.0, 0
    node_stack_wheel6 = -0.26841, -0.58088, 0.25109, -1.0, 0.0, 0.0, 0
    node_stack_back = 0.0, -0.49225, -0.18187, 0.0, 0.0, -1.0, 0
    node_stack_front = 0.0, 0.0, 0.4368286, 0.0, 0.0, 1.0, 0
    node_stack_nose = 0.0, -0.99225, 0.0, 0.0, -1.0, 0.0, 0
    node_stack_tail = 0.0, 0.69925, 0.0, 0.0, 0.0, 1.0, 0
    // --- editor parameters ---
    TechRequired  = fieldScience
    entryCost = 10000
    cost = 9500
    category = Pods
    subcategory = 0
    title = MoonBuggy Taller2 BY1 M0.5
    manufacturer = Moonbase Alpha Engineering
    description = MoonBuggy yeah!

    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,0,1,1,0

    // --- standard part parameters ---
    mass = 0.50
    dragModelType = default
    maximum_drag = 0.20
    minimum_drag = 0.15
    angularDrag = 2
    crashTolerance = 450
    breakingForce = 2072
    breakingTorque = 2072
    maxTemp = 2000
    vesselType = Rover
    CoMOffset = 0.0, 0.0, 0.4
    CrewCapacity = 1
    bulkheadProfiles = size1, srf
    tags = rover buggy moonbuggy eagle transporter moonbase alpha major tom
    
    // internals, resources, effects, modules
        MODULE

        {

            name = ModuleCommand

            minimumCrew = 0        
        
        }


    MODULE
    {
        name = ModuleLight
        lightName = spotlight
        useAnimationDim = true
        lightBrightenSpeed = 2.5
        lightDimSpeed = 2.5
        animationName = Moonbuggy_lights
        resourceAmount = 0.03
        useResources = true
    }    
    MODULE
    {
        name = KerbalSeat
        seatPivotName = seatPivot
        ejectDirection = -1.5, 0, 0
    }
    //MODULE
    //{
        //name = KerbalSeat
        //seatPivotName = seatPivotR
        //ejectDirection = 1, 0, 0
    //}
    RESOURCE
    {
        name = ElectricCharge
        amount = 2000
        maxAmount = 2000
    }
    RESOURCE
    {
        name = IntakeAir
        amount = 10
        maxAmount = 10
    }
    MODULE
    {
        name = ModuleReactionWheel
        
        PitchTorque = 5
        YawTorque = 5
        RollTorque = 5
        
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.24
        }
    }    
    MODULE
    {
        name = ModuleScienceExperiment    
        
        experimentID = crewReport
        
        experimentActionName = Crew Report
        resetActionName = Discard Crew Report
        reviewActionName = Review Report
        
        useStaging = False    
        useActionGroups = True
        hideUIwhenUnavailable = True    
        rerunnable = True
        
        xmitDataScalar = 1.0
        
        usageReqMaskInternal = 5
        usageReqMaskExternal = -1
    }
    MODULE
    {
        name = ModuleScienceContainer
        
        reviewActionName = Review Stored Data
        storeActionName = Store Experiments
        evaOnlyStorage = True
        storageRange = 1.3
    }
//    MODULE
//    {
//        name = ModuleDataTransmitter
//        antennaType = DIRECT
//        packetInterval = 0.10
//        packetSize = 2
//        packetResourceCost = 20.0
//        requiredResource = ElectricCharge
//        DeployFxModules = 0
//        antennaPower = 1000000
//        antennaCombinable = False
//    }
    MODULE
    {
        name = ModuleGPS
    }
    MODULE
    {
        name = ModuleDockingNode
        referenceAttachNode = front
        nodeTransformName = dockingNode
            //controlTransformName = controlNode
        nodeType = size0, size1
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 0.3
        }
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = IntakeAir
            rate = 5
        }
    }
    MODULE
    {
        name = ModuleEnginesFX
        engineID = Cruise
        thrustVectorTransformName = thrustTransform
        exhaustDamage = False
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 5
        heatProduction = 0.01
        useEngineResponseTime = True
        engineAccelerationSpeed = 0.12
        engineDecelerationSpeed = 0.5
        fxOffset = 0, 0, 0.74
        spoolEffectName = running_turbine
        engineSpoolIdle = 0.05
        engineSpoolTime = 2.0
        EngineType = Turbine
        exhaustDamageMultiplier = 1
        clampPropReceived = True
        PROPELLANT
        {
            name = IntakeAir
            ignoreForIsp = True
            ratio = 22
        }
        PROPELLANT
        {
            name = ElectricCharge
            resourceFlowMode = STAGE_STACK_FLOW_BALANCE
            ratio = 1
            DrawGauge = True
        }
        atmosphereCurve
        {
            key = 0 6400 0 0
        }
        // Jet params
        atmChangeFlow = True
        useVelCurve = True
        useAtmCurve = True
        machLimit = 0.75
        machHeatMult = 3.5
        velCurve
        {
            key = 0 1 0 0
            key = 0.44 0.897 0 0
            key = 1 1 0.1988732 0.1988732
            key = 1.3 1.03 0 0
            key = 2 0.68 -1.065708 -1.065708
            key = 2.4 0 0 0
        }
        atmCurve
        {
            key = 0 0 0 0.7448742
            key = 0.072 0.13 2.075459 2.075459
            key = 0.16 0.28 1.464173 1.464173
            key = 0.42 0.578 0.93687 0.93687
            key = 1 1 0.5529748 0
        }
    }
    MODULE
    {
        name = ModuleAlternator
        RESOURCE
        {
            name = ElectricCharge
            rate = 1
        }
    }
    EFFECTS
    {        

        running_turbine
        {
            AUDIO
            {
                channel = Ship
                clip = sound_jet_deep
                volume = 0.0 0.0
                volume = 0.05 0.35
                volume = 1.0 0.5
                pitch = 0.0 0.6
                pitch = 0.05 0.8
                pitch = 1.0 1.5
                loop = true
            }
        }

    }
    MODULE
    {
        name = ModulePartVariants
        useMultipleDragCubes = false
        baseVariant = Yellow
        VARIANT
        {
            name = Yellow
            displayName = Yellow
            themeName = Yellow
            primaryColor = #cdad00
            secondaryColor = #cdad00
            TEXTURE
            {
                shader=KSP/Emissive Specular
                mainTextureURL = MT-Eagle/Parts/Rover/Moonbuggy_textures
        
                
            }
        }
        VARIANT
        {
            name = Canada
            displayName = Canada
            themeName = Canada
            primaryColor = #ffffff
            secondaryColor = #1874cd
            TEXTURE
            {
                shader=KSP/Emissive Specular
                mainTextureURL = MT-Eagle/Parts/Rover/Moonbuggy_texturesC

            }
        }
        VARIANT
        {
            name = BlueLightning
            displayName = BlueLightning
            themeName = BlueL
            primaryColor = #cdad00
            secondaryColor = #0000ff
            TEXTURE
            {
                shader=KSP/Emissive Specular
                mainTextureURL = MT-Eagle/Parts/Rover/Moonbuggy_texturesB            
            }
    
        }

    }
}

 

 

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2 hours ago, EpicSpaceTroll139 said:

Tbh the graphics are so incredible here I probably wouldn't have realized it was KSP if it wasn't posted on this forum.

Thanks! I go for realism in my screenshots and my missions and I'm glad I'm doing it right!

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1 hour ago, Jebediah Kerman - Earth said:

Mod link when :awe:

Maybe roll and yaw are swapped? But, yaw can cause roll to happen if that makes sense.

vhRxydo.png
kupEj1n.pngvQEZQUH.png

sooon :)

also, I'm spying on you lot
im thinking about making the ball thing and having it work along side Tarsier Space Technology(same way the rover cam works)

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Ok, so I noticed the weird behavior was starting at exactly 1 km out from the runway, which happened to be where my shuttle exited the Heading Alignment Circles (HAC) (circles along which it turns to align heading with the runway).  I moved them out to 6 km from the runway so there would be more altitude to recover from the strange roll/pitch maneuvers, and all of a sudden the weird maneuvers disappeared.
1c692e55506a47fc718a16ee28e8b38b.jpg&f=1

So with that done, and some slight tweaks to the yaw control gains, I got my first unassisted landing on the runway.
ljOXpv6.png

Edited by EpicSpaceTroll139
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Trying to get this camera to work with tarsier-space-technology and i have no idea what im doing :P
maybe BDArmory would be better, its better at tracking i guess :/ mehhh scienceeeesese goes out the window for that part

svSq1sB.png

7bivPo5.png
N47igkw.png

Edited by SparkyFox
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I managed twice as many launches today - a small station core and a fuel tank for Duna.  Each launch was record-breaking - over 700t on the pad for the station core and over 900t for the fuel tanker.  And both are just barely capable of entering Duna orbit - some aerobraking will be required for the tanker. 

The station core features a command module, airlock module, 4-kerbal crew quarters and a greenhouse, plus life support supplies for nearly 2 years (not counting the greenhouse or recyclers) and has two standard size docking ports and two large docking ports for adding station expansions or docking the fuel tanker.

klM0YiOh.png?1

00sMQ6Ah.png?1

w8CJHsQh.png?1

The fuel tanker is nothing fancy - pure brute force to carry an orange tank of liquid fuel to Duna in JNSQ, plus the minimum equipment to assist with that - solar panels, antenna, reaction wheel, battery, RCS

I6HuzF4h.png?1

MGoMRSQh.png?1

b2ZyuOyh.png?1

 

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