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What did you do in KSP1 today?


Xeldrak

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3 minutes ago, Single stage to ocean said:

Could a kerbalism grand tour SSTO be possible(doesn't visit all planets, uses shuttles)

somebody made a completely reusable grand tour (used the approach of landing on the highest mountain on eve). of course, that required isru. in the relaxed kerbalism rules of using regular isru, then it's certainly possible, though risky - to cut weight and make everything reusable, one would have to sacrifice reliability. but one may get lucky and break nothing anyway.

with the full kerbalism rules, including isru... well, technically possible to run a mission lasting centuries without breaking anything. but highly unlikely.

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500 liquid fuel mk3 tanks and 800 s4 tanks and 800 mammoths with twr ~1.5 with mass of 220 kilotons, with two ignitioned mammoths and nervs and an eve ssto in the cargo bay,  4200 wings, all landers and some shuttles between planets could do it. Brad whistance could lauch a megaton rocket stock

Edited by Single stage to ocean
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I finally got to play with the payload crane part that I made for my Mk-33 mod. The payload crane is a single robotics part that has an overhead trolley. The trolley has several KAS winches to raise and lower payloads into and out of the Mk-33.

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More launches for my crewed JNSQ mission to Duna, with a Lynx rover, life support supply ship & a small surface base plus probes to Moho and another to Lindor and a deep space relay to position itself between Jool & Lindor

 

The Duna-Lynx heading for orbit.  It will keeps its payload fairing to protect the rover during aerobraking at Duna so there isn't much to see

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Duna Outpost - has living quarters for up to 4 crew & life support for well over a year on the surface.  Has a hitchhiker for quarters, with some 1.25m parts on top for a command center & four radial 1.25m fuel tanks feeding a quartet of Terrier engines for landing, assisted by 4 drogue chutes.  The four radial fuel tanks also give a nice wide footprint for stability on the ground.

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Life support tanker - Not really much to say, carries food, oxygen & water, plus a little extra LF & LFO for the manned mission to restock with.  Used the same launcher as the previously launched fuel tankers

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Pathfinder-Moho:  A 3.75m launch vehicle to put a 0.625m probe into Moho orbit.  The two transfer stages have over 8000 m/s dV combined, plus over 1700 m/s on the probe itself.  First launch using just-unlocked 3.75m engines instead of the cluster of Mainsails I've been using on my 3.75m launches previously.

Spoiler

 

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Pathfinder-Lindor - ditched the gold foil wrapping & swapped out the solar panels for a pair of small RTG's for power, but otherwise very similar to the previous launch.  The dV available is actually in excess of what should be needed for Lindor, something I've not experienced much in JNSQ

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Deep Space Relay - Based on the Voyager bus, & retaining its power supply (RTG), it mounts the largest currently available antenna and will depart Kerbin orbit about the same time as Pathfinder-Lindor so it hits its Ap between Jool & Lindor near the time when Pathfinder-Lindor will be reaching it's destination and (hopefully) ensure good signal for the Lindor mission.  Used the same launcher as the two previous probes, except it omitted the 2.5m upper stage, using the 3.75m third stage as the transfer stage which should be more than enough to put it into the desired orbit around Kerbol.

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Spent 2nd stage falling back to Kerbin, nearly 1/2 full of fuel still - due to the hasty change to omit the 4th stage, I didn't provide any method of disposing of the 2nd stage so I had to jettison it when Pe was below 40km, leaving the 3rd stage to finish orbital insertion and a bunch of wasted fuel to burn up in the atmosphere

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Edited by Cavscout74
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19 hours ago, KSC Command was quite jubilant about having found a super-secret mountain-top location on Eve (right on the equator), at an altitude of 6,439 meters.  It is a pretty flat site and quite large.  Easy to land a rocket glider on reliably.  Mauve Mountain, we've proudly called it.

Since then, we've noticed that heavy/expensive equipment (rocket-powered interplanetary vessels), parked atop the aforesaid location tend to "drift" at rates measured up to 5 cm/s.  We weren't happy.  We all Trust in Squad as they say, but on this occasion, we felt that Squad had let us down.  :) 

A few hours in a bulldozer and we flattened the site.  Brought in a few makeshift buildings to make it seem a little less barren and a little more businesslike.  [click + arrows]

(Imagine our surprise, though, when the KSC grass we imported turned a funny hue of purple within a few minutes!  Oh well, it did look out of place.)

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So, problem solved.  But inasmuch as this has been a costly affair for the long-suffering taxpayer, we've successfully sued for a Rule Change.

In brief, "since KSP (1.7.3) vehicles have this magical power to overcome friction at any time of most inconvenience, we have now command of a crawler-way tractor to position rockets landed on the mountain-top to the launch pad".  It's only fair!!

We have dubbed this machina ex Squad: Vessel Mover.

[And yeah, we know about grip strips, but our principal vehicle sports a Papa dock for base and we're not gonna deface it...]

Edited by Hotel26
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Deployed the "Wild Rover" to the Mun under usage of a big Skycrane:

 

The Wild Rover (tm) is equiped with refueling capabilities and can couple to a landed spaceship via it's multifunctional claw on the front. It's also equipped with many science experiments. It's truly autonomous and self sufficient. Currently it's crewed with Miles O' Kerman and Keiko O'Kerman. Maybe there will be more kerbals after leaving it alone for some months :D

 

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Yes, it uses a little part clipping but only for aesthetics, as all my crafts. Nothing too cheaty.

 

Edited by Rakete
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Minmus.PNG

KSP hasn't been working for me. So while it isn't, i've been getting my relative to play KSP. He's making very fast progress especially with the assistance he can get from me live. It's very fun to watch him live play this, especially since I can help him when he has a question or doesn't understand something. In the past 30 hours he's gotten from mastering orbit to landing on minmus.

Here's some screenshots he took:

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On 6/6/2021 at 11:54 AM, Martian Emigrant said:

Fun was had by all. They can't wait to do it again.

Great minds. I did the same using my micro docking port. Here is a fun game. Spawn with 1 attached to the front and one attached to the back and then get up to speed on the runway. release both ends simultaniously and maneuver out from inbetween them, get in behind and try to catch and reconnect with both before they go off the runway. Very satisfying when you pull it off. :D

Here are some pics of it's big brother. I have been reconfiging and retexturing Gerry Anderson models to make them balanced and a bit cooler looking. This looks good(in my opinion) and I almost have my extra nodes all configured.

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Spoiler

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Spoiler

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I am slowly working it into a full research and mobile lab rover.

 

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I put a 22m radio telescope into a Kerbin-trailing solar orbit:

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Folded up, it fits comfortably in a 2.5m fairing. Now time to test the deployment sequence before doing the escape burn:

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The hinged and telescoping arms have science experiments on the ends, as well as deployable arms with RCS control pods on each end, allowing for quick pointing of the telescope and keeping everything free from the thruster blast. Now time for the main event:

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Time to fold everything back up and engage the arc-jet thrusters. They use monoprop and electricity to create a hybrid drive somewhere between a nuclear rocket and ion thrusters. Much lower ISP than xenon motors, but more efficient than the alternatives, and they allow for a single fuel on the telescope. 

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Arriving on station, in an orbit that should stay clear of Kerbin's SOI for ~ 1700 years:

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Facing radial out from the sun, it should be able to search for deep space signals and possibly even signs of life outside of the Kerbol system...

 

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Got in a few more launches, including the crew for the manned Duna mission.  I did make one mistake - the crew launch vehicle was hastily thrown together and I remembered every detail except one:  a probe core to more it after the crew departed.   The crew will depart LKO in about 4 days, giving them time to fully check out the Red Scout 1 exploration ship.  I also managed to get the first of the Duna fleet headed towards the red planet - one of the tankers. 

Yet another tanker, with a mix of LFO & LF as a backup

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I also squeezed in a Minmus impactor to get the passive seismic science

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Impact was <7km from the sensor at over 3000 m/s, more than enough to gather all data from Minmus

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Final new launch was the Crew Transfer Vehicle, capable of taking up to 5 crew to orbit.  Flew very nicely except for that whole "no probe core" thing, so now it is stuck pointing nose normal with the solar panels barely catching any sun and the lights left on. 

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Rendezvous & docking were smooth

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Tanker "A" departed on time, to be followed in a day by the station tug

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2 hours ago, ColdJ said:

Great minds. I did the same using my micro docking port. Here is a fun game. Spawn with 1 attached to the front and one attached to the back and then get up to speed on the runway. release both ends simultaniously and maneuver out from inbetween them, get in behind and try to catch and reconnect with both before they go off the runway. Very satisfying when you pull it off. :D

Here are some pics of it's big brother. I have been reconfiging and retexturing Gerry Anderson models to make them balanced and a bit cooler looking. This looks good(in my opinion) and I almost have my extra nodes all configured.

 

I am slowly working it into a full research and mobile lab rover.

 

Hey.

Funny that you are working on other Gerry Anderson stuff (Shado Mobile Unit) here is what Jeb was doing earlier today.

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I haven't payed with the mobile unit but I can tell you the interceptor need a lot of work.

But man that thing pulls 5 Gees with infinite power.

 

ME

Edited by Martian Emigrant
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10 minutes ago, Martian Emigrant said:

Hey.

Funny that you are working on other Gerry Anderson stuff (Shado Mobile Unit) here is what Jeb was doing earlier today.

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I haven't payed with the mobile unit but I can tell you the interceptor need a lot of work.

But man that thing pulls 5 Gees with infinite power.

 

ME

I went a slightly different way. I balanced mine, less powerful but more than capable of getting off planet. also flies in atmosphere without needing the vtol to keep it up. And I have got it down to only needing 1 texture file for the engines so you can change textures in game. 2 variants that look good so far and 2 I'm trying to have the colour come out right.

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This is for you for the buggy. Not quite what I expected but I hope you will like it. Starry Night.

Spoiler

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Ironically, summer brings even more stuff than when school was still in session. So, my current save has been running for a while now, totaling to 9 in game years (I mainly stick around Kerbin). However, while doing everything I was working on, I missed some important stuff: the Mun and Minmus. After touching them from Year 1 - Year 2, they've been pretty much neglected since I focused on new stations and interplanetary shenanigans. So, I took my first (minor) step to try and fix this issue, as the flotilla of interplanetary EVs headed to Duna and Eve don't depart for about 2 more years.

Last time we left off, we finally visited Wilmon Kerman, alone at Mungate Station for 7 years.  (link below)

Today, he finally comes home!

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Since I'm quite lazy, I'm returning both the ANTS and the Expeditioner together. Also, the fact that the Expeditioner is a pretty sucky craft, with no remote control (Wilmon is an engineer). And besides 'realism' (ignore the fact that he was stuck around the mun for 7 years with no company).

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The ANTS stack settles in orbit relatively easily, and Wilmon undocks. The meager controls are barely enough with Wilmon onboard, and we avoid an accident like last time. The deorbit burn goes flawlessly. 

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Decoupling also happens fine, which is surprising given the Expeditioner's shoddy past in decoupling (part of why I moved on).

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Reentry goes without a hitch and the drogues deploy. Nothing wrong except for a minor mishap with extending the floats, which are quickly retracted.

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Luck seems to be on our side. The capsule lands perfectly on a beautiful beach.

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Wilmon walks around and does the obligatory moody stare into the distance, finally bringing the (Expeditioner 4? can't remember) mission to an end after 7 years of him sitting around in Mungate station's centrifuge. The only remaining remnant of the Expeditioner-class is Expeditioner 5? docked to Minmus Outpost, with a crew of 3 (ignoring the part of 158 debris floating throughout the Kerbol System. I should probably do something about that).

 

 

 

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The Right Stuff

Finally made it into orbit with manned vessel (this low tech start has it's challenges)

On the pad

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Launch!

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Booster separation

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1st Stage away

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Orbit achieved!

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Stage 2 released and de-orbit trajectory gets a bit warm

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Splash down and home safe.

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All stages recovered successfully. 

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Designed and landed a rover with science equipment for my WIP moon base project that I am starting.

Built with durability in mind, it's one of the most stable rovers i've ever made, and pretty much the only thing that can really cause any damage is a direct hit of the front/back of the vehicle directly into the floor.

Houses 2 people and has ALL science equipment. Top speed of 49m/s, but VERY slow acceleration. Flipper capability provided with landing gears.

KIS/KAS capability and can be used to tow.

Some nice shots of testing:

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On the moon:

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IT FLIES!!!!:

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Not to flex or anything, but I landed on Kerbol :cool:

https://imgur.com/a/2tYSzQo

How to do this? Simple.

1) Go to the Mun's north pole with your favorite Elcano rover

2) Plant a flag directly at the pole and watch how it somehow gets shifted by 200 m

3) Try to leave that rover hell

4) Fall through glitched terrain

5) Panic

6) Get puzzled as the flag you planted explodes for no reason while you're far below it

7) Brace for the worst at -250 m

8) Watch as nothing happens

9) Wait for periapsis

10) Get YEETED at 42000 g by the singularity at the center, and reach a speed of 160 km/s

11) Exit the Mun at literal breakneck speed and watch as you are still "landed"

12) Once above Kerbin, grab impossible results such as the gravimeter while landed on water since you're at it

13) Exit Kerbin's gravity since you go so fast

14) ???

15) (not that much of a) Profit! (no seriously I got that little science for somehow landing on a star?!?)

 

P.S. How do you embed images with imgur? The forum's function didn't work for this link

Edited by MinimalMinmus
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@MinimalMinmus

Sounds like you broke the game.

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You can paste the picture direct link to the post and the forum will post it as an image.

If that fails click the "Insert Image from URL" button in the right-bottom corner of the post reply box.

Then paste the same direct link to the picture.

 

ME

Edited by Martian Emigrant
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