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What did you do in KSP1 today?


Xeldrak

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I landed on The Mun Dres.

Spoiler

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Dres ship in orbit. I launched it a while ago, around the same time as my Duna base.

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I landed at a new 1.12 anomaly. (Don't click the spoiler if you want to find it yourself.)

Spoiler

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I found a crashed Tesla Roadster on Dres. Coordinates in the screenshot.

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I somehow clipped in when trying to climb on top.

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I tried to do the space low EVA science kit by jumping off, ended up getting it stuck in front of my Kerbal.

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I deployed science and returned to orbit.

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The Dres transfer window lined up so that I could leave immediately.

 

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... and after all the "simulation", today was "The Day"!

 

Today the Might(ly kitbashed) Saturn C-8 Nova is going for landing on the Mun! Direct Ascent style!

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It's said the even the seats of the gods were shaken, when the 8 F-1 engines on the S-IC-8 first stage roared at lift off...

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First Stage cut-off and second stage separation/ignition:

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Low Kerbin Orbit final burn/insertion, completed by the third stage S-IV-B:

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The satisfaction was palpable in the crew module, with Jebediah, Bill and Bob complimented each other, after having ride "The Beast" safely in space.

But it was only the begin of their journey...
After a check-out of every system, it was time for the Munar Insertion Burn, again performed by the S-IV-B's single J-2 engine:

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Everything went smoothly: after ditching the S-IV-B, it was  time just to enjoy the ride until the Munar SOI...

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... to perform the Munar Orbital Insertion...

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... and then, be ready for the start of Munar Landing...

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... that will be in a very "hystorical" place...

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"Kouston... Tranq... ehm... Armstrong Base here: the Eagle has landed."

At this point, was just matter of performing the IVA on the Mun surface:

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The first was Jeb, eager to pay his homage to the place...

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... then Bill turn...

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... rapidly followed by Bob...

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... to riunite the crew on Munar soil.

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Bill- "It's time to set the flag, lads..."

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Bob- "Flag??? What "flag"??? Nobody told me to take "a flag" with me!!!"
Jeb- "Don't worry, Bob..."

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"... I have you covered!"

"... a small step for three Kerbal..."
"A giant leap for Kerbalkind!"

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It was time, then, to leave the Mun:
our heroic trio climbed back to the Command Module...

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... and set sail for the second leg of their journey: returning back to Kerbin.

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-- This conclude our coverage of the "Direct Ascent, Apollo II" Munar Mission. --

To the next time, fellow kerbonauts.
Space Safely!

Edited by Araym
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I got the plugin work for EVA Repairs, my simplified successor to BARIS, completed. It has a significantly reduced option set:

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The first option is enabled by default, but the rest aren't. And if you disable any of them, it won't brick your ship.

Parts can wear out: When you repair a part, it could lose some of its Mean Time Between Failures rating. If it drops to 0 then the part has worn out and can no longer be repaired. This will help encourage you to replace aging space stations and vessels.

Parts fail when activated: Whenever you activate a part such as starting an engine, then it could fail. The chance of failure depends upon its current MTBF rating. Older parts tend to fail more often than newer ones.

Flight experience improves future Reliability:  For the ultimate challenge, parts aren't very reliable when you first get them, but flight experience will improve future missions that have that part installed- and give you Science when the part fails! Think of how the Firefly rocket failed, but engineers still learned a lot from the mission.

Only a limited set of part types including engines, generators, drills, and converters will potentially fail and optionally wear out. Parts that have an engine, generator, drill, or converter will automatically be  given the part failure module. Of course, if you want more types of parts to fail, you can add the part module via Module Manager.

To repair them, you need 1 or more stock EVA Repair Kits.

The editor's part info list will tell you what the requirements are to repair the part if it fails.

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You don't have to have an engineer go out on EVA to fix things. Instead, you can send out a repair bot (the part hasn't been made yet, this is just a test):

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EVA Repairs isn't done yet, but you can give it a try if you like. There's even a small wiki for it. :)

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playing with APNG
there are some graphical artifacts, I am still trying to find a better way to do it.
I'm talking about the black pixels on the image corners and the fact I had to blur the images a bit,
anyway the white blinking pixels close to the mountains on Kerbin surface appear only in the forum, not in the original file.
So if you play the files externally, you don't see any white artifacts.

If you know a way to use the magic wand tool and delete the selection, like you do in Paint.NET, but on multiple images at once,
it would be very appreciated.

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Edited by antipro
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Normally I don't weaponize KSP-Vehicles, but today I could not resist to build this bad boy: I proudly present the Banshee Mk II:

A fully stock strategic supersonic bomber, equipped with three KAL-controller-exploited big stock fireworks launchers (clipped in the back of the plane as you can see in the last fuel segments).

Before becoming an astronaut Jeb was a bomber pilot and loves to do some extreme fireworks from time to time.

 

(Mod-content: a B9-Partswitch patch enables to replace LF/O-Mix with LF-only in front and back tanks for longer range at the same correct mass ratio  - to be found in one of Nertea's mods. I think it was in cryo tanks.)

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Edited by Rakete
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The first Red Spirit probes have arrived at Duna. Red Spirit 1 arrived early, and serves as a relay for the others. Red Spirit 3, pictured above, is a scientific satellite which also successfully reached orbit.

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Red Spirit 2 followed; this one is a much more complex mission and it is fortunate that both reached orbit successfully.

Now for the landers. Red Spirit 4 unfortunately experienced an engine failure during a mid-course correction, and therefore did not make it to Duna.

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Red Spirit 5, however, reached Duna successfully.

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Before atmospheric entry, the remaining fuel in the transfer stage is burned to slow down by a few hundred meters per second.

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These first Red Spirit landers go directly from an interplanetary trajectory to atmospheric entry. Arrival was timed to ensure communication with Red Spirit 1 during landing.

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Separation of the transfer stage right before entering the atmosphere at nearly 4km/s.

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Atmospheric entry was rough, but ultimately successful.

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Duna's atmosphere turned out to be thinner than expected, so preliminary slowdown requires the solid rocket motors to activate. This also means that the parachute was unable to be of any use, so it was simply jettisoned when the aerodynamic shroud was.

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And Red Spirit 5 became the first artificial object to successfully land on Duna.

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Red Spirit 6, the final lander of this fleet, successfully entered the atmosphere and regained communications after the plasma blackout phase, but unfortunately communication was lost again shortly after. It is theorized that terrain was higher than expected, and so the probe impacted the terrain before aeroshield jettison, when the lander's altimeter was still shrouded. In the next launch window it will be important to send a satellite to study the altimetry of Duna, so that future landers do not encounter similar issues.

The first three Red Spirit landers were ultimately a long shot. It wasn't certain if any of them would survive, based on the very limited data about Duna that had been gathered by Kerbin-based observation. The risky approach of entering the atmosphere directly from an interplanetary trajectory, made necessary by current launch capabilities, was an additional challenge that the landers had to contend with. The planet's unique combination of moderately high gravity and an atmosphere too thin for parachutes while also too thick to be largely ignored means that it will likely always be quite challenging to land on. Red Spirit 5 was an unexpected success.

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5 hours ago, Caerfinon said:

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I had been entirely prepared to just forget about what I did last summer night, but noooooo, you had to go and remind me.

Fine, now y'all suffer:

This was supposed to be the SWiS Airport Tower and Terminal A, complete with controlled hinged and telescoping jet bridges (stock robotics), individually controlled to allow coupling onto different sized aircraft for passenger, cargo, and fuel transfer.

Unfortunately, after all the work to get the multitude of actuators individually assigned and set up to their respective controllers and bound to action groups, it turns out that once launched, none of it works as advertised in the SPH. Like, at all. The PBBs don't hinge or telescope, they just painfully tilt sideways as if they're trying to claw onto each other; and the entire structure keeps rhythmically shaking as if a gigantic dinosaur was walking past.

Oh well. It looks pretty in the SPH. Somehow fittingly alien for a Kerbal structure.

 

Edited by swjr-swis
need coffee
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I didn't move from runway, testing 7 and 16 segment displays made from scratch using lights from Aviation Lights mod, driven by kOS. Nice, easy-readed short script, which can be shortened even more - that I want to do today. I love kOS :wub:

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I've been conducting my Orbit ("production" sandbox) world since January 2018[1] and have just made my second launch bound for Eeloo.  It just exited the Kerbin SOI and I have completed the correction burn and acquired Eeloo intercept.  It looks like this ship, OZ1 Zenith, will reach Eeloo well before the first launch[2]This voyage will, in fact, result in my first ever arrival at Eeloo -- scheduled in 3y 168d.  (Today's date is Y3, D300.  So we estimate arrival in mid-2025.)

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Zenith has more than 5km/s dV remaining and has 4 kerbs onboard, including two drill guys (engineers).  It is comprised of:

  1. a MP-propelled Spear RA-100 for comms
  2. an ORB mining rig
  3. a Spider skycrane for depositing the ORB and exploration
  4. a Mule fuel shuttle
  5. an Asterisk-style mini-station for future visitors

Zenith rode upon an Escort injection booster to get underway on its milestone voyage.  KSC Mission Control is celebrating ecstatically.

[1] Commenced in KSP v1.4.5, 1.6.1, 1.7.3 and now in 1.11.2
[2] the prior launch, during the first Eeloo transfer window, will perform a near miss at the target altitude along with a correction burn, and then require a full orbit before any chance of arrival.  Bummer.

Edited by Hotel26
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