Guest Posted June 19, 2022 Share Posted June 19, 2022 Continuing the ISS build in KSRSS. Moar screenshots: First: Deorbiting Progress 1. Spoiler Next up: The launch, rendezvous, docking , and EVA of STS-104. Spoiler Always love the Milky Way shots Next: The launch, rendezvous and docking this has to be old be now of Pirs (Progress 2), and moving Expedition 3 to the rear of Zvezda.Did the Soyuz capsule docked under Zvezda move before or after Pirs launched? Spoiler So, I was going to dock Pirs using expedition 2, but I accidently did something pretty stupid. I accidently pressed space and F5 right after without thinking, decoupling Pirs from Progress. So I went ahead and just used a Canadatug to dock Pirs to the station. Finally: The return of Expedition 1. Spoiler Sorry for all of these being in a 16:10 aspect ratio. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted June 19, 2022 Share Posted June 19, 2022 I forgot one of the golden rules of KSP, with predictable results: Always- ALWAYS!- check your staging. Stupid launch clamp was one stage up from where it should have been, so the rocket was stuck on the ground until the next stage fired and detached the boosters at the same time. Whoops. Quote Link to comment Share on other sites More sharing options...
BadOaks Posted June 19, 2022 Share Posted June 19, 2022 Endurance 4 returning to Kerbin from Minmus after 18 days in space. Service module decouple and atmospheric entry. Quote Link to comment Share on other sites More sharing options...
Guest Posted June 20, 2022 Share Posted June 20, 2022 22 hours ago, BadOaks said: Today's exploits consist of a tale of two rovers. My first round of Mun probes was before I'd unlocked seismometers and gravioli detectors, so I launched a small robotic rover to the Mun to clean up those science points. The Zephyr VII launch vehicle used for the mission was vaguely inspired by the Atlas V 500 series. Skycrane touchdown. Mun Rover 1 on the surface. Unfortunately the scanning arm requires 500 points of electricity to run, and since the rover uses a hydrogen fuel cell to supplement the solar panels I hadn't given it more than 320 electrical storage in batteries. The good news is that I had a Mun landing stack built and ready to go, and hadn't yet done a manned landing in the biome where the rover was. So: rescue mission! Endurance 3 approaching the Mun. Endurance 3 braked into an elliptical polar orbit, and Bob and Jovey took the lander down to the surface. Jovey then took the lander's MRV out to the distressed Mun Rover 1. Jovey's Moonside Assistance and Auto Repair. She took a couple of batteries off the MRV and attached them to Mun Rover 1 with a healthy amount of space tape. It's like duck tape, but there aren't a lot of ducks in space. Sometimes you see ducts which have their own kind of tape, but they're rare, so space tape is what you want to use. Anyways, the extra batteries worked great and Mun Rover 1 was back to doing science. Jovey overlooking the landing site from a nearby mountain with Kerbin and Minmus overhead. I had her make the 7 km detour to collect Highlands science before heading back. Nice! This is a little bit late, but where do you get those landing legs from? Quote Link to comment Share on other sites More sharing options...
BigStar Aerospace Posted June 20, 2022 Share Posted June 20, 2022 I was snooping around in the astronaut and I discovered the mythical snack stash hidden beneath Jeb's bed! But then I went to the tracking station to review some of the craft I'm tracking, and two probes seem to be stuck in two of Kerbin's Lagrangian points! They're missions launched somewhere 25 years ago to Duna and they have both been floating about in Kerbolar orbit for some time and just happened to get stuck in the L4 and L5 points. No I don't have Principia, I'm on PS4 so no mods, but still I don't think this is a coincidence, Kerbin must've pulled them into the perfect orbits over time somehow! Quote Link to comment Share on other sites More sharing options...
BadOaks Posted June 20, 2022 Share Posted June 20, 2022 2 hours ago, JebNotFound said: Nice! This is a little bit late, but where do you get those landing legs from? Thanks! I made them from a hinge joint, cubic strut (Nertea's model, not sure from which mod), strut connector and a tweakscaled adpater part. Quote Link to comment Share on other sites More sharing options...
Guest Posted June 20, 2022 Share Posted June 20, 2022 12 hours ago, BadOaks said: Thanks! I made them from a hinge joint, cubic strut (Nertea's model, not sure from which mod), strut connector and a tweakscaled adpater part. Oh, cool! Thanks! Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted June 20, 2022 Share Posted June 20, 2022 My biggest event was the return of my 1.8 career's first manned Duna mission. Here, the crew posed on the strake of the spaceplane that brought them back to KSC: Spoiler Reentering Kerbin's orbit in the MCV (Medium Crew Vehicle) Docking with the orbital fuel station - I suppose I could've launched a spaceplane before they arrived, instead of making them wait for hours to actually land Sending up a LIghtning II to retrieve the crew Apparently that last near perfect reentry & landing in a Lightning was a fluke, because this one severely overshot the KSC & had to fly back Jeb of course insisted on flying home - the Lightning & Lightning II spaceplanes were just a distant dream when the crew departed for Duna. Most of the rest of my time was several big launches for various planets - I have had back to back to back transfer windows this year: Dres, Duna, Moho, & Eve over a span of 2-3 months. I also switched over to sandbox to test a manned Eve Ascent Vehicle. That went poorly - even the largest ballute I could fit didn't add enough drag to keep it pointed retrograde on the landing. This was a later one, with added speed brakes & upper heat shield, and it still couldn't keep it's correct orientation. Spoiler Originally, I thought for sure the ballute would add enough drag to counter the inflatable heatshield. It even looked like it might work for a little while.... But shortly after I started getting into the hottest part of the entry, it started to shift sideways & broke up. Second attempt added the speed brakes at the top of the radial boosters, a larger ballute and an upper heatshield, plus a large reaction wheel module near the center of mass and if anything, it did worse than the first attempt Quote Link to comment Share on other sites More sharing options...
BadOaks Posted June 21, 2022 Share Posted June 21, 2022 (edited) 8 hours ago, Cavscout74 said: I also switched over to sandbox to test a manned Eve Ascent Vehicle. That went poorly - even the largest ballute I could fit didn't add enough drag to keep it pointed retrograde on the landing. This was a later one, with added speed brakes & upper heat shield, and it still couldn't keep it's correct orientation. Ballutes are strange things. You'd think they'd be perfect for providing stability on re-entry but every time I've tried them I've had the same problems you describe. My guess is that they generate a lot less drag in the upper atmosphere than you would think from looking at them, and so you don't quite get the "hanging" effect relative to other aero forces which would keep the vehicle stable. Or the hanging effect just isn't very responsive to small deviations. One thing that worked for my Eve lander was giving it a "fin cap". It probably wouldn't work well in real life due to flow separation at high Mach numbers, but at least with KSP's stock aero model it did a really good job of keeping things stable until the parachutes could deploy. However you solve it, good luck! Edited June 21, 2022 by BadOaks Quote Link to comment Share on other sites More sharing options...
stephensmat Posted June 21, 2022 Share Posted June 21, 2022 Today, I began a Career Mode play. I've only ever played Science Mode before. It's a totally different style this time around. I've gotten as far as an orbit of Mun and I've taken three tourist flights to build up my cash reserves. I'm trying to figure out how to get a contract to land on the Mun. I still have the early-tech Landers from my Science playthrough, so I'm ready, I just don't want to do it for free. Quote Link to comment Share on other sites More sharing options...
dci Posted June 21, 2022 Share Posted June 21, 2022 2 hours ago, stephensmat said: I'm trying to figure out how to get a contract to land on the Mun. I still have the early-tech Landers from my Science playthrough, so I'm ready, I just don't want to do it for free. "Explore xyz" contracts are coming gradually from flyby, through orbiting and rendezvous vessels to landing and further. You need to wait, if you want reward for landing mission, proper contract should appear soon. Quote Link to comment Share on other sites More sharing options...
DunaManiac Posted June 21, 2022 Share Posted June 21, 2022 My two probes, the Duna Exploration Probe and Topographical Heightmapper (DEPTH) 1 and 2 have been contiuning their operations in the Duna-Ike consortium. Spoiler DEPTH 1 was assigned to map and observe Duna. Both probes carry a smaller lander for deployment on their respective bodies, and DEPTH 1 was assigned to carry a small Duna rover. By this point it's been hanging in a 500k polar orbit and has completely mapped Duna's surface. I've begun slowly lowering its altitude over successive orbits using its puny ion engine so that it could circularize in low Duna orbit, and hence deploy the rover. After separating the rover with its skycrane, it targets a specific crater in a cluster of craters on the south pole thought to have originated from a single event. Its mission is also to ascertain the composition of the southern pole, and search for life, if any that still exists, as scientists determined the poles to be the best chance for finding life. Touchdown occurs near a large pile of reddish dust, standing out against the icy surface. After deploying its camera tower, the probes robotic eyes come to life. Spoiler DEPTH 2 was assigned to Ike, and after 3 science flybys it settled into orbit to map Ike. It carries a simple Ike lander. DEPTH2 has been conducting science for some time now, including scouting potential areas for a base. False-color images are shown here of ore deposits detected by the satellite. It's not as rich as the areas of Duna's north pole, but it's more numerous. Ike is an interesting world, as it has no clear, large, craters, implying that it was completely molten only a few million years ago from some enormous impact. DEPTH 2 launched its lander not long after DEPTH 1's. The Ike General Lander has a small fuel supply, fuel cells to burn the remaining fuel for power, and a large communication tower to communicate with Kerbin independently of DEPTH 2 in the event of a communications failure aboard DEPTH 2. The IGL arrives on Ike and finds a moon covered with small, jagged pebbles and a thick layer of dust. There IGL will stay, long after its fuel cells run out. Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted June 21, 2022 Share Posted June 21, 2022 13 hours ago, BadOaks said: One thing that worked for my Eve lander was giving it a "fin cap". It probably wouldn't work well in real life due to flow separation at high Mach numbers, but at least with KSP's stock aero model it did a really good job of keeping things stable until the parachutes could deploy. That looks quite interesting!! I didn't get a chance for any KSP today, but I may have to give that a try. Your whole lander design looks better constructed than the approach I was taking, too. Quote Link to comment Share on other sites More sharing options...
swjr-swis Posted June 21, 2022 Share Posted June 21, 2022 On 6/20/2022 at 10:02 PM, Cavscout74 said: That went poorly - even the largest ballute I could fit didn't add enough drag to keep it pointed retrograde on the landing. This was a later one, with added speed brakes & upper heat shield, and it still couldn't keep it's correct orientation. 17 hours ago, BadOaks said: y guess is that they generate a lot less drag in the upper atmosphere than you would think from looking at them, and so you don't quite get the "hanging" effect relative to other aero forces which would keep the vehicle stable. Or the hanging effect just isn't very responsive to small deviations. One thing to consider: the first part of reentry, and in a large atmosphere like Eve's that's a LOT of km in, SAS will by default stay in Orbital mode. If you have SAS trying to hold prograde or retrograde to get the most advantage of heatshields, keep in mind that SAS is actually pointing somewhat away from the actual airstream vector. This could be the reason you notice a deviation, because in Eve's thicker atmosphere even a slight deviation from the actual airstream vector can make a lot of difference. Manually set your SAS to Surface mode as soon as you start entering so it follows 'true' prograde/retrograde; that may be all you need for that deviation to go away. Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted June 21, 2022 Share Posted June 21, 2022 11 minutes ago, swjr-swis said: This could be the reason you notice a deviation, because in Eve's thicker atmosphere even a slight deviation from the actual airstream vector can make a lot of difference. Manually set your SAS to Surface mode as soon as you start entering so it follows 'true' prograde/retrograde; that may be all you need for that deviation to go away. I think I did that, but I can't remember for sure now. Either way, the first failure involved a yaw to the left or right rather than going off in pitch that I would expect from forgetting to switch modes. The second might have started with a pitch excursion before progressing to a yaw excursion followed by lots of fireworks. Quote Link to comment Share on other sites More sharing options...
stephensmat Posted June 21, 2022 Share Posted June 21, 2022 9 hours ago, dci said: "Explore xyz" contracts are coming gradually from flyby, through orbiting and rendezvous vessels to landing and further. You need to wait, if you want reward for landing mission, proper contract should appear soon. One question: If I land there on my own for the science, do I forfeit all contracts to that effect? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 22, 2022 Share Posted June 22, 2022 My Mod: X-wink vs Kie Fighter has now been updated to version 1.2.0 https://spacedock.info/mod/3004/X-wink vs Kiefighter#info Quote Link to comment Share on other sites More sharing options...
BadOaks Posted June 23, 2022 Share Posted June 23, 2022 I had a few contracts for things like putting Kerbals in orbit for 30 days, growing food in space etc., so the time has come to build the first space station. Module 1 of Highgarden Station launched aboard a Driver I rocket into a 110 km, 30-degree inclined orbit Module 1 is essentially a complete station in it's own right, housing the command section, main habitat, and a service section with life support and propulsion. A week later, module 2 also launched on a Driver I and came with a detachable service tug to deliver it to the station. Module 2 consists of the station's greenhouse and supporting equipment. Here it is performing a phasing maneuver to intercept Module 1. After docking, the service tug detached with the thruster arms opening to clear the payload. It then de-orbited itself. 4 days later Endurance 5 arrived at the station. The crew of 4 will spend at least 90 days doing orbital science and growing the first space crops. Quote Link to comment Share on other sites More sharing options...
Wizard Kerbal Posted June 23, 2022 Share Posted June 23, 2022 (edited) I've had this idea of a Space Navy Missile Frigate in my head for a while, and finally put it together, mostly. Most of the tech it has isn't available in KSP (Active Protection Systems, Self-guided Missiles, Guns, etc.) But I did the best I could and I might draw it later. I had to build it on 3 parts though as altogether it would be 491 parts and 2.463 megatons. I'm a bad artist, so i'm happy I can finally draw it with reference! Edited June 23, 2022 by Wizard Kerbal Quote Link to comment Share on other sites More sharing options...
Zacspace Posted June 23, 2022 Share Posted June 23, 2022 Had an idea for a low part count ballast. Requires some .cfg editing, I've seen an editor bug where someone was able to put this fuel tank into a kerbal's inventory allowing them to walk around on the seafloor. I don't know how to do that bug and i don't remember where I saw it , but I wonder if it could make a less egregious version of this legitimately buildable. I tried to make one full of full ore tanks, but it didn't work. probably for the best. What I have here is already comically heavy Quote Link to comment Share on other sites More sharing options...
dci Posted June 23, 2022 Share Posted June 23, 2022 On 6/22/2022 at 1:03 AM, stephensmat said: One question: If I land there on my own for the science, do I forfeit all contracts to that effect? Yes, when you land on Mun before accepting such contract, no Mun landing contract will appear in future as part of "Explore XYZ" contracts. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 23, 2022 Share Posted June 23, 2022 5 hours ago, Zacspace said: Had an idea for a low part count ballast. Requires some .cfg editing, I've seen an editor bug where someone was able to put this fuel tank into a kerbal's inventory allowing them to walk around on the seafloor. I don't know how to do that bug and i don't remember where I saw it , but I wonder if it could make a less egregious version of this legitimately buildable. I tried to make one full of full ore tanks, but it didn't work. probably for the best. What I have here is already comically heavy Use my simple mod or @Angel-125s more indepth one to make life easier. https://spacedock.info/mod/2749/Working Underwater Lite https://github.com/Angel-125/SunkWorks/releases/tag/v0.2.8 Quote Link to comment Share on other sites More sharing options...
Kerbals_of_Steel Posted June 23, 2022 Share Posted June 23, 2022 More messing around with planes, first a very Crimson Skies inspired stunt plane, the Sky King: Despite his best efforts, Jeb couldn't push this design up to 100g's, but he tried. Dammit. He. Tried. The other is no less odd, but much more realistic, a reasonable recreation of the British Sea Vixen (Yes, the cockpits actually looked like that.): KoS Quote Link to comment Share on other sites More sharing options...
Lt_Duckweed Posted June 23, 2022 Share Posted June 23, 2022 Today, I flew a very small ssto to Duna and back. As far as I am aware, this is the lightest flown Duna ssto. Quote Link to comment Share on other sites More sharing options...
Puggonaut Posted June 23, 2022 Share Posted June 23, 2022 Decided to add moar boosters Quote Link to comment Share on other sites More sharing options...
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