boriz Posted July 8 Share Posted July 8 (edited) Did a capture and de-orbit mission, using an air launched intercept rocket, just to see how feasible it was. As it happens, it's very feasible and I had lots of extra dV at every stage. Could have de-orbited something much larger at a much higher altitude and any inclination. Aircraft was a sort of F15/Mig 31 analogue. Missile was stacked thus: Small grabber, smallest drone core, battery, reaction wheel, mono tank with two solar panels, mono thruster, decoupler, ascent stage consisting of oscar-B's and a Spark. Target was in LKO at 85km alt and was the same ascent stage from a previous test launch. Ready to take off: 30deg climb at full power: Maintain 30deg climb until flameout and coast prograde, fire missile at about 40km alt: Burn until your AP is a few K below your target, coast to AP and circularise. You should have over 50% fuel remaining for rendezvous phasing: Rendezvous, capture with clamp (try to get it close to COG), burn retro to lower PE: Successful de-orbit with dV to spare (it's showing 0dV because this final stage only uses monopropellant): The aircraft lands with plenty of fuel to do it again several times. Could probably carry two missiles, though differential drag might be an issue. Any inclination is a doddle, right up to polar and retrograde orbits. I tried for ages to figure out a net-type capture system, but gave up and went for the grabber. KISS! EDIT: De-orbiting some actual space junk that I had forgotten was there until I turned debris on in the space center. Edited July 9 by boriz Quote Link to comment Share on other sites More sharing options...
Delay Posted July 8 Share Posted July 8 @blackrack I gave it another go and made extra sure I copied your TU fork. Parts definitely are transparent. I'm so sure I must've messed up somewhere. Did you modify Shabby etc. too? I didn't move those folders from the zip because I already had them installed. Are some TUFX settings incompatible? Quote Link to comment Share on other sites More sharing options...
Mickel Posted July 9 Share Posted July 9 (edited) LKO rescue. Circularisation burn. Cut thrust. 72m from target, closing at 0.2m/s. Never, ever going to achieve that again. Edited July 9 by Mickel Quote Link to comment Share on other sites More sharing options...
boriz Posted July 9 Share Posted July 9 (edited) 47 minutes ago, Mickel said: Never, ever going to achieve that again. After failing consistently to do manual rendezvous and dock. When I finally managed it, I called it done and from then on just use MechJeb2. Sooo much easier Edited July 9 by boriz Quote Link to comment Share on other sites More sharing options...
anis Posted July 9 Share Posted July 9 After completing missions to Eve, Laythe, Eeloo, and Tylo in past weeks, I thought it was a good time to attempt a return from Slate from the Outer Planets Mod : Quote Link to comment Share on other sites More sharing options...
Qwotty Posted July 9 Share Posted July 9 Built an interplanetary ship with a 1+ TWR and 10+ delta-v and put it into a ~100km LKO as Jeb, who is pictured here on his EVA trip to the return vehicle I made to get him back home. Quote Link to comment Share on other sites More sharing options...
RocketPilot573 Posted July 10 Share Posted July 10 First Duna mission in a very long time. Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted July 10 Share Posted July 10 (edited) My first manned Jool mission from my long lost "Out of the Sands" career arrived, 2 (or has it been 3?) real world years later than intended. Jeb & company did fly-bys of Tylo & Val before entering Laythe orbit & docking with the previously launched Laythe station My Tylo folding lander also arrived. It turned out to be a very effective design except the final stage TWR was a bit too high - full thrust would quickly send me flying back up, and with Tylo's gravity it was tricky to find a partial thrust setting that allowed a safe landing quickly enough. But it is a tough little bird & landing without explosions Edited July 10 by Cavscout74 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 11 Share Posted July 11 I started fiddling with Sandcastle and SunkWorks again. In Sandcastle, I figured out a way to let you switch part variants during EVA Construction Mode: In SunkWorks, now you can do the same thing: These updates aren't available just yet since I have more to do, but it won't be too long... Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted July 11 Share Posted July 11 It's not playing KSP, but I did move my 1.12 game from my desktop to my gaming laptop. I'll have some images to share on Sunday. Quote Link to comment Share on other sites More sharing options...
Izny Posted July 11 Share Posted July 11 I watched mechjeb crashland Jeb on Mün on the 1st flight of a new save. I should have known better... Quote Link to comment Share on other sites More sharing options...
anis Posted July 11 Share Posted July 11 (edited) I discovered a new mod today HUD replacer by @UltraJohn, and one of its texture packs, Ztheme by @zapsnh that make KSP's UI much better, bringing it to the level of KSP2, if not better ! Go download them (available on CKAN) : If you are wondering, as far as I can see, it doesn't significantly affect the game's performance. Edited July 11 by anis Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted July 11 Share Posted July 11 I upgraded my PC from 32 to 64 GB RAM. Then I added higher resolution 64K terrain for KSRSS. KSP is loading faster despite having more things to load. Previously, memory peak usage was coming near 32 GB (for all processes not just KSP) and thrashing to virtual memory. Going to 64 GB resolves that. Quote Link to comment Share on other sites More sharing options...
IllicitMedic Posted July 12 Share Posted July 12 First manned Munar landing in the new save. Bill & Bob on the surface while Jeb watches from the CSM above. Quote Link to comment Share on other sites More sharing options...
Mickel Posted July 12 Share Posted July 12 Established a comm net around Eve/Gilly. First landings on Gilly. That's different... First Kerballed fly by of another planet. First landing on Eve that went as intended. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 13 Share Posted July 13 My quest to improve EVA Construction continues; now you can change flags! Quote Link to comment Share on other sites More sharing options...
stephensmat Posted July 13 Share Posted July 13 Meet my new Station. It's a Shipyard. With a few Mods to help construction, and another to (ahem) breed more crews. Lots of power, lots of Fuel Storage, and many docking rings. I've mapped the best spots for Ore on Minmus, and I've constructed two Diggers, to rotate metal up to the Yard for conversion to Rocket Parts. I said before that the use of my Construction Mods hasn't been painless. So I've more or less decided that the ship I sent to Duna is now a Science Station, churning out Science Points. I'm sending a new Lander over there, along with a Tanker that can dig up and convert ore to fuel for later Missions/Landings. The Lander is seen here on the far Right. The first craft completed by my new Shipyard. I've decided to build a second Shipyard and send it to Jool, where it can build Landers and Diggers for the outer system. And because I haven't used Star Trek names for any of my craft yet, I've decided to name them 'Utopia Planitia' and 'Jupiter Station', after the Shipyards from TNG and ENT. Quote Link to comment Share on other sites More sharing options...
SheepDog2142 Posted July 14 Share Posted July 14 On 5/23/2024 at 11:23 AM, kurgut said: It has been a while, got out of a work rush, opened my modding projects and was "uh, wth was I working on in this" haha But anyway, I managed slooowly to make some bits of progress to my MAS Gemini-ish IVA, it's almost done... (No, that chair is absolutly not clipping in the Kerbal's head ^^) Today I advanced the overhead panel quite a bit, with some new MAS goodies, like like solar panel efficiency gauge, radiator utilization, etc Cheers Did you ever release this! Your Retro IVAs are amazing. Cant get enough of them. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 14 Share Posted July 14 Today I took a step closer to vessel printing in Sandcastle. I figured out how to display the vessel load dialog: Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted July 15 Share Posted July 15 (edited) Crewed lander exploring Moho (JNSQ) after refueling on Minmus and Gilly. Spoiler In a deep "rare" crater same crater on the rim. It's about 3 km deep. 600 Science... wow I remember trying to get that much on Kerbin I'll have to come back with a solar panel to move this rover. I had room to take more spare parts I wanted more difficult contracts... this isn't super hard but I have to revisit everywhere I've been before (except Mun). Edited July 15 by Krazy1 Quote Link to comment Share on other sites More sharing options...
NESD Posted July 15 Share Posted July 15 No today, but in past weekend, after some months, I'm back to Kerbin universe (both) for playing and hopefully modding Just make a little ride to Mun and back to test some mods, and remember how to play KSP at all caution, many pictures here Spoiler Sunrize over Kerbal space center, and freshly new Angara is ready to launch Liftoff, all systems is OK Boosters down, central block at full thrust (A bit not centered screenshot) Shields and LES dropped Second stage down Goodbye rocket Adjusting orbit (space litter detected) Departure burn A bit dark, but now it my wallpaper for a while It bigger, bigger and bigger Now on Mun orbit STOP LITTERING! AGAIN! System tests, staying here for a while, helium leaking not detected Party is over, time to go home Time to drop engine and prepare for reentry Hot! Hot! Hot! Hot! Hot! Soft landing is much better than just a landing (sounds of champagne bottles in kerbal space center) YES we did it!!! Unfortunately in nighttime and on other side of Kerbin but who cares Quote Link to comment Share on other sites More sharing options...
HB Stratos Posted July 16 Share Posted July 16 Today I've been working hard on making full HDR support work in the game. It's got some promising results this far, that's for sure. but it also has some less pretty sides that I still need to fix Spoiler Messed up explosions that appear too dark initially Weird interactions between realplume particles and waterfall shaders causing the alpha channel to overflow, creating negative colors Map view being just a tad too bright lol Quote Link to comment Share on other sites More sharing options...
GluttonyReaper Posted July 16 Share Posted July 16 10 hours ago, HB Stratos said: creating negative colors Negative colours implies the existence of imaginary colours...... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 17 Share Posted July 17 I figured out how to spawn a vessel using my 3D printer: Now that I have the basics figured out, I can make it work for VAB & SPH vessels as well as spawn them on the ground an in space. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted July 17 Share Posted July 17 3 hours ago, Angelo Kerman said: Now that I have the basics figured out, I can make it work for VAB & SPH vessels as well as spawn them on the ground an in space. You developing mods for KSP1 again is a positive to come out of the collapse of 2. Quote Link to comment Share on other sites More sharing options...
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