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What did you do in KSP1 today?


Xeldrak

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So a few game-weeks ago I sent a crewed orbiter mission to Eve for the first time. Hitchhiking along on the transfer stage were a couple of sky crane design probe rovers intended for Gilly. I landed the first one the other day but honestly, the extremely low gravity and irregular shape made the landing almost more trouble than it's worth. So my second rover was now superfluous to the mission. I only included it as a spare in case I crashed the first one and for mass symmetry on my transfer stage. So I burned all the fuel in its crasher stage and put it on an aerobraking orbit around Eve, intending to create an "impactor" probe and of course get rid of useless debris around Eve.

After a long, shallow atmospheric descent, my probe finally ended up crashing down at a terminal velocity of ~70 m/s; because of the high gravity, that thick atmosphere would've worked wonders if I'd included parachutes. So anyway, my rover impacted crasher-stage down and there were suitably impressive explosions ... followed by my now-detached rover skittering across the surface of Eve, fully intact (even the solar panels!) aside from one wheel. Despite the jacked-up attitude and apparently partially-impacted front wheels, it rolls around at over 1 m/s pretty well. Doesn't steer very symmetrically but hey, I didn't expect it survive at all. Unintentional lithobraking FTW, baby!

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I built my entire space station in the VAB then, took it apart in liftable sections, saved the ship as multiple rocket names, then went back and deleted the sections hovering out to the side of the primary build for each name, so now, I have pre-staged 9 separate rockets each with a unique section of the whole enchilada, as well as the original so I can SEE what has to go where before I spend the countless hours docking everything in orbit. Nothing like a mock-up to use for orienting everything ahead of time.

That was last night though, work today first...Bummer but not! I get to mess with my robots (Real life) today, so...could be worse, right?

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I built my entire space station in the VAB then, took it apart in liftable sections, saved the ship as multiple rocket names, so now, I have pre-staged 9 separate rockets each with a unique section of the whole enchilada, as well as the original so I can SEE what has to go where

That's a great idea. I have been considering doing that for my next station - with each one I build, I am improving my technique in both design and delivery. My goal is for a low-part station that can be easily launched and assembled in orbit, to serve as a refueling station for interplanetary ops and later, to expand for scientific capability. I'm close - but I think your method will help me along that road.

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Did some testruns with Kerbal parachutes and airbags for payloads while getting used to reentry heat and g-forces.

I built my entire space station in the VAB then, took it apart in liftable sections,

Planning on doing this too - but all those extra parts in form of docking ports ...

Also the parts must not be to heavy for a lifter (I could design) and have to be mostly symmetrical ...

Not to think about assembling them in orbit with correct alingment and all ...

And how to move them around with enough precision ...

Screenshots, video !! Please. :)

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Planning on doing this too - but all those extra parts in form of docking ports ...

I can guarantee you that any time you split a larger assembly into sections, the two docking ports you need will be fewer parts than whatever you'd need to make the lifter carry the larger, undivided assembly. It's also a lot easier to make a subsection symmetrical than an entire station.

As for assembly? NavyFish's Docking Port Alignment Indicator plugin makes it pretty simple to get things lined up properly on the roll axis. I've built a few big stations and never had a part that was off-angle.

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I can guarantee you that any time you split a larger assembly into sections, the two docking ports you need will be fewer parts than whatever you'd need to make the lifter carry the larger, undivided assembly.

Yes, but the parts will be up there still - plus the docked ships, planes, stuff ... :)

As for assembly? NavyFish's Docking Port Alignment Indicator plugin makes it pretty simple to get things lined up properly on the roll axis. I've built a few big stations and never had a part that was off-angle.

Will give the mod a shot - but I meant, how to control the biggy infront of the orbital stage - without pockmarking the station parts with RCS thrusters and thereby even more parts ...

(Should open another thread for this? :D )

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I had my save glitch on my, deleting several of my spacecraft. Most notably the command module of Maní 20 which was orbiting Minmus at the time, ready to rendezvous with the lander after surface activities were completed. Guess Dobo and Ronoly aren't coming home any time soon!

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I just love their faces. :D

I've tried to get a large rescue ship into orbit, to start rescuing stranded Kerbals all over the system.

Before departure, I wanted more fuel so I've tried to dock with my fuel station, realizing in the last moment that the station has no large docking ports. Then I just abandoned everything because I don't have enough time for KSP anymore.

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I discontinued my manned space program and gave an order to come to KSC as soon as possible to all Kerbals (about 30). That Alarm Clock Mod made things to endless boring routine maneuvers, because with it I could handle over 20 simultaneous flights. I decided that I start new game and do not make any space stations or permanent bases on planets, because there are not anything to do. I will make exploration voyages, just one or two simultaneously.

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Yes, but the parts will be up there still

A pair of docking ports for each section isn't likely to be the main cause of high parts counts on any station - especially since lifting the whole thing at once probably means you have dozens of struts instead...that will be up there still. :wink:

how to control the biggy infront of the orbital stage - without pockmarking the station parts with RCS thrusters and thereby even more parts ...

Either use a construction tug, or a small maneuvering pre-stage like the MOMS OAM. My big stations don't have thrusters on each section - just a set at the core.

To keep this on-topic, here's a picture of the station I've nearly completed.

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KSS Largo is the result of seven launches and over a dozen docking operations (dock the tug to the arriving module and dock that to the station). The tug I mentioned is in the foreground, and I'll soon be sending up another copy of the fuel tank to which it's docked, to complete construction of the station. Aside from the thrusters on the hub, there are no extraneous maneuvering parts anywhere. So far, the part count is 326, 42 of which are the tug. I'd say the tower of one-man escape pods probably is the biggest culprit on part count (141 parts there), as they do of course require maneuvering thrusters and sepatrons to evacuate the crew. I think I'll do that differently on my next station - it's likely that a few 3-man escape pods would be more economical from a parts-count perspective, though heavier per person.

Edited by HeadHunter67
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I did a mini tour of the two local moons, using a craft I originally designed to operate like the Apollo missions. Quite happily went to Minmus and back to Kerbin, via the Mun. Had to do Minmus first, because the lander is 2 stage, and I wasn't sure if I could get it all off the Mun on the landing engine, but knew that wouldn't be a problem in the lower gravity of Minmus. After returning from the Munar surface, fuel in the command module was a bit low for getting back to Kerbin, but a bit of aerobraking to assist meant that everyone got home safely.

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After getting a small Kethane Refinery + Fuel Depot into low Mun orbit, I sent up a manned mining shuttle. I found a nice, big, rich field ripe for the mining at almost half a million units smack on the equatorial line! My lander came in flawlessly, then hooked a landing leg on a rock, and "tapped" the surface sideways just enough to rip off an engine (quad off-set engine setup). I managed to flip it back upright with RCS and a landing leg "kick flip". Disabled engine #2 to even out my center of thrust, filled the tanks and took off... Into a barrel roll that slammed me into the surface. Somehow... the Pod survived, and Bill was happy :)

Rescue mission - same shuttle plus a strap-on seat on the side. Again, great approach (even more efficient than the first) and solid descent, touched down less than 200 meters away from the wrecked pod from shuttle #1. Didn't realize I came down on a slope, it tipped over, and tore off one of my off-set engines. Same kick-flip+RCS trick later, it's upright again. I grab Bill and take off (left the K-tanks empty this time) - and start doing mad crazy somersaults! Crashed into the surface, pod with Billy-Bob survived as did the panel with Bill in the hotseat! (I'll never know how).

So... That's a failed mining expedition, and then a botched rescue mission, with all victims still alive on the Munar surface :confused:...

Plan for tonight:

Rescue Mission for the Stranded Mining Crew while Rescuing the Rescue Mission Crew sent to Rescue the Mining Crew. Rescue.

Edited by Barklight
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After a few interplanetary probes, now I am back to business with the Kerbals. Started building my KSS (first station was deorbited already a long time ago), which will be nice and symmetric, and serve as a refuelling station for interplanetary Kermanned missions of the future. 3 launches and 2 dockings later the core is ready and Jeb is happy :) I was also fed up with putting so much garbage at 100x100 km, so put the station at 125x125 (126.5x126.5), and also implemented a deorbiter phase on top of the last stage to avoid too much space junk near the orbit (see first pic with junk deorbiting and solar panel stage going for an encounter with KSS). Also, although I like to keep it stock, I started using Navyfish's docking mod, because it is impossible to get perfect angles without (and I like my solar panels in line). I will probably work on this station this week.

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