JadeOfMaar Posted September 1, 2016 Share Posted September 1, 2016 16 hours ago, Galileo said: I worked on the first planet in my upcoming planet pack, Stock Extended Solar System. It will come complete with SVE configs and SVT terrain textures Didn't create a dev thread today. Probably will tomorrow. This. Also, is that Jebediah? And the planet's making a face at us. Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 1, 2016 Share Posted September 1, 2016 16 minutes ago, JadeOfMaar said: This. Also, is that Jebediah? And the planet's making a face at us. It is Jeb and yeah I guess the planet is making a face. Funny how the human mind finds patterns like that. I didn't notice but now I can't unsee it! Lol perhaps I will make that a biome Quote Link to comment Share on other sites More sharing options...
LordFerret Posted September 1, 2016 Share Posted September 1, 2016 1 hour ago, JadeOfMaar said: And the planet's making a face at us. I would not have noticed that had you not mentioned it. +2 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 1, 2016 Share Posted September 1, 2016 (edited) I've been tuning my AirBus VTOL. Replaced the one vertical tail wing for two to improve the yaw control and added RCS for reverse thrust. The whole process has become quite a challenge as it suddenly became insistent on flipping out every moment. Catering for thrust torque between the three engine modes on this, KSP 1.1.3's aerodynamics, and keeping the aesthetic intact are a nightmare that should've happened when I first built this, or maybe it's a recurring nightmare. The third mode is when the (visible) J Edgar VTOL engines flame out and only the turbos on the cargo tail are working. @LordFerret : D Edited September 1, 2016 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Corona688 Posted September 1, 2016 Share Posted September 1, 2016 (edited) Who says the twitch isn't good for anything? This second-generation orbital rescue bot turns out to be terrific at deorbiting space debris. Five 1T pieces in less than two hours if you include Sangola's rescue, which you should as that debris was deorbited too. All from from 80K orbits to re-entry and back. I probably could have done one more if I'd dared (including forward-facing RCS ports for emergency deorbiting would help me dare). It has one weakness -- darkness. Its "small" reaction wheel is thirsty, 100 battery can run out if you're doing a lot of dancing in the dark. Edited September 1, 2016 by Corona688 Quote Link to comment Share on other sites More sharing options...
Guest Posted September 1, 2016 Share Posted September 1, 2016 I now have two research stations up, Mun Station and Enterprise Station (Minmus), both ticking away. For some reason the crew on the Minmus one looks unhappy, although they have much better facilities. My lone Mun scientist is just grinning ear to ear all the time while chewing through Data. Next up is a somewhat complex combination mission: triple rescue around Minmus combined with a crew rotation and resupply to Enterprise Station. Then design a better Mun lander with my shiny new techs and send that up to Mun Station, also with a crew rotation. On the horizon... start planning for a kerbaled Duna science mission. I want to put another base in orbit around Ike, with sufficient supplies to do multiple sample return missions, plus three orbital missions to Duna (high/low/high atmosphere). And maybe put a rover on the Mun to look for biomes. I'll prob have to rescue a bunch more kerbals to have enough staff or all that though. Quote Link to comment Share on other sites More sharing options...
DunaRocketeer Posted September 1, 2016 Share Posted September 1, 2016 Last night I completed a series of test flights for a new, more capable version of my usual launch system. I like developing vehicles through a series of test flights in sandbox - fixing the bugs and improving areas of underperformance. Now that is complete it will be transferred over to my career save, and I think I'll be using it for construction of a large space station. Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 1, 2016 Share Posted September 1, 2016 (edited) I made a development thread for my solar system expanding planet pack. check ch ch ch check it out! HERE Edited September 1, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
Mikki Posted September 1, 2016 Share Posted September 1, 2016 (edited) My silly Kerbals are on track to Duna... ... and another silly Kerbal crew has landed on Ike with a humongous hydrogen refinery for more humongous future explorations... the miner is nearly 500 tons when loaded and can lift off any minor bodies even the mun! Next stop Duna, with a droppable mini rover on the landerbutt attached (in a fairing still)... Mods in use: Kerbal Atomics (nuclear engines), NFelectrics, KJR, KER, CRP, Stock Bugfixmodules, Asteroid day, Transfer Window Planner Edited September 1, 2016 by Mikki Typoooos:D and mods in use Quote Link to comment Share on other sites More sharing options...
Leopard Posted September 1, 2016 Share Posted September 1, 2016 Added a fuel storage module to my Kerbin station, again docking went fine first time, think I've got the knack of simple docking, probably horribly inefficient but it works. Station K2 has thus gained a decent sized fuel storage tank, launched 2/3 empty to manage the weight, and critically has also gained four small clamp-o-tron so my crew shuttles etc can dock as well now - next step will be to get a crew onboard to test drive the science lab. Also replaced my on orbit tug used to dock the essentially static fuel module, the previous one worked fine but due to a slight design oversight lacked batteries or solar panels so would have had a short life - drained most of its fuel to the station then de-orbited it. Even without a heat shield it was ground impact that destroyed it, survived re-entry easily (killing most of its orbital velocity with its engine and RCS helps), indeed had it not run out of electrical power I could probably have soft landed it, of course had it had more electrical power I'd not have de-orbited it.. Anyway, slow but steady progress, hopefully later will get a small crew shuttle up so a scientist can board the station for a while, and to further practice docking ready to build a second station to send to Mun. (another contract) Quote Link to comment Share on other sites More sharing options...
eddiew Posted September 1, 2016 Share Posted September 1, 2016 (edited) Sent an ugly little probe to a rather ugly little world... and was pleased to discover it looks prettier when you get closer At 1g with 0.6 atmospheric pressure ASL, it didn't seem like the best target for a return mission - and indeed the orbiter needed to expend more fuel than I'd anticipated to get into orbit. Turns out this planet is tiny and dense, with the result it's orbital velocity is lower than Kerbin's, resulting in a deceptive flyby at 2400m/s that seemed like it would be 'almost an orbit' but was nowhere close. Also, more fuel line troubles. Just one of the orbiter's three radial tanks is mysteriously not connected to the centre, even though the other two are. Thanks, VAB editor. Still, bit of manual fuel pumping and she was in balance again. And then... Sarnus! My first visit to this OPM planet, and went really well. A gravity assist just 44km over Slate completely captured Sarnusulose into Sarnus orbit, only 2 degrees out of the orbital plane, meaning that the full 7200m/s are available for exploring the moons. Seeing as there's a contract ready and waiting; Hale it was. Turned out to be easier to treat it as a rendezvous and docking rather than a planetary transfer, since it's gravity is less even than Gilly's. A contract for Tekto has now popped up... doubt Sarnusulose will be able to do that, since it's engines are strictly designed for vacuum use, and it has no parachutes, but he can spend a while bumbling around the other moons and maybe have a sample of Tekto's atmosphere when his fuel gets low. Edited September 1, 2016 by eddiew Quote Link to comment Share on other sites More sharing options...
capi3101 Posted September 1, 2016 Share Posted September 1, 2016 (edited) Based on information garnered from some of the Gameplay Questions threads, I tweaked the landing gear on the Bad Idea 3 aircraft and managed to get it into the air without the wheels snapping off. Test flight ended rather poorly, but that was largely due to my own impatience. I can say I made it to the Runway; I'd be lying if I added the "intact" qualifier. Used the Bad Idea 3 design to get some surface pressure readings in the vicinity of KSC for a contract. Hit two waypoints but forgot to slow down before turning for the third; spun out and tipped over explosively. Recovered the craft; was unsuccessful in getting the other two waypoints done. I'll try again at the next opportunity. Meanwhile, I decided to let Bob get to the Mun. Had him gather temp, bay and goo readings as well as crew and EVA reports above several Mun biomes, then had him land in the Farside Crater (first Mun landing in this career save). Aside from a minor mishap (those toothpick lander legs were designed for Minmus, not Mun, and it helps when you're not trying to land on a thirty-degree grade), landing was a success. His craft has sufficient delta-V to hop a few biomes and collect additional surface readings before heading home. I have high hopes that his mission will be very profitable in more terms than one. He is sans most of his lander legs at this point but I think if I'm gentle enough I can land safely on his outboard fuel tanks... 17 hours ago, Galileo said: What if you find the Golden Arches? Just guessing, but I'd say that at some point in the future your doctor is liable to tell you that your cholesterol is bad. Plus, @CatastrophicFailure is probably right - somebody's getting sued... Edited September 1, 2016 by capi3101 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 1, 2016 Share Posted September 1, 2016 (edited) The first launched of the two Saucer Crew Trans finally arrived at the Fabrication Station...but an issue (which always seems to involve the EL orbital pad which is currently behind the MKS inflatables) plagued me again. Control input ceased for the saucer several times and I had to juggle timewarp and briefly going to KSC view to temper it. The part count here is currently near 300. To prevent this happening more frequently, when I start shuffling crew a lot, I developed this, the M2X Castille. It's also an SLSS with room for 23 and inline docking ports, evolved from an earlier design for an asteroid palace. The Saucer is going to move to this, and Jebediah will return planet-side from here. Mk2 Solar Batteries are a separate mod. I wanted to use the stock cupola but it doesn't have lights. I think the Indicator Lights mod covers this but my only option and it's a rather nice option, is the M3X cupola. Edited September 1, 2016 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
SSgt Baloo Posted September 1, 2016 Share Posted September 1, 2016 I was playing around, trying to make a "Seaduck" homage, when I noticed the plane doing backflips whenever I launched it. Apparently the ship motor from the Large Boats Part Pack I had put on the hull for water propulsion was also providing thrust in the atmosphere. Lots and lots of it. So I removed all the other engines and repositioned the boat motor so the thrustline was aligned with the desired direction of flight and the C/G. It flew. Very fast. It couldn't get very high before the thrust started to peter out, but I wondered. If it can propel this pig as fast as all that, then what if I made a smaller plane? So I made a very small plane and tried again. Speeds of up to mach 2-point something. I forgot to take notes, but don't think I surpassed Mach 2.3, but not bad for a boat motor. I had even better (more controllable) results with the plank-winged bird I did next. I don't know if I achieved more speed, but I'm pretty sure I didn't achieve much less. It had more wing, but less total mass. More here, in no discernable order: http://s28.photobucket.com/user/SSgtBaloo/slideshow/1September2016 Quote Link to comment Share on other sites More sharing options...
GarrisonChisholm Posted September 1, 2016 Share Posted September 1, 2016 Jeb, Gene, Bob and Val continue to strum their fingers and mumble about "launch windows approaching" while Bill distractedly refuses to build anything because his new blue-water navy Dreadnought construction game has rolled a critical success on its Distract skill... Quote Link to comment Share on other sites More sharing options...
eddiew Posted September 1, 2016 Share Posted September 1, 2016 (edited) There's something sad about the day a space probe is declared end-of-life. Even more so when it has 2km/s in the tank at Bop and about 3m/s when you get it to Laythe. Honestly, I mission control couldn't have screwed this one up any worse. Did the right things; ejected from Bop at the DN with Laythe, looped past Tylo to drop my Jool PE within Laythe's orbit. Then stupidly went for an encounter that put the Laythe burn on the night side of the planet. Joono only has 100m/s in the dark, the best case ended up being 2x2 burns before and after PE, which utterly emptied the xenon tank and left it in a very eccentric orbit. Fortunately, this is what the magnetic survey contract wanted, and after a couple of hundred days, Joono will once again earn a decent chunk of cash, but Kesus that should have been done better. I'm pretty sure that transfer is possible for half the fuel that was ultimately expended. I mission control feel appropriately foolish. I apologise, Joono, that was a poor end to a very dignified mission. You have done well, but poor planning has let you down. Edited September 1, 2016 by eddiew Quote Link to comment Share on other sites More sharing options...
Leopard Posted September 1, 2016 Share Posted September 1, 2016 Loaded up, job of the night was simple, get Bill to my space station. loaded a crew shuttle, pushed Bill inside, locked the door and lobbed it up. Final approach on K2. Hmm looks wrong, where is the fuel module and its tug? And why is the incorrect old tug still docked to the science module? game appeared not to have saved the mornings work. Grr. Bill transfered via EVA, left the crew ship nearby and re launched the fuel ship, then docked it and finally docked the crew ship. De orbited the old useless tug, again. Flipped back to the ground and up a few times, seems ok. tried a pad parts test contract, game crashed, reloaded, and everything from the day list. guessing the save has corrupted, will try again tomorrow but can see a third reset coming on grrr. Quote Link to comment Share on other sites More sharing options...
eddiew Posted September 1, 2016 Share Posted September 1, 2016 Ovok turns out to be terrifying. Yes, it only has 0.02g, but the darn thing is twice as long in one axis as the other. Orbit has never felt so insecure... (The game deleted Sarnusulose while it was landed on Hale. I assume it wasn't really landed, but more likely 1cm above the ground. I retrieved it from a backup file and continued the mission, but concluded that super-light moons are a bad place to leave a vessel. In future, they will be left in orbit.) Quote Link to comment Share on other sites More sharing options...
Corona688 Posted September 2, 2016 Share Posted September 2, 2016 I deorbited a ton of no-longer-useful satellites. So many satellites. Most of them were able to deorbit themselves. Then I sent up this save's first ion craft. This one's going to the mun. One like it will go to Duna. I might swap out the science jr for a mini lander of some sort. Quote Link to comment Share on other sites More sharing options...
Martian Emigrant Posted September 2, 2016 Share Posted September 2, 2016 (edited) Worked on my Colonial Viper some more. From a clean state.This is the Mark 3.8 with docking capability. http://imgur.com/a/N5wO1 Jeb Docked with a drone version 4 times. Mechjeb helped a bit. ME Edited September 2, 2016 by Martian Emigrant Quote Link to comment Share on other sites More sharing options...
StickyScissors Posted September 2, 2016 Share Posted September 2, 2016 Today in KSP, i certified my Raptor SSTO for spaceflight after 3 consecutive Launch, orbit, land, refuel, repeat missions. It held up well and didn't have a single critical issue. Here are some shots from the final test run: Reentry: - I overshot KSC, so i had to kick the engines into jet mode to be able to make it back. I dump oxidizer after coming into contact with the atmosphere, because at that point, it is useless. - After landing, Jeb gets out for a portrait - Now, since the core design is flight certified, i thought i'd try to add optional additions to it, to boost LKO payload capacity. How did i do that, you ask? Moar boosters! I strapped some SRB's to the side to add some DV, it was all going fine until i decided to jettison them, though. Right upon staging, the SRB's flung themselves into the wings, shredding them off and sending me into an uncontrollable tumble before i could recognize what happened. I managed to save the crew by "landing" propulsively with the RAPIERS, however, so Jeb and Bill didn't have to die for this ballsy test. Quote Link to comment Share on other sites More sharing options...
EpicSpaceTroll139 Posted September 2, 2016 Share Posted September 2, 2016 Accidentally discovered blue explosions when going full Aloha Snackbar on the R&D. Also discovered Kerbals are even tougher than I thought... That's right... My Kerbal survived despite his truck obliterating around him! KSP logic at its finest! Don't have a screenie tho bcc I was so mystified by the blue light. I must replicate it! Quote Link to comment Share on other sites More sharing options...
N_Danger Posted September 2, 2016 Share Posted September 2, 2016 I went to the Mun with a rover. And then, (spoiler alert- anomalies) Jena went for a ride. http://i1277.photobucket.com/albums/y496/N_Danger/screenshot979_zpsoxmrmwbj.png And she found this: http://i1277.photobucket.com/albums/y496/N_Danger/screenshot984_zpswjy4dxww.png Quote Link to comment Share on other sites More sharing options...
fourfa Posted September 2, 2016 Share Posted September 2, 2016 1 hour ago, StickyScissors said: Today in KSP, i certified my Raptor SSTO for spaceflight after 3 consecutive Launch, orbit, land, refuel, repeat missions. It held up well and didn't have a single critical issue. Here are some shots from the final test run: Reentry: - I overshot KSC, so i had to kick the engines into jet mode to be able to make it back. I dump oxidizer after coming into contact with the atmosphere, because at that point, it is useless. - After landing, Jeb gets out for a portrait - Now, since the core design is flight certified, i thought i'd try to add optional additions to it, to boost LKO payload capacity. How did i do that, you ask? Moar boosters! I strapped some SRB's to the side to add some DV, it was all going fine until i decided to jettison them, though. Right upon staging, the SRB's flung themselves into the wings, shredding them off and sending me into an uncontrollable tumble before i could recognize what happened. I managed to save the crew by "landing" propulsively with the RAPIERS, however, so Jeb and Bill didn't have to die for this ballsy test. Hey, she looks familiar! Quote Link to comment Share on other sites More sharing options...
StickyScissors Posted September 2, 2016 Share Posted September 2, 2016 1 hour ago, fourfa said: Hey, she looks familiar! Oh yeah, i forgot to mention that i kinda "borrowed" your spaceplane and made modifications. Didn't change much at all, though, as it worked nearly perfect out of the box Quote Link to comment Share on other sites More sharing options...
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