harrisjosh2711 Posted September 7, 2017 Share Posted September 7, 2017 (edited) Put my new command pod in the game for the first time. (stock panels) Edited September 7, 2017 by harrisjosh2711 added pic Quote Link to comment Share on other sites More sharing options...
Jacke Posted September 7, 2017 Share Posted September 7, 2017 (edited) On 9/5/2017 at 8:51 PM, Whisky Tango Foxtrot said: Testing a new design for a mining outpost that I hope to send to Eeloo. .... I've got a similar outpost already launched and waiting at Minmus for a transfer window to Dres, but while that one uses two, symetrically-placed drills this one only has one drill, with an attached rover acting as a counter-balance. Cool screenshots! An output waiting at Minmus.... Don't know how tight your design is for delta-V, but you could get more from the Oberth effect if you escape from Minmus and drop down close to Kerbin and make your main burn to escape Kerbin into your interplanetary transfer trajectory as close to Kerbin as possible. It make the mission trajectory more complex, though. Edited September 7, 2017 by Jacke Quote Link to comment Share on other sites More sharing options...
steedcrugeon Posted September 7, 2017 Share Posted September 7, 2017 I have been mostly modeling Props Spoiler But had a little bit of time to launch this "abhorrent" BDB Kane CSM to the Vangaurd-1 space station, another aberration of international co-operations. prior to this the Americans were hitching a ride into orbit on the Trusty Koyuz-2K and its derivatives. We did have a slight staging issue when it came time to release the second stage: No matter, deploy the solar panels and prepare for an emergency EVA by the engineer, Jadin. Here's some of the station approach, there aren't; the best so I've tucked them away, it was done on the dark side of Kerbin. Spoiler And so the sun rises on the Vangaurd-1 station and the Russian/European residents have some new guests to host: Quote Link to comment Share on other sites More sharing options...
Rodger Posted September 7, 2017 Share Posted September 7, 2017 So, after setting up the casino, I now have a good reason to make a spaceplane! Holds 60 crew in the 'saddletank' sections. Powered by 3 OPT Legacy J-60 Screamjets, and and two NFLV R1-D 'Kite' rockets. I use the rockets to boost upwards at 30° just after takeoff, till about 10km and 500m/s, at which point the J60s really start going nuts, running all the way to about 35km at about 10°, then just a short boost with the rockets into LKO, with about 1400m/s dV to play with. After docking. I will have to rotate the docking port part to be ventral instead of dorsal, the tail bumped into the asteroids once or twice lol (and/or add an extension to the station so the main dock clears the asteroids better) And a beautiful touchdown! Plenty of fuel left too to help aim for the runway. Twin tail canards make for a decent areobrake too. Quote Link to comment Share on other sites More sharing options...
ptr421 Posted September 7, 2017 Share Posted September 7, 2017 11 hours ago, Cadet_BNSF said: So you launched from the Pacific Launch Complex on Kodiak? Dude, that's sweet. I live about 300 miles northeast, and I would love to go see the actual complex. Yeah, Kodiak. The whole career runs from it. It's a little side project to get away from the 'target the Moon, wait until relative inclination hits zero, launch' routine one tends to get at the Cape. IIRC they're mostly doing polar launches/missile testing there in real life, but there's a fair bit of clear ocean to the SE which I'm (ab)using. Quote Link to comment Share on other sites More sharing options...
kraden Posted September 7, 2017 Share Posted September 7, 2017 12 hours ago, Cadet_BNSF said: So you launched from the Pacific Launch Complex on Kodiak? Dude, that's sweet. I live about 300 miles northeast, and I would love to go see the actual complex. Another Alaskan!?!? Quote Link to comment Share on other sites More sharing options...
qvazzar Posted September 7, 2017 Share Posted September 7, 2017 Finished altimetry scanning of Kerbin and made blueprint for the scan satellite that i used. It was interesting to try SCANsat mod and a little change of blueprints style. Quote Link to comment Share on other sites More sharing options...
HerrCrazi Posted September 7, 2017 Share Posted September 7, 2017 44 minutes ago, qvazzar said: Finished altimetry scanning of Kerbin and made blueprint for the scan satellite that i used. It was interesting to try SCANsat mod and a little change of blueprints style. How did you make this beautiful blueprint? I love it ! Quote Link to comment Share on other sites More sharing options...
Kerbital Posted September 7, 2017 Share Posted September 7, 2017 (edited) On 9/5/2017 at 8:46 PM, Geonovast said: Found the same thing when I was flying over it the other day. Landed just off the pole to refuel, but when I hit the pole, both SAS and the camera freaked out. BTW - I hope you got your hatches battened down. Irma looks like a doozey. Nothing like having to get out and push during an eclipse! (I hope I can push enough to get home... got like 150 science on that craft. I use Science Relay mod by DMagic. You can transmit your science to another vessel. You lose the bonus of landing your samples on Kerbin, but if you do a lot of science and have a station with a lab somewhere in orbit, it's worth it IMHO. I also use DMagic's Orbital Science that gives you around 10 new instruments for more science. The downside is that I max out my expanded Tech Tree quickly. Edited September 7, 2017 by Kerbital Quote Link to comment Share on other sites More sharing options...
Cadet_BNSF Posted September 7, 2017 Share Posted September 7, 2017 (edited) 4 hours ago, kraden said: Another Alaskan!?!? Yup. Edited September 7, 2017 by Cadet_BNSF Quote Link to comment Share on other sites More sharing options...
Hoddd9000 Posted September 7, 2017 Share Posted September 7, 2017 Following up on the success of my first working passenger SSTO, I decided to try to build a heavy cargo SSTO, again using Mark Thrimm's awesome SSTO guide. I overbuilt it quite a bit and added nukes just to test what kind of TWR it would have, so it has 1800 m/s left in the tank, and that's with 3000 units of excess oxidiser. I have yet to find out if it can survive re-entry, but who cares, I built a plane that can go to space and it's awesome. The cargo, my future Minmus base. Quote Link to comment Share on other sites More sharing options...
TheEpicSquared Posted September 7, 2017 Share Posted September 7, 2017 1 hour ago, qvazzar said: Finished altimetry scanning of Kerbin and made blueprint for the scan satellite that i used. It was interesting to try SCANsat mod and a little change of blueprints style. Is the rocket an SSTO? Or is there a second stage inside the fairing? Quote Link to comment Share on other sites More sharing options...
qvazzar Posted September 7, 2017 Share Posted September 7, 2017 (edited) 48 minutes ago, HerrCrazi said: How did you make this beautiful blueprint? I love it ! For this blueprint i used the Kronal Vessel Viewer mod and the Photoshop program. Spoiler Will it not be an advertising? But here is my guide to blueprints: http://steamcommunity.com/sharedfiles/filedetails/?id=864703647 12 minutes ago, TheEpicSquared said: Is the rocket an SSTO? Or is there a second stage inside the fairing? Almost SSTO. The launcher have 3281 m/s deltaV (in vac) that close to 3400 m/s which required to orbit Kerbin. And if satellite can be second stage... then you're right, inside the fairing there is second stage. Edited September 7, 2017 by qvazzar Quote Link to comment Share on other sites More sharing options...
HerrCrazi Posted September 7, 2017 Share Posted September 7, 2017 Thank you kvazzar ! Quote Link to comment Share on other sites More sharing options...
Geonovast Posted September 7, 2017 Share Posted September 7, 2017 1 hour ago, Kerbital said: I use Science Relay mod by DMagic. You can transmit your science to another vessel. You lose the bonus of landing your samples on Kerbin, but if you do a lot of science and have a station with a lab somewhere in orbit, it's worth it IMHO. I also use DMagic's Orbital Science that gives you around 10 new instruments for more science. The downside is that I max out my expanded Tech Tree quickly. I was already in orbit around Kerbin, so I could have transmitted what I had home already. Plus Jeb needed to get home anyway. Couldn't just leave him in orbit for awhile until I felt like retrieval since I had TAC-LS enabled. It only took about 30 trips in and out of the pod to get it done, but it got him and the results back to the surface. And it ended up being like 300 Science, not 150. I'll take a look at the Orbital Science Mod for more gizmos to play with! Quote Link to comment Share on other sites More sharing options...
DerekL1963 Posted September 7, 2017 Share Posted September 7, 2017 2 hours ago, Kerbital said: I also use DMagic's Orbital Science that gives you around 10 new instruments for more science. The downside is that I max out my expanded Tech Tree quickly. One way around that is to turn down science return in the setting menu. Quote Link to comment Share on other sites More sharing options...
Kerbital Posted September 7, 2017 Share Posted September 7, 2017 30 minutes ago, DerekL1963 said: One way around that is to turn down science return in the setting menu. Oh yes, that's what I do. Otherwise I'd max out the tree by the time I was done with Mun and Minimus:) Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 7, 2017 Share Posted September 7, 2017 1 minute ago, Kerbital said: Oh yes, that's what I do. Otherwise I'd max out the tree by the time I was done with Mun and Minimus:) I'm hoping this doesn't become a problem for me. In fact I'm hoping for lots of science to earn and to spend. Today I finally started my science playthrough in GPP 2.5x. It's worth noting that I have MOLE installed instead of DMagic Orbital Science, which should open a floodgate of science for me, plus Kerbal Environmental Institute and Science - Full Reward, and science at 100%. The thing is, I have BARIS installed, and in Science mode, the Test Bench feature consumes science to raise part reliability quickly. Every launch of this little plane so far (about 5 launches) it has fallen apart and I've accepted the death of one scientist. I've opened about 10 tech tree nodes pretty quickly but I haven't begun to spend enough science to keep these Junos from jamming and threatening valuable Gaelean lives. I'm in for some SERIOUS trouble when I make a plane that's actually supposed to fly (or at least has wheels with brakes). Quote Link to comment Share on other sites More sharing options...
Whisky Tango Foxtrot Posted September 7, 2017 Share Posted September 7, 2017 15 hours ago, Jacke said: Cool screenshots! An output waiting at Minmus.... Don't know how tight your design is for delta-V, but you could get more from the Oberth effect if you escape from Minmus and drop down close to Kerbin and make your main burn to escape Kerbin into your interplanetary transfer trajectory as close to Kerbin as possible. It make the mission trajectory more complex, though. I do that when I can, but it only works if Minmus is moving in a solar retrograde direction relative to Kerbin at around 8 days before the transfer window. If it is, I do a Kerbin-drop but if it isn't I burn directly from Minmus. In this case I need to burn directly. Even without the Oberth effect Minmus's high orbit and low gravity help to save fuel vs. burning directly, and I've got a mining/ISRU base set up there already that'll let me get my tanks fully filled before the trip. Quote Link to comment Share on other sites More sharing options...
Slam_Jones Posted September 7, 2017 Share Posted September 7, 2017 (edited) (No pictures yet) Started a new Science game with the science rewards settings turned up to 10x. My intention is to only gather science from Kerbin, making use of a water-bound research ship (via Large Boats Pack mod), named Research Vessel 'Zulu'. My only question now is how to get other vessels safely and easily on and off the ship. So far I've tried a Science Truck, which works great except for having no way to get onto the ship. I've also tested a method for air-dropping KIS containers filled with experiments (Surface Experiments Pack mod) next to the ship; the problem arises in getting them out of the water and onto the deck. As such, I spent about 2 hours fiddling with building a crane that never quite worked how I wanted it to. The crane is attached to the successor of the Zulu, a ship named Research Vessel 'Pancho'. (My names have gotten rather odd lately.) Also considering making a submarine. I assume there isn't actually any extra science to be gained from it, but I've never gone underwater before (intentionally) so it should be an interesting experience. After I got bored of that, I practiced precise Munar landings. I use a lot more fuel than I need to, I believe, but my accuracy has improved quite a bit. My current method is kinda a reverse gravity-turn, expect modified so I end up directly over where I want to land, then perform a powered vertical descent to the landing zone. Probably pretty inefficient, but it's been entertaining to say the least. Edited September 7, 2017 by Slam_Jones Quote Link to comment Share on other sites More sharing options...
DerekL1963 Posted September 7, 2017 Share Posted September 7, 2017 11 minutes ago, Slam_Jones said: but it's been entertaining to say the least. Isn't that the point? Quote Link to comment Share on other sites More sharing options...
Slam_Jones Posted September 7, 2017 Share Posted September 7, 2017 (edited) 1 minute ago, DerekL1963 said: Isn't that the point? Absolutely! Success or not, all that matters to me is if I had fun doing it Edited September 7, 2017 by Slam_Jones Quote Link to comment Share on other sites More sharing options...
Khorso Posted September 7, 2017 Share Posted September 7, 2017 35 minutes ago, Slam_Jones said: Started a new Science game with the science rewards settings turned up to 10x. My intention is to only gather science from Kerbin, making use of a water-bound research ship (via Large Boats Pack mod), named Research Vessel 'Zulu'. My only question now is how to get other vessels safely and easily on and off the ship. So far I've tried a Science Truck, which works great except for having no way to get onto the ship. I've also tested a method for air-dropping KIS containers filled with experiments (Surface Experiments Pack mod) next to the ship; the problem arises in getting them out of the water and onto the deck. As such, I spent about 2 hours fiddling with building a crane that never quite worked how I wanted it to. The crane is attached to the successor of the Zulu, a ship named Research Vessel 'Pancho'. (My names have gotten rather odd lately.) What a cool idea!! I am going to copy this - I like the novelty of it Great way to see more of Kerbin! Did you hack science to build the vehicles? Quote Link to comment Share on other sites More sharing options...
Whisky Tango Foxtrot Posted September 8, 2017 Share Posted September 8, 2017 No screenshots, but I've designed a craft to land on Tylo and return to orbit. The final stage of that craft will then be re-purposed as a Vall lander. That leaves me with a solution for landing Kerbals on every planet and moon in the system (although I haven't made any particular plans for Bop; I'm just assuming that the stuff I built for Pol will work there, too.) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 8, 2017 Share Posted September 8, 2017 I finished DSEV's Delta Decoupler and Delta Guidance Unit, which means my Delta Heavy reference design is done: Quote Link to comment Share on other sites More sharing options...
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