papuchalk Posted April 9, 2018 Share Posted April 9, 2018 (edited) Unfortunately 2 of my Kerbonauts are left around Eve, and i planned a mission to get them back both. So here is the main part of the ship, and Eve taxi One kerbonaut is on 100km orbit above Eve, and that is too close to Eve, i dont know if i will have enough fuel to go so low with the whole ship, thats why i am taking the Eve taxi with 2600 m/s to pick him up Second kerbonaut is on orbit of Gilli, should not be a problem to pick him up More footage here https://imgur.com/a/qfYg3 Edited April 9, 2018 by papuchalk Quote Link to comment Share on other sites More sharing options...
Kronus_Aerospace Posted April 9, 2018 Share Posted April 9, 2018 Ummm, Kerbin? Oh... Quote Link to comment Share on other sites More sharing options...
Aaodon Posted April 9, 2018 Share Posted April 9, 2018 PA1 Mun Ship Mun looks like more closer than Kerbin. Now our home is so far away! And yes we did it! Let me take a picture for this amazing moment. Yes we have to wait another ship for taking us from Mun to Kerbin again. NAE(New Astreoids Explorer) Everything is working good. What a lovely view! Quote Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted April 9, 2018 Share Posted April 9, 2018 8 minutes ago, Kronus_Aerospace said: Ummm, Kerbin? You maniac! You blew it up! Didn’t you? Gosh darn you all to heck! Quote Link to comment Share on other sites More sharing options...
Kronus_Aerospace Posted April 9, 2018 Share Posted April 9, 2018 (edited) BTW, my 747-8 replica is done and up for download for those who are interested. https://kerbalx.com/Kronus_Aerospace/Kronus-747-8-Peregrine Edited April 9, 2018 by Kronus_Aerospace Quote Link to comment Share on other sites More sharing options...
Triop Posted April 9, 2018 Share Posted April 9, 2018 Re-charging Val...And her buggy. Yeah, getting sum tan. Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted April 9, 2018 Share Posted April 9, 2018 (edited) Began figuring out how I should do B9 Part Switch cfg's for reDIRECT, since im staying on 1.3.1 %MODULE { name = ModuleB9PartSwitch switchInFlight = false SUBTYPE { name = Orange title = Foam TEXTURE { transform = Cube.003_Cube.026_jupiter texture = reDIRECT/Phase1/Parts/5m_Tanks/jupiter_elements } TEXTURE { transform = Cube.003_Cube.026_jupiter texture = reDIRECT/Phase1/Parts/5m_Tanks/jupiter_elements_NRM isNormalMap = true } TEXTURE { transform = Cube.003_Cube.026_shuttle_tank texture = reDIRECT/Phase1/Parts/5m_Tanks/shuttleTank_main } TEXTURE { transform = Cube.003_Cube.026_shuttle_tank texture = reDIRECT/Phase1/Parts/5m_Tanks/shuttleTank_normals isNormalMap = true } } SUBTYPE { name = White title = Painted TEXTURE { transform = Cube.003_Cube.026_jupiter texture = reDIRECT/Phase1/Parts/5m_Tanks/jupiter_elements_alt } TEXTURE { transform = Cube.003_Cube.026_jupiter texture = reDIRECT/Phase1/Parts/5m_Tanks/jupiter_elements_NRM isNormalMap = true } TEXTURE { transform = Cube.003_Cube.026_shuttle_tank texture = reDIRECT/Phase1/Parts/5m_Tanks/shuttleTank_main_alt } TEXTURE { transform = Cube.003_Cube.026_shuttle_tank texture = reDIRECT/Phase1/Parts/5m_Tanks/shuttleTank_normals isNormalMap = true } } } This is for 1 part with only 2 variants Edited April 9, 2018 by DeltaDizzy Quote Link to comment Share on other sites More sharing options...
Triop Posted April 10, 2018 Share Posted April 10, 2018 (edited) Val just climbed the first stage of the mountain, when you look at this angle it seems impossible, but we zig-zaged to the top. This picture shows the last bit of the climb. Val did roll over a couple of times but we did manage our damage. I hate this mountain... Dakar 2019 X= current position TBC Edited April 10, 2018 by Triop Quote Link to comment Share on other sites More sharing options...
Ace in Space Posted April 10, 2018 Share Posted April 10, 2018 3 hours ago, Kronus_Aerospace said: Ummm, Kerbin? Welcome to the Shadow Realm. It's good to have some company. Quote Link to comment Share on other sites More sharing options...
Triop Posted April 10, 2018 Share Posted April 10, 2018 While Val is waiting for sunrise in her bashed buggy ( crashed 2 batteries and some solar panels)... Jeb is allready back on the job, getting 2 tourists to Minmus. I like the view with Kerbin and the Mun in one shot. Quote Link to comment Share on other sites More sharing options...
Triop Posted April 10, 2018 Share Posted April 10, 2018 Last shots of the day, we send in a new pilot to recover Val in Jeb's modified MiG 21... Goodluck Val. Quote Link to comment Share on other sites More sharing options...
EpicSpaceTroll139 Posted April 10, 2018 Share Posted April 10, 2018 Been testing a new RCS port bearing to replace the antenna-solar-panel bearing that broke on all my helicopters with the arrival of 1.4. I'm using my E-50 marine coaxial helicopter as a testbed for this. It seems to take most of what I throw at it, but it still needs a bit of work because I managed to make this happen once: No Kerbals were harmed! I think whenever I've got this fine tuned, and I'm applying it to my other helis, I'll try to flush out the problems with the cargo ramp on my E-23 (chinook-like thing), as I noticed it has a tendency to fall off. Also, I've made progress on that clock escapement thingy. It needs a bit of work to make it more consistent in the time it takes to go through a cycle. The motion isn't very smooth, so it kind of varies in speed. Obviously not great for timekeeping. Still cool to look at . Really can't get the Hammerwatch- Heroes Never Die by Two Feathers soundtrack out of my head, but I didn't want to copy Bogdan Pirsan's video. Note: my video is at 500% speed of what the thing was actually moving. Yah... not great, considering I want it to run on something as mundane as a falling weight. I should probably finish my pendulum clock before I continue working on this. Quote Link to comment Share on other sites More sharing options...
AngryKitty Posted April 10, 2018 Share Posted April 10, 2018 Had some fun with alternate history, while I'm waiting for the landing leg fixes in 1.4.next. Gemini-Soyuz Test Program complete! Quote Link to comment Share on other sites More sharing options...
Triop Posted April 10, 2018 Share Posted April 10, 2018 (edited) 13 minutes ago, EpicSpaceTroll139 said: Also, I've made progress on that clock escapement thingy. Wow, that is awesome, makes me feel like a novice... Nice work. Edited April 10, 2018 by Triop Quote Link to comment Share on other sites More sharing options...
Triop Posted April 10, 2018 Share Posted April 10, 2018 6 hours ago, Delay said: Airplane construction! This plane is my first "real" Mk3 aircraft (I have a space shuttle, but that doesn't count). A lot of trimming is required to keep it stable (about 1/2 to 3/4 upwards pitch), but other than that, it flies really well. You can (and this is surprising, to be honest) start pulling the nose up at ~65m/s! It still takes a while before the gears leave the ground, though. Very impressed by looking at your pretty small landing gear, good job ! Quote Link to comment Share on other sites More sharing options...
Delay Posted April 10, 2018 Share Posted April 10, 2018 6 hours ago, Triop said: Re-charging Val...And her buggy. Yeah, getting sum tan. Reminds me of a hot rod. Quote Link to comment Share on other sites More sharing options...
qzgy Posted April 10, 2018 Share Posted April 10, 2018 3 hours ago, EpicSpaceTroll139 said: my video is at 500% speed of what the thing was actually moving. Yah... not great, considering I want it to run on something as mundane as a falling weight. The escapement is that stiff? Since thats the only part that would reasonably cause friction, unless the bearings also add friction (Which I guess they would.) What ifyou used something smaller like solar panels or something for the escapement (the swinging thingy of vernors)? Would that help/hinder or no effect? (I'm not sure here, no experience with these.) Quote Link to comment Share on other sites More sharing options...
Ace in Space Posted April 10, 2018 Share Posted April 10, 2018 Didn't get a whole lot of time to play today, and not a whole lot to report. Jade Station kicked into frantic action trying to supply all that fuel. One of the crafts is now fully refueled, and the others will be soon. Had a minor encounter with a kraken that necessitated a reload - the fuel lifter descended to the minmus flats at the breakneck speed of two or possibly even three meters per second, which blew one of the legs off in a fiery explosion. I also discovered something rather obnoxious - the rover docked to Jade Station has a name priority of 3 (I went back to the VAB to check!), while the station, of course, pre-dates the patch that introduced priority. Somehow this works out to the rover taking over the name/icon for the station. I changed it back, only for the rover to take over again when I undocked the lifter. I changed it back again but at least upon re-docking the lifter the name didn't change a third time. Which makes me wonder - is there a way to set the name/icon priority outside of the VAB (that is, to set it for crafts that already exist)? If there isn't, there really should be. I'd like to be able to adjust the priorities of crafts that already existed at the time the patch hit. Quote Link to comment Share on other sites More sharing options...
EpicSpaceTroll139 Posted April 10, 2018 Share Posted April 10, 2018 5 hours ago, Ace in Space said: Which makes me wonder - is there a way to set the name/icon priority outside of the VAB (that is, to set it for crafts that already exist)? If there isn't, there really should be. I'd like to be able to adjust the priorities of crafts that already existed at the time the patch hit. I would imagine you could probably find a line on priority for each command module or core in the persistent file if you did a search in notepad. I would recommend making backups before attempting edits though. 6 hours ago, qzgy said: The escapement is that stiff? Since thats the only part that would reasonably cause friction, unless the bearings also add friction (Which I guess they would.) What ifyou used something smaller like solar panels or something for the escapement (the swinging thingy of vernors)? Would that help/hinder or no effect? (I'm not sure here, no experience with these.) Yah I'm definitely considering switching to lighter parts such as antennas and/or solar panels for the escapement, as I suspect a movement would be smoother with them, and they would put a lower load on the rest of the bearings, this reducing friction. I do think I'll do some tweaking of the Vernor escapement though because it hasn't been optimized at all. I was just lucky enough to build it "ok-ish" and it spun. The tourbillon was the hard part. Probably doesn't help the friction part that I went for a "flying tourbillon" setup with only one end of some of the parts having a bearing support. Quote Link to comment Share on other sites More sharing options...
Alchemist Posted April 10, 2018 Share Posted April 10, 2018 For past few days been messing with kOS ascent guidance - to get efficient insertion into target orbit plane... BTW, here's the craft used for testing: Quote Link to comment Share on other sites More sharing options...
MaxwellsDemon Posted April 10, 2018 Share Posted April 10, 2018 More (happy) grinding... the boost to R&D provided by the upgraded facilities is energizing the program. A dedicated 'rescue' variant of the Thoth capsule was tested by Val by rendezvous with a commsat, and then launched empty for two rescue contracts. Although Morie's capsule landed rather precariously in the mountains west of KSC, it was successfully recovered. Tested an R-7 tribute to launch the Voskhod-like capsules added in MH... a bit overpowered if I engine it realistically, so I need to tweak. On the other hand, that means there's margin for heavier payloads, so it's all good. Quote Link to comment Share on other sites More sharing options...
Mark Kerbin Posted April 10, 2018 Share Posted April 10, 2018 (edited) Today as I attempted to load KSP, I summoned the kraken. And not just any kraken... This was the feared Windows Defender kraken. Contrary to popular belief on kerbin, this kraken does not defend windows of any kind... This kraken scrambles game files. Guess what kind of files this kraken decided were of a Trojan horse variety that it had to eliminate at all costs? .dll and .sfs My entire KSP folder, The zipped mods folder, the gamedata, the save folder. Completely obliterated. It didn't even ask before torching everything. Unfortunately my backup SSD was also plugged in at the time, so thats also a broken mess. So now we get to see if steam can convince windows defender to chill out a bit while it re installs. Supposedly the kraken has been powered off, despite its protests, but we shall see how that goes. (Ie. Windows Defender doesn't pay any attention to steam folder anymore (in theory)) Now that Steam has the home field advantage... Im bored... Obviously. Hopefully your day has gone better than mine. Happy launchings Edited April 10, 2018 by Mark Kerbin Stealth Editing Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 10, 2018 Share Posted April 10, 2018 (edited) Worked on my Minmus Station... When Kapollo 5 arrived at Minmus Station, Valentina found a bit of a mess. The core module arrived with its booster core and upper stage intact, but while the aging Mk 2 Titan Tug (lower left) successfully delivered the modified Hab/Lab module, its docking port was stuck and it couldn't undock. She decided to make the best of it, and make extensive use of the Hab/Lab's 3D print lab. Bobus went on EVA and performed an extensive spacewalk, stripping the Titan Tug of parts and recycling everything he could. He even got help from Valentina to pull the Fulcrum engines from the booster core and upper stage, and then recycled them. It finally came down to just four parts that couldn't be handled by the kerbals and stuffed into the converted fuel tanks so that they could be recycled. Sadly, Bobus was just too inexperienced to recycle the parts by hand. Fortunately, he had a plan. After stripping down every non-essential part and pulling some backup parts as well, he managed to create this: He called it the Scrapper Pod. Using @Pak's KMU from Cormorant Aeronology mated to a Coach 500 printed from recycled materials, his jurry-rigged scrapper pod could do the work that he couldn't- and a bit more. The pod could store the Equipment or MaterialKits. Bobus carefully maneuvered the Scrapper Pod towards its targets and one by one, they fell to his mighty robotic recycler arm, vanishing in a puff of smoke: Extensive use of the OSE Workshop as well as the tools from the Kerbal Attachment System- not to mention a lot of back and forth shuffling of RCS thrusters and fuel pods- turned the jumble of spent rocket stages into valuable storage space: Minmus Station was open for business, and KSC added scrapper pods along with OSE Workshops as must-haves for any deep space station or vessel. Edited April 10, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
VasimrVasimrovich Posted April 10, 2018 Share Posted April 10, 2018 @Angel-125 Pretty good station so far, also what mod is the scrapping arm from? Quote Link to comment Share on other sites More sharing options...
Triop Posted April 10, 2018 Share Posted April 10, 2018 Day 3 on the mountain. We've almost reached our first survey point. It took Val 8(!) days to get here. The buggy has only half of it's power left due to damage so Val must recharge every +100 meters... Val wants to leave the buggy and sky dive from the mountain when she is done... What do you think ? Should she do it ? Quote Link to comment Share on other sites More sharing options...
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