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What did you do in KSP1 today?


Xeldrak

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  On 11/6/2018 at 7:58 AM, Zosma Procyon said:

 I added the third segment to what I'm calling the "Minmus Long Base"; I know, a brilliantly creative name. I accept all of your implicit adulation. The idea is to see how long a base can get before either the curvature of the moon becomes a problem, the game slows to the point movement in the vicinity is essentially impossible, or it summons a Kraken. If something doesn't go wrong, I intend to keep adding to the base every time a contract to do so pops up until is stretches across this section of the Minmus lesser flats...and I deliberately chose a narrow point in the flats to build it.

 

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What an aptly-named long base. It looks like a gigantic centipede.

Edited by KestrelAerospace
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Maiden flight of the Condor:  [click the first, then use right arrow for a slide show]

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It's not a pretty bird but it flies well; hence the name...

It's something of a Frankenstein, as if parts from two different bodies were stuck together!?

The for'ard section, reminiscent of my NerfJet, is a smaller prototype of what is intended to become a larger, interplanetary passenger cruise liner.  The aft section, with the big engines and main landing gear (is a concept pioneered by @Brikoleur that I somewhat irreverently call a Forward-Accelerating Rear-mounted Thruster) powers the machine to space, at which point it is detached to remain in orbit.  I'm likely then to use a (recyclable) 4-Rhino Escort to boost Condor on its interplanetary trajectory (either Laythe or, with bigger wings, Duna), where another F.A.R.T. unit will be waiting in orbit for docking so that Condor can then descend to the surface.

What could go wrong, Kerbals??  :)

Edited by Hotel26
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I got bored, decided to make a wiki over my A-10 replica- the A-11 Boar. No pictures as of yet, as it's unfinished. Wanna see it? Well too bad- you're seeing it. 

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So I built an SSTO. I kinda focused on aesthetics, not functionality, during the build. It got into orbit fine.

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As I began re-entry, everything was going fine. I turned on the temperature indicators, and realised that the shock cone intake on the front of the craft was getting rather hot. As I began to fly over the ocean separating the desert landmass from the KSC's landmass, the intake exploded due to overheating, followed closely by the Mk1 to Mk2 adapter directly behind it. This sent us into a tumble, and slowed us down to approximately Mach 1.5. We won't reach the KSC on a glide path anymore, I thought, but we still have engines!

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Despite the un-aerodynamic profile of my unintentionally blunt SSTO, we were just about able to sustain level flight. Unfortunately, as you can probably just about see to the left of the KER window, we had a different problem--fuel.

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We would now need to find somewhere to land in this conveniently bumpy tract of land, as my blunt aircraft did not want to glide. Trying to turn around to find a better spot lost us too much speed to keep altitude. Luckily the fiery re-entry had spared my nose landing gear.

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The plane did not want to pitch up, either, so it took a few tries (thank Felipe for quicksave) to actually land at a sane vertical speed (thank the Kraken for KER). And of course, when we landed, the Whiplash engine exploderated.

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It's going to need a bit of a revision to work properly. The front intake is unnecessary and rather hazardous on re-entry, and an RCS system to properly utilise that inline docking port wouldn't hurt either. In memory of its first flight, I'm thinking of calling this SSTO the 'Blunt Pencil' :sticktongue:

Edited by RealKerbal3x
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  On 11/6/2018 at 7:19 PM, RealKerbal3x said:

To be fair, it is an SSTO, and the idea is to recover all of the parts (which I totally failed at, BTW :P)

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Probably just came in at too shallow of an AoA, though that's hard to judge really without taking a look at the plane intact. What was your pitch angle coming in before you lost the front end of the craft?

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  On 11/6/2018 at 7:27 PM, capi3101 said:

 Probably just came in at too shallow of an AoA, though that's hard to judge really without taking a look at the plane intact. What was your pitch angle coming in before you lost the front end of the craft?

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Something like 5-10 degrees, Probably too low--I'm a rocket guy, not a spaceplane guy.

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Used KAS to make what is effectively a rudimentary ballista, capable of shooting Kerbals.
And I don't mean shooting at Kerbals I mean actually shooting Kerbals because hey if my calculations are correct the average Kerbal at least on paper is is significantly cheaper and more cost effective then just a straight up wooden bolt. Mainly because nobody has figured out a way to get wood because Kerbal's trees exists in some physics-less quasi-reality in alongside our own where our axes just phase through it like if it was a hologram.


THE TREE'S ARE HOLOGRAMS! WAKE UP SHEEPLE!

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The production line is humming and two important payloads launched today:

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First, the KW-4 Stallion rover, headed uncrewed to Minmus. It will be an important part of the Minmus kolonization plan.

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Fairings and side boosters separated, core stage headed to orbit. After separation, the rover, transfer stage, and skycrane head to Minmus while the core stage returns to the KSC:

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First RTLS-recovered booster I've ever done - it is much easier to gauge ballistic trajectories for a rocket vs a SSTO. Career-wise, recovering the core stage with the boosters is awesome since it's about 52k funds per booster recovered.

I was pretty excited to have two more recoveries on the way - This is the launch of the first tank section for the Kujira.

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These launch vehicles are quick off the pad but aren't very maneuverable in flight, so the flight path to orbit is almost at right angles. Thankfully there is plenty of dV to get to orbit and back.

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Second booster recovery for the day.

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And third - this core stage was from the Kujira command deck, already in orbit. The first-production model (No.2 overall) didn't include landing legs, but I managed to hit the recover button after the parachutes released but before it fell over.

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Close to enough funds to upgrade the R&D center to level 3, I deployed Samman Kerman in the new KA-9 basic science aircraft. 

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Cruising at 18,000 m and Mach 3.2, this lightweight recon plane is much easier to handle than the KA-5 previously used, whose tricky handling killed Brooke Kerman. It's speed makes up for it's lower fuel capacity, but retains a very low stall speed (less than 70 m/s) so landings are a breeze.

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On the first mission Samman completed objectives for 2 surveys, but pushed the aircraft a little too far and ran out of fuel on the way back to KSC. A pretty good glide ratio and high cruise altitude made for a long descent but Samman ended up in the drink with a gentle splash and no damage to the aircraft.

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I'm really happy to have a decent survey aircraft, without having to spend hours lumbering through the skies of Kerbin. More time for space!

Edited by anoldtincan
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  On 11/6/2018 at 7:28 PM, RealKerbal3x said:

Something like 5-10 degrees, Probably too low--I'm a rocket guy, not a spaceplane guy.

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Yeah, that's a bit low for entering spaceplanes. I do both rockets and spaceplanes depending on the mission. 

My own self, I go for an entry profile akin to the Shuttle's. Start by deorbiting on the other side of the planet. I use FAR, so I shoot for a target periapsis of 37,500; your mileage will vary depending on whether or not you use stock air and the general design of the craft. At entry, shoot for a pitch angle of about 40 degrees with your airbrakes on. Flaps too if you got 'em; the idea is to generate as much drag as you can. You'll want to keep that pitch angle between 40-50 degrees the whole way. Keep your nose up that high until you no longer have the pitch authority to maintain it and your nose starts dropping on its own. When you're down below 30,000, you don't want to be going much faster than 1,000 m/s on approach; keep your airbrakes engaged until you no longer see heating effects (unless you start losing control of the craft, in which case good luck). 

Probably going to want to examine where your CoM is in relation to your gear with dry tanks ASAP. Same token, you're going to want to see where it is in relation to all of your control surfaces - a CoM that moves tailward will almost always give you trouble. There are ways to mitigate that. Probably the easiest way is to put the bulk of your fuel in the center of the fuselage. If you're using a mod like Procedural Wings with Interstellar Fuel Switch, feel free to put the fuel in the wings themselves (like RL craft do).

 

Edited by capi3101
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  On 11/6/2018 at 9:10 PM, capi3101 said:

Yeah, that's a bit low for entering spaceplanes. I do both rockets and spaceplanes depending on the mission. 

My own self, I go for an entry profile akin to the shuttle's. Start by deorbiting on the other side of the planet. I use FAR, so I shoot for a target periapsis of 37,500; your mileage will vary depending on whether or not you use stock air and the general design of the craft. At entry, shoot for a pitch angle of about 40 degrees with your airbrakes on. Flaps too if you got 'em; the idea is to generate as much drag as you can. You'll want to keep that pitch angle between 40-50 degrees the whole way. Keep your nose up that high until you no longer have the pitch authority to maintain it and your nose starts dropping on its own. When you're down below 30,000, you don't want to be going much faster than 1,000 m/s on approach; keep your airbrakes engaged until you no longer see heating effects (unless you start losing control of the craft, in which case good luck). 

Probably going to want to examine where your CoM is in relation to your gear with dry tanks ASAP. Same token, you're going to want to see where it is in relation to all of your control surfaces - a CoM that moves tailward will almost always give you trouble. There are ways to mitigate that. Probably the easiest way is to put the bulk of your fuel in the center of the fuselage. If you're using a mod like Procedural Wings with Interstellar Fuel Switch, feel free to put the fuel in the wings themselves (like RL craft do).

 

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Thanks for the tips! 

I’ll try to get some screenshots in the SPH tomorrow of the dry and wet CoM.

I do occasionally fly the Cormorant space shuttle by @Pak; in that case I have an angled probe core which I can control from, so that SAS holds me at the correct pitch. The Trajectories mod is also quite useful for pinpointing your trajectory back to the KSC.

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Decided to do a bit of a challenge I've wanted to do for a while now.  That aircraft only has two controls:  Throttle and Rudder.  Surprisingly, it flies really, really well for not having Elevator or Aileron controls, but then again, I did kinda design it around my old trainers...

So after a few lazy loops around the KSC, I headed out and landed it on the Island Runway.  I'm planning on flying it back to the KSC soon, but I had fun with this little challenge.  Always wanted to see what the minimum number of controls needed to fly would be.  Oh, and the Reaction Wheels in the cockpit were turned off, so I didn't have roll or pitch adjustments from that.

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I finished a major expansion of the drilling and refining capacity at my Minmus base. Last week I landed the drilling rig in the left foreground. Last night I landed the storage tanks behind it. Tonight was spent driving them around very slowly and getting the major sections docked. Then some EVA work was needed to connect up the Ore tanks and rearrange some of the airlocks and lights.

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It's been a full week since I made a proper post on this thread, so my apologies in advance for what's probably going to be an unnecessarily large post. At least it'll have screenies.

So on Halloween, I had fourteen tourists I wanted to bring up to space station Kerbinport, with the bulk of them headed for Minmus. Tourists Jaslorf, Samory, Samcal, Jafrid, Ludbur, Richdous, Janzoe, Shepwise, Lunand, Sutrey, Derman, Jonrod, Lemfurt and Doneny Kerman were all loaded aboard an Auk VII 16-passenger spaceplane and brought up to the station. Docking proved to be unnecessarily painful - apparently when I was refitting the Auk series to have their docking ports facing the underside of the fuselage, I missed working on the VII; the plane's tail collided with the Exxon Valdez 7a tanker craft already docked at the station's aft port, and it became necessary to move that craft as well. Whole thing was a giant pain since both the Valdez and the Auk are massive craft with completely inadequate RCS thruster arrays. After a lot of finagling, I did ultimately get them both docked to the station simultaneously.

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Two things that are way more massive than they should be attached to a tiny little space station...

Aside from Jaslorf Kerman, who was Munbound, the passengers were promptly transferred onto the ferry ships Strange Cargo and Necessary Evil docked at the station, with capsule commanders Jeb and Nedbus Kerman at their respective helms. Strange Cargo departed the station first, burning for Minmus immediately upon undocking; she arrived at Minmus 7 days later. Necessary Evil departed one orbit later, arriving at Minmus 4.5 days later. 

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Flying past Mt. Killakerbal on the three-degree glide slope to KSC 09 always makes me nervous, but especially so with a plane this big...

After the ferries departed, the Auk VII undocked and made its way back to KSC, landing safely at KSC 09. The Valdez was returned to her previous position on the station's aft end. I ended my day in the litterbox with the Project Peacock 7, an experiment to get a Pathfinder Pipeline mass driver up and running. After some finagling with configuration files, I successfully refueled the Do Nothing 7 craft - an orbital station with a receiving mass driver - and sent it on to Mun.

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Let's see - docking port, check. Antenna, check. Generates power, check. Doesn't do much of anything helpful, check...

The Do Nothing's design elements were later incorporated into the operational Glass Cannon 7 craft.

Last Thursday started with the design and launch of the Moneybux 7, an expansion module for space station Minmusport. Owing to the way the craft was put together, KER was fooled by the initial design and seriously over-reported the amount of delta-V available in the transfer stage, a fact that was only revealed after the craft had been launched and ran out of gas no where close to a Minmus encounter; that initial flight had to be terminated. The problem was identified at the redesigned and corrected, with the new craft ultimately affecting a successful docking last Friday. Next up for Thursday was the design of the SCSS 7 surface garbage collector craft, which was launched to Mun with Bill aboard. Bill arrived safely at Mun and retreived his target garbage - a Firespitter Bomber Tail - from the Munar surface:

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I'm not going to say what the craft reminded me of once Bill finally got it KAS soldered onto his ship. Just not going to go there...

The SCSS did return safely to Munar orbit but had insufficient fuel remaining at that point to return to Kerbin, so Bill dumped off his payload for retrieval by a Bill Clinton 7b grabber probe I'd left in orbit several days before specifically for that purpose, and then the Spamcan 7a lander was dispatched from space station Munport to pick him up, with the SCSS sent on a collision course with Mun. Bill is now at Munport awaiting pickup. Friday ended with the launch of a Boot Hill 7 Pathfinder outpost craft to Minmus, with pilot Newdard Kerman, scientists Barley and Phorie Kerman, and engineer Haibur Kerman aboard. Their craft was given a designation of Boot Hill 7a with some reconfiguration to the starting Pathfinder modules occurring prior to launch. Their launch was far more successful than that of the original earlier Boot Hill base (in that the booster didn't swing around, tear off their transfer stage engine and require emergency repairs in orbit.); the crew arrived at Minmus five days later.

Friday saw the successful return of the Bill Clinton. Spent the rest of that day at Boot Hill on Mun expanding the base with several Pathfinder modules.

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This thing started out with only four modules around the central spire. It's definitely increased in capabilities since I finally figured out what the crap I'm actually doing with the Pathfinder mod.

I was able to prove the efficacy of the Boot Hill design as a lower-part, lower-cost refinery alternative to the venerable Piper Alpha designs, and have since worked to expand the base to get to the point where I could construct a working surface mass driver. Work on that goal is still continuing; printing up the necessary Equipment is proving to be quite challenging on the current site.

Saturday saw the arrival of Necessary Evil and Moneybux 7 at Minmusport, with both craft arriving successfully. The Kerbincomm India probe was put into its final position in a high Kerbin equatorial orbit after eighty days of zooming around Kerbin's upper SOI. Finally, the Boot Hill 7a also arrived at Minmus and then landed fifty meters from the Deepwater Horizon refinery on the surface, where the mission of expanding it into a full blown colony commenced.

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And this, my dear children, is how you wind up with a game that plays at 10 FPS...

Strange Cargo arrived at Minmusport on Sunday, and the job of ferrying the tourists that wanted to visit the surface commenced. That amounted to six surface excursions using Minmusport's Spamcan 7 2-passenger monoprop lander, the only lander available. Most of those excursions were to DH and happened while the outpost was being expanded. Nine of the tourists had contracts to conduct an extended stay at Deepwater Horizon; all of these transferred to the base's main dome once the final two arrived on Monday.

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These civvies are obviously planning world domination. Someone should tell them that aside from the five KSC staff not in this picture, they're already the only Kerbals on Minmus... 

In the process of all of the civvie deliveries, a KAS connector port was finally machined up and installed aboard the Spamcan, allowing it at long last to refuel while at the refinery. Necessary Evil departed for Kerbin on Monday, bring along those tourists who had simply wanted to visit the minty moon and return right away along with engineer Merrick Kerman, who had been rescued from Minmus's orbit over a week ago. Strange Cargo departed for Kerbin yesterday once the Spamcan returned to Minmusport after the final tourist delivery.

Yesterday also saw my first 3D-printed craft, in this case a probe designed for a one-way flight from Mun to Kerbin, which engineer Naford Kerman at Boot Hill put together on site.

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There's a design flaw with that probe attached to the side of that Doc lab...brownie points if any of y'all can spot what it is...

Aside from bouncing once upon release, the probe's launch was a completely success:

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Quickest I could get a screenie of the launch, unfortunately...

The probe's mission to return a Pathfinder Temperature Survey to Kerbin has hit a bit of a snag...I forgot to include an inline stack decoupler, so the heat shield designed to protect the probe core is pretty much useless. The probe did survive its first aerobraking pass by being at a relatively high periapsis over Kerbin; can't say if its mission will ultimately succeed or not, however. Even if it doesn't, the thing didn't cost me any cash to print on site - just the time and the local resources - so I can try again later if I need to.

Yesterday ended with the launch of the first Glass Cannon 7 orbital mass driver space station extension module to Mun; a similar launch to Kerbinport took place this morning, with the module docking safely with the station. Plans for ground stations are underway at Boot Hill and Deepwater Horizon; just need the Equipment to deploy them at this point. I ultimately want to build a ground station on Kerbin as well, something akin to the original Project Peacock craft but with some mobility built in - I can't have it camped out on the Runway, after all...

Also got plans to print out and establish a new Minmus outpost at Deepwater Horizon and then deploy it for a pure-profit contract. That one's going to cut into the effort to get a mass driver going at DH, probably, but it'd be neat to see if it actually works as intended...
 

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  On 11/7/2018 at 2:10 PM, XLjedi said:

Posted this stunt plane to KerbalX last night... 

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Darn you!!!   The guys in R&D still haven't cleaned all the stains off the bridge after Jeb's discovery of your Skyjinks.  :D

My own day was mostly passing time, with a few mid-course corrections.  I did have a Duna crew arrive home, and they made a nice fiery arrival back at KSC.  It slowed down quickly once I put out the brakes & cut the engines.  I made my reentry maneuver too early, and so I had to do a high altitude, high-speed cruise to reach KSC.

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And I test flew another @Raptor9 design, the X-17 Forward Swept Wing Test, which was quite fun

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  On 11/7/2018 at 9:33 PM, Cavscout74 said:

Darn you!!!   The guys in R&D still haven't cleaned all the stains off the bridge after Jeb's discovery of your Skyjinks.  :D

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Bridge?   I just watched a rather skilled pilot (definitely not me on the keyboard) fly it through the tunnel.  Twice in the same video... then under the bridge.

 

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