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What did you do in KSP1 today?


Xeldrak

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The testing of a new superheavy ground attack aircraft, ALBACROSS, has been completed. Designed for heavy airstrike, it carries massive number of armament, befitting it's large size. It can be configured for manned or unmanned operation. FLIR sensors, targeting systems and ECM jammers takes the most of central fuselage. This is basically Predator drone on steroid

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Due to it's role for ground attack/ air support, it's not the fastest thing on the planet and not very maneuverable, thus, requiring escorts. Barely able to reach mach 1, it's optimized for long loiter duration and low-speed strafing run. It's created for a single purpose: Carry a metric ton of heavy armaments and beat the crap of anything on the ground

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Five defense turrets are fitted on this thing (three dorsal, two ventral), providing some defenses against fighters and incoming missiles. The twin 12.7mm machinegun turrets can be replaced with chainguns

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In conjunction with onboard ECM pods, flares and chaffs provides further defense against heatseeking and radar guided missiles

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Six 30 mm gatling cannons provides massive ground saturation/suppression capabilities. This can be replaced with six 105mm cannons for more "explody" option

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Six cruise missiles provides long-range strike capabilities. It can accept a variety of cruise missiles and can be customized as needed

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Eighteen AGM missiles are mounted on wing pylons for striking hard targets on the ground. This can be replaced with eighteen unguided bombs (or eighteen cluster bombs if you want even more BOOM) or eighteen rocket pods for even more ground saturation with six 30mm gatling cannons

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A development for improved version is underway and it's focused on refining the design and putting additional enhancements to improve performance

 

Edited by ARS
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(1.6.1) After the successful deployment of Joolcomm Delta yesterday and with everything wrapped up otherwise, LSV House Corrino broke orbit from Jool and warped to Kerbin.

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Hey, I didn't have a shot of one of my warp ships leaving Jool yet, so don't knock it. Also, even with warp drive it takes forever to warp anywhere around Jool. It's kinda like warping near Kerbol, actually.

House Corrino eventually settled into a 1001.2 by 147.4 kilometer, 2.89° inclined orbit over Kerbin; the high eccentricity can be attributed to me being an idiot in going from a polar orbit over Jool to an equatorial one over Kerbin. Once in orbit, the G-LOC 7a return-to-Kerbin craft carrying pilot Samzor Kerman undocked from Corrino and burned to deorbit with an initial periapsis at 47.5 kilometers; at atmospheric entry, Samzor burned the engine to kill off most of the remaining speed and the craft came down safely on the far side of Kerbin about 1,500 kilometers from KSC. The craft's safe landing fulfilled Samzor's rescue contract, but it also had an unintended side effect.

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Oh, I guess I did haul this thing out to Jool, didn't I?

The return fulfilled my current exploration contract to return a craft to Kerbin from Jool flyby and orbit, unlocking the next destination: Bop. I am expected to bring a craft home from Bop flyby. The plan now calls for LSV House Atreides currently in equatorial Jool orbit awaiting the return of another G-LOC craft to swing by Bop when it's ready to head out; the G-LOC will be what gets returned to Kerbin (since it's designed to do that). I don't have to orbit Bop yet, just flyby. I don't know how far the Bop expeditions are expected to go, but on the safe side it sounds like it might be time to start training up another outpost crew to head out that way...especially since I have a contract to put an outpost on Bop already......

House Corrino's next job assignment is to support ongoing operations over Eve. To that end, the South Base outpost near KSC shot Oxidizer and Rocket Parts up to Corrino via mass driver, after which Corrino departed and set course for Eve. With Eve still on the opposite side of Kerbol, the ship once again employed the "slow warp" method to lose most of the relative velocity over Kerbol and take the opportunity to refuel its exotic matter generator. House Corrino did eventually proceed to Eve before the day was out, having slowed to a relative velocity of 6,500 m/s before conducting the final warp to Eve; a few warp-backs were required upon arrival but the ship eventually settled into a 664.8 x 645.6 kilometer, 7.54° inclined orbit. In the meantime, I busied myself with putting the Caue Serpentis Yards into a final 150-kilometer orbit over Eve. A total of three burns were required to put the shipyard into its final position.

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Transfer stage ran out of fuel in this burn. Fortunately, there was more fuel in the Bigby - the game wasn't counting it. 

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In place and close enough to circular for jazz. Getting ready to release the transfer stage in this screenie.

Caue Serpentis will require an engineer before I can start building anything in Eve orbit, and I still need to tackle the ongoing issues with getting payloads up from the surface via mass driver. All the math and all the settings - even a "raiding" of the source code - says I should be able to send up 15 tonnes from the surface, but I'm getting an insufficient delta-V warning at somewhere between 0.3 and 0.45 tonnes, so something is going on that I haven't yet accounted for. I'll be crunching more numbers later today as likely as not. Meanwhile, I've got all the space stations I intend to launch into Eve orbit in their final positions, so there's that.

I also finished the establishment of the Joolcomm communications satellite constellation, first by putting the new Joolcomm Bravo into its final position and then by positioning Joolcomm Foxtrot.

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Can't tell you how happy it makes me to see that the math worked out like it was supposed to...I really didn't want to have to do this again. Burning with Ants over Jool is a pain, incidentally.

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The completed network.

Today I'll be going back through the Pathfinder source code to see what else I might've missed - I have a theory about what might be going on and I need to test it out. If it turns out to be correct, I might have to crank up the max kinetic energy yet again in the Pipeline's configuration file to compensate; would rather not do that but on the other hand I need to be able to send up payloads. If nothing else, I'll be shooting some fuel supplies over from LSV House Harkonnen currently in Eve orbit to space station Eveport so that Strange Cargo currently docked there can go on a rescue mission over Eve. Right now the ship is out of gas thanks to last week's Cigar 7/Beer Can Test Article landing. I've also been given a survey mission near the Scan Queen outpost on Ike requiring surface samples. Right now I'm trying to remember if there's a rover near Scan Queen available; if not, I'll have to go print one up. Other than that, I'm still in a holding pattern for most of my extant contracts.

The Ray Charles 7 telescope is 4 days away from reaching its final position - that mission's only been ongoing since 1.5...it'll be odd to have the hard part behind me, methinks...

 

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Jool mission start, dropped from Minmus and put Pe down at LKO at the correct time guided by an targeting satellite, lined up 4 bases with around 30 minutes between them. 
3K dV for jool system injection and around 2K to get into orbit with an braking at Tylo. Travel time 1 year + 80 days since bases was launched. 

Topping up Layte base with its spaceplane with an tanker in Minmus orbit. 
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I name the 3 stage rocket below the base for the big stick, designed to throw heavy stuff hard. 
Launched with some SRB and limited fuel for the nuclear engines its capable of reaching Minmus orbit where its refueled and docked to the base. 

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This is just the burn from Minus to LKO, chemical stage is dropped on burnout, the second nuclear stage is then fired up, this can be discarded if low on dV, else just keep. 
dV reading is a bit misleading as fuel in the plane and ore is not counted. 
However the Laythe base is a bit low on fuel so ditched second stage. 

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Once you've put in the effort on your script library, KOS does a great job of simplifying the stuff you already know how to do.

Quick mod to my tourist orbiter for some extra range, load up an existing script, and Jeb went off and a did a perfect double rescue while I got on with my Dutch homework :D

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Parked up just over 50 meters away from each target without any RCS fitted.

I now have an extra scientist and engineer, plus some more cash, while reinforcing my belief that the Dutch have deliberately developed a way of telling the time to confuse foreigners :D

 

 

 

Then I accidentally launched some tourists North instead of East, think I should have charged them more for the better view!

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Edited by RizzoTheRat
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Got my S-IVB done. Despite my CSM being lighter than the real thing, the poor performance of Kerbal parts have resulted in this stage being about 50% heavier. Even so, this is still mostly empty space inside the ring of Mk2 fuselages.

Shown here with a mass and size simulator on top to ensure KSP gives me reliable delta-V figures.

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I spent half my game session today getting my Duna fleet out of Kerbin's SoI & setting up course correction maneuvers.  The only new launches I did were finally sending the last component of my Minmus station (a greenhouse - figures I unlocked that tech 2 weeks after the Duna expedition departed), then a new crew for the station and finally a double LKO rescue mission. 

Minmus station getting its last major module:

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The Double Orbital Rescue Mk 1 launching from KSC.  The entire stack was 1.25m thanks to tweakscale:

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Clearing the atmosphere.  The front claw is used to catch the first rescue, then the crewmember gets transferred to the cabin, I set up a suborbital trajectory, stage away the first claw and climb back to orbit with the main craft & prepare the small second claw for the next rescue:

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My first rescue was of course on the night side, but here it is preparing for the second rescue:

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I made the mistake of turning SAS off after the drogue chute opened.  The craft went into a violent spin & parts started to separate.  I managed to jettison the expandable heatshield before it completely came apart & the spin slowed down, but a lot of the parts are connected only with kerbal prayers and invisible struts

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I took this rendition by Baconjet51 of the Cirrus Vision SF50
that I downloaded about 4 months ago for a spin last night.

 

 

 

 

 

 

 

Inspired, I decided to try to put my own spin on it, seeking a sailplane look, and this is what I came up with:

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(The glide angle is not great but) under power, it cruises at 230 m/s @ 3km for 0.05 kal/sec.  I think I will just call it Cirrus.

Kudos to Baconjet51 for a great plane!

                                                                     

Lots of meetings at work today which gave me opportunity to ruminate about how to use hydraulics, hinges, etc in Breaking Ground to upgrade my Loki fuel station.  I have had trouble in the past getting the nose of my low-slung meTro over the grappling claw to connect for fuel.  Returning home however, I finally realized that I'm not running KSP 1.7 yet...  :)  So, I went the simple route and added a simple ramp to the device:

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Transportation is currently makeshift, using an Aquarius (pictured below) for easy loading, but I will be building Loki into my mammoth fuel transporter, Manta next, in prep for publication.

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Following shows meTro (on the left) siphoning fuel from the Aquarius (on the right) via the Loki fueling station (which also has a third claw for accommodating rovers).

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Edited by Hotel26
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Usually when I start a career game I do one Mun flypast to get science high above Kerbin, and high and low above the Mun, then then move on to a landing.  This means the KOS script I wrote ages ago never gets any love and is pretty rubbish compared to my more recent stuff.

However this game I've decided to earn some money early on from tourist missions, and having done the initial Mun flypast got a couple of contracts to take tourists for a flypast.  Hence I've updated my script slightly and now have a proper free return, a periapsis of 522km over the Mun, and 35km over Kerbin.  This brings the overall mission time down from over 5 days to just under 2 days and 20 minutes, and just 9 minutes of player time.  Plus over 400k kredits for the two missions (2 flights of 2 tourists)

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Tempted to do some more flypasts for the hell of it and to refine the code a bit more, but as soon as I do a mun landing the tourists will all want to orbit or land on the Mun so there'll be no benefit in this free return trajectory again.

Edited by RizzoTheRat
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Sadly I failed my Expedition Eeloo attempt 1 and 2 and on attempt 2 I got to elliptical orbit then had the failure so I am exhausted from ksp and I hope to finish the mission now on Friday. And because of like I won't be able to finish the whole program til September

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I spent the morning (well it's still only 7am here, so the day is young!) setting up a string of orbital refueling points at 80km LKO

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I'm kinda thinking of using 70km as a low DV requirement catch-up orbit for craft needing to refuel in LKO, 80km for refueling points, and 100km as a clean orbit to put space stations etc...

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Nothing fancy just orange tanks really, but I stuck an engine on so they can be tugs if need be ^_^!

Will see if this is a good way of doing things...

Edited by Guest
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Played KSP finally. Haven't played since Breaking Ground was released so I downloaded that and decided instead of scrapping my career I would carry on. I was in the process of redesigning my station anyways due to a possible bug.

 

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Ditching old Power Plant and Hab Module.

 

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Station Core docked to cargo shuttle awaiting delivery of replacement space station components.

Edited by MisterKerman
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"Unbeatable"

Is now available as a background usage! Now you can have a cool looking background of a kerbal next to a Vall-cano! HA HA!!!

Image statistics

NOTE THESE ARE AT THE STATISTICS OF THE ORIGINAL FILE!!!!

PNG at 1856 to 993

1.83 MB

32 Bit depth

simmilar images at simmilar sizes

Green planet!

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Influence of the night!

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Laythe and Tylo

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After getting an Minmus orbital rescue done, I spent most of my time doing the fifteen course correction maneuvers for my Duna fleet.  Then I beat my head against the desk a lot messing around with some mods.  I am thinking about starting a completely new career with a different mod setup, but there are a handful of parts that are just too useful for me to give up despite being in mods I'm planning on dropping, so I'm trying to get those individual parts moved into a single folder (no I'm not going to share this with anyone, just for my own use).  Then load the game, discover the part didn't show up, exit, figure out what I missed & fix it.  Load game, discover it still didn't show up.  Exit, figure out what else I missed & fix it.  Rinse, repeat. Then smash head on desk out of pure frustration.  :mad:    One down, I'm not sure how many to go yet.  Maybe next month, I'll get everything just where I want it - probably in time for the next update.

The really frustrating part is I started this process once before - and had several of the same parts I'm planning on keeping already done - because a mod I liked was having major issues for me.  Then the mod updated & everything started working ok, so I deleted what I had done to that point.  Ugh.

 

3 hours ago, MisterKerman said:

and decided instead of scrapping my career I would carry on

Just a heads up, the new surface features won't spawn in a carried over saved game.   You can edit the save file to add them in, there's a thread or 2 on here explaining how to do it.  I initially did that with a 1.6 career and it worked, but I had a mod compatibility issue & ditched it for a fresh career anyway.

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Been making good progress on my RSS/RO hardcore save, wrapped up my Moon program, and now I'm looking at a base/station there. After, I proceeded to literally almost kill 6 Kerbals, including all 4 vets and a tourist in an insane shuttle reentry. Let's just say all that was left was the cockpit itself, and all of the crew passed out from G's when the thing hit the ground. Yeah... not flying that shuttle ever again...

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1 hour ago, BadModder54 said:

After, I proceeded to literally almost kill 6 Kerbals, including all 4 vets and a tourist in an insane shuttle reentry. Let's just say all that was left was the cockpit itself, and all of the crew passed out from G's when the thing hit the ground. Yeah... not flying that shuttle ever again...

I would imagine none of them would be flying that shuttle again, what with being slightly dead and all...

 

My own self, today was a red-letter day for me. Finally figured out why I couldn't shoot more than half a tonne into Eve orbit with mass drivers, and fixed it. Subsequently refueled two space stations and two of my warp ships. Full report next chance I get to give a log, but I'm now a lot more confident about sustained Eve ops.

Just have to prove the ascent vehicle works as it currently is. Won't be able to do that for another nine days...

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