ColdJ Posted May 19, 2021 Share Posted May 19, 2021 I have been enjoying @swjr-swis 's Praying Mantis Carrier. Which sadly makes mine look like a barge. Also did a Death Star trench run between the hulls, just for fun. Spoiler Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted May 19, 2021 Share Posted May 19, 2021 18 minutes ago, ColdJ said: did a Death Star trench run between the hulls, Luke, use the force... Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 19, 2021 Share Posted May 19, 2021 1 minute ago, Caerfinon said: Luke, use the force... I had to use R2D2 as all the Jedi had decided to get on the carrier. Sadly when taking the screen shot R2 ended up finding the carriers front jet engine. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 19, 2021 Share Posted May 19, 2021 I finished my diving suit to complement the SCUBA gear cargo part I made: Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 19, 2021 Share Posted May 19, 2021 8 minutes ago, Angel-125 said: I finished my diving suit to complement the SCUBA gear cargo part I made: You do beautiful work. Quote Link to comment Share on other sites More sharing options...
swjr-swis Posted May 19, 2021 Share Posted May 19, 2021 4 hours ago, ColdJ said: Also did a Death Star trench run between the hulls, just for fun. While practicing take off and landing on it, unsurprisingly, I ended up short and too low a few times. Explosions happened, but it did make me wonder if a second recovery deck below the main flight deck would work. Fly straight into the hangar. "Horse, is that you? Bring it in slow!" (considers a carrier barnstorm challenge) Quote Link to comment Share on other sites More sharing options...
Araym Posted May 19, 2021 Share Posted May 19, 2021 (edited) Nothing really special: keep going in my "retro-style" save, I stepped up a bit from "single pilot propeller fighters planes" to "multicrew double engine propeller planes": Our engineering team is checking right now the Keinkel KE-111 "Kondor", the new marvelous light bomber transport plane, obviously inspired by WW2 German Heinkel HE-111. (I was actually planning to fly a "little bigger" plane, a B-17 ispired one, but I had to scrap it for the moment because the airstrip, not enough improved, does not support such big ones yet.) Edited May 19, 2021 by Araym Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 19, 2021 Share Posted May 19, 2021 2 hours ago, swjr-swis said: While practicing take off and landing on it, unsurprisingly, I ended up short and too low a few times. Explosions happened, but it did make me wonder if a second recovery deck below the main flight deck would work. Fly straight into the hangar. Damn. now I am thinking of a carrier that looks like the battlestar galactica, and you have to land in the side pods. With ACA you could even launch out the sides using catapults. Quote Link to comment Share on other sites More sharing options...
Mukita12 Posted May 20, 2021 Share Posted May 20, 2021 8 hours ago, ColdJ said: Only 17 individual craft being kept track of by the BD AI and having to be rendered simultaniously by the Unity engine. Why would you be experiencing lag! You are running KSP on "DEEP BLUE" aren't you? bad computer.... like usual... also each of those part have a somewhat high part count Quote Link to comment Share on other sites More sharing options...
Singhnaut Posted May 20, 2021 Share Posted May 20, 2021 Made an emergency supply satellite around the mun. Never know when Jeb is gonna get stranded 7 hours ago, ColdJ said: I have been enjoying @swjr-swis 's Praying Mantis Carrier. Which sadly makes mine look like a barge. Also did a Death Star trench run between the hulls, just for fun. Reveal hidden contents Use the kraken luke Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted May 20, 2021 Share Posted May 20, 2021 (edited) With the recently unlocked 3.75m parts, it was finally possible to put together a single launch mission to Mun, with both the lander & command module - still based on around the Mk2 pod, though. Tipping the scales at 439 tons on the pad, it is the largest launch to date. It only takes 15 seconds to drop below 400 tons, and in just under a minute it burns 140 tons of fuel (putting it under 300 tons). At Ap, it's down to 65 tons and after trans-Mun injection the craft is just 32.6 tons. One thing I'm not used to running into in JNSQ is having around 700 "extra" m/s in the second stage after TMI. I have to look into reducing the second stage fuel - but first I need to see how much fuel the combined command module & lander burns through on Mun orbital insertion as I may have misjudged that - if so, I'll have to keep the second stage for Mun capture, then jettison it. Even then, it would have 400 m/s "extra" dV. Spoiler SRB separation Booster separation - acceleration drops below 1g briefly First stage separation Fairing separation Coasting to the trans-Mun injection burn After Mun transfer, the GPV undocks, turns around and extracts the ML2 lander from the second stage Next up was another new craft - a 3-kerbal direct ascent Mun lander. Previously, I've discovered the Making History pods don't fair well on Mun/Minmus returns in JNSQ so I built this with a 2-part reentry plan - a 1.875m heatshield protects during the initial stages of reentry, then the pod decouples from the service bay/heatshield section and lands once the worst of the reentry heating is past. If it works, it provides a much smaller & lighter (and cheaper) craft that the one I launched just before this. Food supplies are a little tight for Minmus missions, but no modifications are required for either Mun or Minmus missions. Spoiler With a 3-stage 2.5m Girroc core, a pair of 1.875 radial LF boosters and a pair of Kickback SRB's, it's pushing the capabilities of the 2.5m launcher The third stage performs the orbital insertion, Mun/Minmus transfer and most or all of the capture burns at the destination, leaving the lander just needing fuel for landing, return to orbit & return to Kerbin Edited May 20, 2021 by Cavscout74 Quote Link to comment Share on other sites More sharing options...
Max von Kerman Posted May 20, 2021 Share Posted May 20, 2021 I did my first rendezvous and docking in my carrier save Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 20, 2021 Share Posted May 20, 2021 6 hours ago, Mukita12 said: bad computer.... like usual... also each of those part have a somewhat high part count Sorry I was being facetious. "Deep Blue" is a super computer used to beat a Chess Master. I was saying, be glad you have any frame rate at all with that much going on. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 20, 2021 Share Posted May 20, 2021 (edited) So this is just bare bones but workable. I had to go bigger again and I am seriously tempted to make them longer because I had many many attempts where I flew right through and my parachute only stopped me when I reached water on the other side. But as a poor mans Battlestar Galactica Carrier, it works. I upped their buoyancy and Crash and Breaking tolerances and gave the middle type a drone core so it doesn't need a pilot. I think I gave the Reaction wheel enough torque to keep it stable but it is hard to tell. Spoiler Spoiler Spoiler Edited May 20, 2021 by ColdJ Quote Link to comment Share on other sites More sharing options...
Mukita12 Posted May 20, 2021 Share Posted May 20, 2021 1 hour ago, ColdJ said: Sorry I was being facetious. "Deep Blue" is a super computer used to beat a Chess Master. I was saying, be glad you have any frame rate at all with that much going on. Don't worry about it Quote Link to comment Share on other sites More sharing options...
Max von Kerman Posted May 20, 2021 Share Posted May 20, 2021 I JUST GOT A PROBE TO JOOL ORBIT Nice view of jool, laythe and vall Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted May 20, 2021 Share Posted May 20, 2021 Landed on Eve and Gilly, stops 1 and 2 of 14 for my Kerbalism Grand Tour. Now I have to decide if I go to Moho next, which would be a logical step from Eve, or to Jool instead, where I can use a load of purpose-built landers and shed a lot of excess weight to gain some delta-V overall, and get the hardest landings out of the way as soon as possible. I’m carrying a plane for Laythe, purpose-built landers for Vall (much shielding because of Jool’s terrifying radiation belts) and Tylo (less shielding, more delta-V, requires a descent stage) plus a backup for the Vall lander and Tylo descent stage; hauling all that stuff down to Moho is a waste of fuel, but I haven’t yet figured out if going to Jool first will be a net gain or loss of delta-V. Quote Link to comment Share on other sites More sharing options...
swjr-swis Posted May 20, 2021 Share Posted May 20, 2021 8 hours ago, Cavscout74 said: Even then, it would have 400 m/s "extra" dV. I've wondered: are you experimentally deriving the numbers, or does JNSQ come with pre-documented numbers for its system (or even a dV map)? Quote Link to comment Share on other sites More sharing options...
swjr-swis Posted May 20, 2021 Share Posted May 20, 2021 3 hours ago, ColdJ said: as a poor mans Battlestar Galactica Carrier, it works. You actually did it. That looks a heap of fun. 3 hours ago, ColdJ said: I had to go bigger again and I am seriously tempted to make them longer because I had many many attempts where I flew right through and my parachute only stopped me when I reached water on the other side. Maximize airbraking, leaving enough excess thrust for a controlled approach, so when you cut throttle it comes to a complete stop quickly. Something like my Arret-1N does. It should have no problem stopping well inside that distance. Having flashbacks of the NeedleThreader experiments from years ago. Ahh the simple days when we still believed space fleets would be like BSG made us believe (and I'm old enough to mean the old cheesy original one). This is exactly why atmospheric flight, in a space simulator, is still so much fun. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 20, 2021 Share Posted May 20, 2021 3 hours ago, swjr-swis said: Ahh the simple days when we still believed space fleets would be like BSG made us believe (and I'm old enough to mean the old cheesy original one). I saw the original movie in the cinemas before it became a tv series. I actually made some Viper Craft a while back. I can fly them but you don't want to lose concentration or your spiraling out of control pretty quick. Guess Vipers were made for space. If you want the configs for the cargo hull parts, let me know. Quote Link to comment Share on other sites More sharing options...
swjr-swis Posted May 20, 2021 Share Posted May 20, 2021 3 minutes ago, ColdJ said: If you want the configs for the cargo hull parts, let me know. Letting you know! Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 20, 2021 Share Posted May 20, 2021 Just now, swjr-swis said: Letting you know! Ok. stay there for 5 min and I will have them up here. Ok first the ramp ends. I assume you know to create a new txt file that you save as a .cfg file and then copy and paste and save. Just checking because every time I assume I am wrong. Spoiler PART { name = mk3CargoRamphuge module = Part author = Porkjet rescaleFactor = 1 node_stack_top2 = 0.0, 6, 0.0, 0.0, -1.0, 0.0, 2 //node_stack_bottom2 = 0.0, -5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 6, 0.0, 0.0, 1.0, 0.0, 3 //node_stack_bottom = 0.0, -5, 0.0, 0.0, -1.0, 0.0, 3 CoPOffset = 0.0, 1.0, 0.0 CoLOffset = 0.0, 1.0, 0.0 TechRequired = heavyAerodynamics entryCost = 32000 cost = 3000 category = Payload subcategory = 0 title = Mk3 Cargo Ramp huge manufacturer = #autoLOC_501624 //#autoLOC_501624 = C7 Aerospace Division description = #autoLOC_500916 //#autoLOC_500916 = A sophisticated deployment system for cargo delivery on the ground, or on the sea, or in mid-air, or in a vacuum. Wherever you want, really. attachRules = 1,0,1,1,1 mass = 4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 5000 maxTemp = 2700 // = 3000 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3 breakingForce = 30000 breakingTorque = 30000 tags = #autoLOC_500917 //#autoLOC_500917 = bay contain convey equipment freight hold hollow load payload (stor transport unload utility DRAG_CUBE { cube = A, 17.57434,0.7443155,1.703521, 17.57434,0.7434778,1.703521, 10.31539,1,8.208119, 10.31539,0.3900836,8.208119, 23.91173,0.8307629,3.691755, 23.91173,0.8663591,1.116834, 0,-1.1199,0.002724528, 3.247601,8.2398,3.755452 cube = B, 18.29207,0.739895,1.717041, 18.29207,0.7390726,1.717041, 20.06482,0.7,8.241217, 20.06482,0.7,7.314494, 24.25351,0.8534118,6.11441, 24.25351,0.8655999,6.264765, 0,-1.1199,1.220029, 3.247601,8.2398,6.19006 } MODEL { model = Squad/Parts/Utility/mk3CargoBay/ramp scale = 8, 2, 2 } MODULE { name = ModuleAnimateGeneric animationName = Mk3CargoRamp startEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Close endEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Open actionGUIName = #autoLOC_502078 //#autoLOC_502078 = Toggle Ramp allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 1 lookupRadius = 5.0 partTypeName = Ramp nodeOuterForeID = top //nodeOuterAftID = bottom nodeInnerForeID = top2 //nodeInnerAftID = bottom2 } } Now the middle flatter bay that has the probe core embeded. Spoiler PART { name = mk3CargoBayHuge module = Part author = Porkjet MODEL { model = Squad/Parts/Utility/mk3CargoBay/long scale = 8, 12, 2 } MODEL { model = Squad/Parts/Command/probeCoreHex_v2/model scale = 0.1 } rescaleFactor = 1 node_stack_top2 = 0.0, 59.76, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom2 = 0.0, -59.76, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 60.00, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -60.00, 0.0, 0.0, -1.0, 0.0, 3 Buoyancy = 10 TechRequired = experimentalAerodynamics entryCost = 32000 cost = 3000 category = Payload subcategory = 0 title = Mk3 Cargo Bay CRG-100 huge manufacturer = #autoLOC_501624 //#autoLOC_501624 = C7 Aerospace Division description = #autoLOC_500910 //#autoLOC_500910 = Originally we threw away the container the Rockomax Jumbo-64 tank came in, then one day a bright and upcoming engineer suggested we reuse them. He was promptly reallocated to another department and his boss came up with the brilliant idea of reusing these containers as cargo bays! attachRules = 1,0,1,1,1 mass = 6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 5000 maxTemp = 2700 // = 3000 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3 breakingForce = 30000 breakingTorque = 30000 tags = #autoLOC_500911 //#autoLOC_500911 = contain convey equipment freight hold hollow payload (stor transport utility DRAG_CUBE { cube = A, 37.5,0.822315,1.748168, 37.5,0.8119329,1.748168, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 32.54395,0.8378618,2.555883, 32.54395,0.8354246,1.347648, 0,0,0, 3.3101,10,3.750001 cube = B, 26.5625,0.7576667,3.69054, 26.5625,0.7604232,3.69054, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 73.82813,0.8808309,2.632985, 73.82813,0.898478,3.339037, 0,0,0.09955025, 7.451119,10,3.550901 } MODULE { name = ModuleAnimateGeneric animationName = MK3CargoBay startEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Close endEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Open actionGUIName = #autoLOC_502077 //#autoLOC_502077 = Toggle Bay Doors allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 1 lookupRadius = 5.25 partTypeName = Cargo bay nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.025 } hasHibernation = True defaultControlPointDisplayName = #autoLOC_6011003 //#autoLOC_6011003 = Default CONTROLPOINT { name = forward displayName = #autoLOC_6011001 //#autoLOC_6011001 = Forward orientation = 90,0,0 } CONTROLPOINT { name = reverse displayName = #autoLOC_6011004 //#autoLOC_6011004 = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } MODULE { name = ModuleReactionWheel PitchTorque = 50 YawTorque = 50 RollTorque = 50 RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleSAS SASServiceLevel = 1 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0.12 DISPLAY_MODES { Mode = Terrain,#autoLOC_438839 //#autoLOC_438839 = Terrain } } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } } And finally the side pods. Spoiler PART { name = mk3CargoBayHugeUP module = Part author = Porkjet rescaleFactor = 1 node_stack_top2 = 0.0, 59.76, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom2 = 0.0, -59.76, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 60.00, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -60.00, 0.0, 0.0, -1.0, 0.0, 3 Buoyancy = 10 TechRequired = experimentalAerodynamics entryCost = 32000 cost = 3000 category = Payload subcategory = 0 title = Mk3 Cargo Bay CRG-100 huge UP manufacturer = #autoLOC_501624 //#autoLOC_501624 = C7 Aerospace Division description = #autoLOC_500910 //#autoLOC_500910 = Originally we threw away the container the Rockomax Jumbo-64 tank came in, then one day a bright and upcoming engineer suggested we reuse them. He was promptly reallocated to another department and his boss came up with the brilliant idea of reusing these containers as cargo bays! attachRules = 1,0,1,1,1 mass = 6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 5000 maxTemp = 2700 // = 3000 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3 breakingForce = 30000 breakingTorque = 30000 tags = #autoLOC_500911 //#autoLOC_500911 = contain convey equipment freight hold hollow payload (stor transport utility DRAG_CUBE { cube = A, 37.5,0.822315,1.748168, 37.5,0.8119329,1.748168, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 32.54395,0.8378618,2.555883, 32.54395,0.8354246,1.347648, 0,0,0, 3.3101,10,3.750001 cube = B, 26.5625,0.7576667,3.69054, 26.5625,0.7604232,3.69054, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 73.82813,0.8808309,2.632985, 73.82813,0.898478,3.339037, 0,0,0.09955025, 7.451119,10,3.550901 } MODEL { model = Squad/Parts/Utility/mk3CargoBay/long scale = 8, 12, 4 } MODULE { name = ModuleAnimateGeneric animationName = MK3CargoBay startEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Close endEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Open actionGUIName = #autoLOC_502077 //#autoLOC_502077 = Toggle Bay Doors allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 1 lookupRadius = 5.25 partTypeName = Cargo bay nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } } Enjoy @swjr-swis Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 20, 2021 Share Posted May 20, 2021 Oh. If you build with the flatter hulls under the pods make sure you turn off their probe cores. It seemed to stop the craft being recognised as controllable. I did pop a command chair in the middle hull with A kerbal to make sure, but when he got up from the chair with the side cores turned off I could go back and forth between them. Quote Link to comment Share on other sites More sharing options...
Hotel26 Posted May 20, 2021 Share Posted May 20, 2021 KSC naval forces now equipping with surplus MiG15b supersonic jets. This MiG 15 demonstrates a "drogue landing" on R6 at KSC naval base. Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted May 20, 2021 Share Posted May 20, 2021 7 hours ago, swjr-swis said: I've wondered: are you experimentally deriving the numbers, or does JNSQ come with pre-documented numbers for its system (or even a dV map)? There is a JNSQ dV map on the mod page. This was a combination of experiment (I had just over 700 "excess" after Mun transfer) and experience/map (Mun capture is around 350) Quote Link to comment Share on other sites More sharing options...
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