Jump to content

What did you do in KSP1 today?


Xeldrak

Recommended Posts

1 hour ago, Royale37 said:

More progress pictures from the sturgeon MK-1. I finally got it into LKO after about 150 engine configurations. Now I just need to design a station for it to put up.

Gratz on reaching orbit!

A quick word regarding SSTOs: drag is your biggest enemy!

Use Alt-F12 and go to Physics > Aero to bring up the debug tooltip and AeroGUI.

During flight, keep an eye on Total Drag / Total Lift / Thrust numbers in AeroGUI.
Note how the Angle of Attack has a big influence on drag.
You want the AoA of the body of the plane near zero, while your wings still generate lift.
This is where the rule of thumb to angle the wings upwards by 2° - 5° comes from.

The Aero Model of KSP does not like "open nodes" (they show up as green attachment points in SPH). 
Make sure all tanks are capped on both side.
You can double check this by opening "Debug" in the right-click menu of a part in SPH.
"YP" and "YN" is the axis facing forwards/aft.
You want to have minimal "OccA" (frontal area) for parts in the middle of the stack (ideally 0 because they are fully covered by a part of the same diameter in front and back).
For parts in front of the stack, try to get the "WDrg" (drag coefficient) down by using the appropriate nosecone.

Radial Intakes create additional drag, consider using Shock Cones instead. You can run 4 Rapiers on a single Shock Cone.

Flight profile is also important, you want to stay low until ~ 800 m/s to ramp up the thrust of the Rapiers quickly.

y6FCbjg.jpg

Hm wanted to give my two cents and it became a thesis. Anyways, have fun refining your SSTOs!

____

PS: more pics of 'Gnat' Scout Drone development. I want to use this to unlock additional launch sites. Optimized for short takeoff and landing.

Spoiler

H2XkChP.jpg
qhgU45C.jpg

NAtKKcb.jpg

nMJW0P3.jpg

Edited by Duke MelTdoWn
Link to comment
Share on other sites

22 minutes ago, Duke MelTdoWn said:

Gratz on reaching orbit!

Thanks!

22 minutes ago, Duke MelTdoWn said:

Make sure all tanks are capped on both side.

Even the back side? Maybe that's where all my problems are coming from :0.0:

24 minutes ago, Duke MelTdoWn said:

Hm wanted to give my two cents and it became a thesis. Anyways, have fun refining your SSTOs!

That's alright, you can always learn something. Thanks!

Link to comment
Share on other sites

5 minutes ago, Royale37 said:

Thanks!

Even the back side? Maybe that's where all my problems are coming from :0.0:

That's alright, you can always learn something. Thanks!

Yes, an open backside creates unnecessary drag.

There is also a hack how you can cap the back of a Rapier. Attach Nosecone to the back and rotate it 180°. Then translate Nosecone forward and Rapier back (note how the Rapier in the screenshot has YN OccA of 0.09 - if you look closely you can see the Nosecone in front of the aft Payload Bay).

Edited by Duke MelTdoWn
Link to comment
Share on other sites

3 minutes ago, Duke MelTdoWn said:

There is also a hack how you can cap the back of a Rapier. Attach Nosecone to the back and rotate it 180°. Then translate Nosecone forward and Rapier back (note how the Rapier in the screenshot has YN OccA of 0.09 - if you look closely you can see the Nosecone in front of the aft Payload Bay).

Handy Tip. Do you know if this also works for the big rapier engine from Near Future Aeronautics?

Link to comment
Share on other sites

3 minutes ago, Royale37 said:

Handy Tip. Do you know if this also works for the big rapier engine from Near Future Aeronautics?

Sorry, I play stock. Try a bigger Nosecone and see how YN behaves in the editor? There might also be a tradeoff between less drag and additional mass of larger nosecones. These gains are minimal, I would concentrate on tweaking the AoA and getting stuff out of the airstream and into Payload Bays.

Link to comment
Share on other sites

After a pause of two weeks I continued my career game. More pics for day 74 - 75.

The main event was the launch of 'Cree' Atomic Tug on a 'Wasp' Bulk Cargo Lifter. This is a rescue mission for 'Maia' Moho Exploration Stack. 'Maia' is en route to Moho but has not enough fuel for the capture burn. The plan is to rendezvous and refuel with Cree before 'Maia' arrives at Moho. I am not sure I can pull off the 18 min ejection burn from Kerbin ^^

6lI5VZO.jpg

'MinmusStation II' arrived at its destination.

4zQRD4q.jpg

 

Link to comment
Share on other sites

After a while away from KSP, I came back to a 4-year old save on KSP 1.12.3 that I had previously meticulously curated to ensure there were no mod conflicts or major errors. I even had my Google Sheet with all the missions, both past and present, so it was easy to get back into it. And I was happy. :) 

Until I started looking at the forums and seeing all the amazing progress on my favorite mods, and I said "Self, maybe it would be good to upgrade to 12.5?" And I was excited. Until I got greedy and installed too many mods and had over 500 hardcore errors that I saw in testing the build....

So here I am, re-curating what I assume will be my last version of KSP that I'll even install. That's what I said about 12.3 at the time, but this time I thought it prudent because who knows when the new corporate overlords will make it so you CAN'T download the latest version.

Anyway, here's the mod list that I've landed on, organized by groups and separated by breaks to start & test KSP along the way:

Spoiler

Part 1: Visual Mods

- Module Manager
- MemGraph
- Spectra
- Spectra Scatterer
- Spectra Scatterer for Minmus
- Spectra Scatterer Jool shine on Laythe
- Spectra Scatterer vibrant sunsets
- Spectra EVE Kerbin and Laythe Snow
- Spectra EVE Minmus geysers
- Spectra EVE 64k Kerbin clouds
- TUFX
- TUFX Preset

- Parralax
- Shabby
- Shaddy
- Restock
- Waterfall & Waterfall Core
- Waterfall Restock

- Outer Planets
- Parallax for OPM
- Kopernicus
- EVE Redux
- Scatterer
- Planetshine
- Planetshine - Default config
- Distant Object Enhancement + required 

- KSP Community Fixes

Part 2: Core Functionality

- B9 Partswitch
- Mechjeb2
- Kerbal Engineer Redux
- Craft Manager
- Kerbal Improved Save System
- Toolbar
- HyperEdit
- Tracking Station Evolved
- Trajectories
- Celestial Body Science Editor
- Easy Vessel Switch
- Docking Port Alignment Indicator
- Automated Screenshots & Saves
- Kerbal Alarm Clock
- Keep It Straight
- Better TimeWarp Continued
- Contracts Window+
- Contract Configurator
- Draggable NavBall
- NavHud
- Precise Node
- TAC Fuel Balancer
- Action Groups Extended
- RCS BuildAid
- Hangar Extender
- Kerbal Construction Time
- Crew R&R


Part 3: Parts Mods

- Restock+
- Near Future (All)

- Far Future (All)
- Stockalike Station Parts
- Cryogenic Tanks
- Heat Control
- System Heat
- Kerbal Atomics

- Universal Storage
- DeepFreeze
- Bluedog Design Bureau
- Planetside Exploration
- HabTech 2


Part 4: Gameplay & Parts Modifications

- MechJeb and Engineer for All
- ComNet Constellation
- Flight Manager for Reusable Stages
- Connected Living Psace
- Janitors Closet
- TAC Life Support
- Tweakscale (?)

- Community Tech Tree
- Hide Empty Tech Nodes
- Community Category Kit
- Community Resource Pack
- Community Part Tiles
- Community Part Tiles: Extras Categories

Wish me luck!

Link to comment
Share on other sites

3 hours ago, scottadges said:

I came back to a 4-year old save on KSP 1.12.3

Wow, it's that old already. 

3 hours ago, scottadges said:

Anyway, here's the mod list that I've landed on

More suggestions...

Spoiler

Easy Board: no smashing B

Editor Extension Redux: really a must have for building I think

Better Load Save Game Renewed: better menu and way faster (haven't tried Kerbal improved save system though)

Haystack recontinued: search, jump to, rename ships. less trips to the tracking station

ScanSat: great mod, adds a lot to the game I think

Soundtrack editor forked: more music, play music in atmosphere, etc.  Not on CKAN.

Principia: n-body dynamics. It's a big change but consider it if your starting a new install. It's also a bug fix for long distance interplanetary orbits that keep changing in stock. 

Today I worked late and didn't have time to load screenshots :/ 

Link to comment
Share on other sites

44 minutes ago, Krazy1 said:

More suggestions...

Thanks @Krazy1 appreciate the suggestions. Thanks for noting that I forgot EER (all-time fav, so useful). I'll take a look at these others.

Right now, I'm troubleshooting a lot of EVE/Scatterer/Parallax errors in my logs (at least I think they're Parallax). Anyone know what these errors are?

[ERR 23:13:30.268] Texture 'Parallax_StockTextures/_Scatters/Models/Kerbin/gray' not found!

[ERR 23:13:57.318] Cannot find a PartModule of typename 'UpdateThingie'

[ERR 23:28:57.207] Material doesn't have a texture property '_DispTex' //There are 624 instances of this one alone...

[ERR 23:29:30.990] [Scatterer][Error] Destroying duplicate instance, check your install for duplicate scatterer folders, or nested GameData folders

 

Link to comment
Share on other sites

6 minutes ago, Kevin_kerman said:

Wow, what are your mods?

and PC specs

idk all my mods, and i have a starter gaming PC from amazon

i noticed the name of the wormhole is Pi and i died

Link to comment
Share on other sites

Returned a Kerbal from Gilly to LKO a while ago and just brought them home a couple days ago. Amazing sunset landing. 
Anybody else have problems with the inflatable docking port? It doesn't seem to work at all for me.

omM5HWL.jpeg

Spoiler

WR43EYV.jpeg

MbUXyeG.jpeg

zXnVpQ0.jpeg

GCB3d0I.jpeg

vHBrkD7.png

yC8YRGR.jpeg

iz43YVB.jpeg

GFiaAcD.jpeg

GtrFWlo.jpeg

tNLv6cl.jpeg

I6HqYTZ.png

jSDha2P.jpeg

nd5xhPU.jpeg

omyXT6G.jpeg

 

Other operations from Duna to Ike and Vall to Bop

DXuaMVG.jpeg

c4Wpit6.png

Edited by Krazy1
typos
Link to comment
Share on other sites

I just finished up the second video in my Kerbal SpaceX Program series: Starships on The Mun part I

This picks up from my last one where Jeb, Bill, and Bob put up satellite network around Kerbin and The Mun. I'm editing part II which should be up real soonTM

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...