Jump to content

What did you do in KSP1 today?


Xeldrak

Recommended Posts

I finally got some time to play KSP again. I spent most of it perfecting my reuseable TSTO. The booster can now do a runway recovery rather than parachuting into the ocean as before. I also made a cargo variant.
[IMG]http://i.imgur.com/qb2nIPx.png[/IMG]
[IMG]http://i.imgur.com/71wBWlg.png[/IMG]
[IMG]http://i.imgur.com/Jejiie0.png[/IMG]
[IMG]http://i.imgur.com/62fZ0yy.png[/IMG]
Link to comment
Share on other sites

Last night's activities (still in 1.0.2 pending an official update to KER) began with more work on the [I]Albatross II[/I] heavy refueling plane. My calculations for the craft's desired wing loading said "make the damn thing longer", so I stretched it out to 29 meters in length and was able to put on a set of crooked arrow wings that gave it a 0.5 t/m[sup]2[/sup] wing loading, and did a test run. Plane flew reasonably well; I hadn't put on any main wing surfaces so I had the elevators on double duty for the test. Got her going a bit too fast in the 10-14k regime; she ultimately cooked herself. Tonight if I find time I'll try to add finishing touches to the plane and see how she handles a test flight.

After that (thirty minutes all told) I went back to my career save. With the [I]Albatross II[/I] not ready for deployment yet, I opted to send a [I]Vulture[/I] refueling plane to Kerbinport. Take off was serendipitous - I managed to get a 1.6 kilometer rendezvous with the station prior to the plane's normal circularization burn (i.e. before the plane reached apoapsis), so I circularized and killed my relative velocity to the station at the same time. First time I've ever pulled that off - and I probably couldn't plan to do that again.

[center][img]http://i.imgur.com/u5ZqOyy.png[/img][/center]

I was able to dock up immediately, and transferred sufficient fuel to refuel the tanks of [I]Enola Gay[/I] and [I]Project Peacock[/I] both docked at the station. [I]Enola Gay[/I] departed for Mun with Cerxie at the helm and tourists Neillong, Eldorf and Arissa aboard; she arrives in another day or so. Excess fuel was drained from the [I]Vulture[/I] into the station's holding tank and the plane was sent back down to Kerbin, successfully landing at KSC with no issues.

With a crew to service on its way and with Munport still not full of fuel, I decided to send Theogel and Verise back to the Munar surface to pick up an additional load of ore for fuel processing. Landing near the Munar mining rig was successful (with no real issues for once) and their [I]Wildcat[/I] lander was completely refueled from stores still on the surface. The game crashed on me as I was sending Verise out to unhook the Wildcat's winch from the mining rig, so I'll have to wait until tonight to see if that has set me back any at all. Tonight will be the last time I know for sure I'll be able to play KSP for the foreseeable future, so y'all know I'm wanting to wrap up a few things if I can...
Link to comment
Share on other sites

I did my first aerial circumnavigation of Kerbin the other night. Built an SR-71 clone and just let MechJeb fly me at Mach 3-ish around 20,000 meters (it tended towards a phugoid oscillation between 15 and 22,000 meters, but...) for an hour. This was, incidentally, my first flight with RasterPropMonitor, which was really cool.

It was kind of scary towards the end, because it was night-time at KSC and MechJeb tried to fly me into the mountains west of there while descending towards the landing strip. At one point I was literally a few meters away from the ground at a few hundred meters per second, but fortunately I managed to pull up in time. After that, I took over the approach myself and flew straight in to the runway, though I approached too fast (I had forgotten to put airbrakes on) and overran. I was barely able to stop before I went in the water.

Is anyone else a little frustrated that there's no explicit indication of when you've touched down in game, not even something like tire squeal? I find this really makes it a lot harder to land, because I can hardly tell when it's time to hit the brakes.
Link to comment
Share on other sites

I started a functional redesign of my renewed Space Harrier SSTO:

[img]https://dl.dropboxusercontent.com/u/4152380/KSPSteam_Screens/KSP105/screenshot484.png[/img]

As part of that redesign, I gave it an abort system. As part of the abort system, it can now drop its SSTO components and turn into a pure aircraft, should it need extra range:

[img]https://dl.dropboxusercontent.com/u/4152380/KSPSteam_Screens/KSP105/screenshot485.png[/img]
[img]https://dl.dropboxusercontent.com/u/4152380/KSPSteam_Screens/KSP105/screenshot486.png[/img]

Yes, it's fairly silly as far as abort systems go. :P
Link to comment
Share on other sites

[quote name='NecroBones']Threw together a pack of recently discontinued stock parts, with some minor tweaks to make them still relevant in the new aero/thermal systems.[/QUOTE]

Well I did always like those shiny old intakes... are they equivalent to the new version? :)
Link to comment
Share on other sites

[quote name='NecroBones']Threw together a pack of recently discontinued stock parts, with some minor tweaks to make them still relevant in the new aero/thermal systems.


Download: [URL="https://kerbalstuff.com/mod/1277/Discontinued%20Parts"]https://kerbalstuff.com/mod/1277/Discontinued%20Parts[/URL]

[url]http://ksp.necrobones.com/screenshots/2015-11/KSP%202015-11-18%2011-03-01-97.jpg[/url][/QUOTE]
Could you include the Old MK1 inline cockpit - the one with the black canopy? There is the historical preservation society mod, but that includes plenty of stuff and I just like the cockpits and the ram intake
Link to comment
Share on other sites

Could you include the Old MK1 inline cockpit - the one with the black canopy? There is the historical preservation society mod, but that includes plenty of stuff and I just like the cockpits and the ram intake



I forgot about that one. I'll take a look.
 

Edited by Snark
Link to defunct website removed by moderator
Link to comment
Share on other sites

Been working on my new "KSS" space station. Much of the station is pure eye candy, but I wanted it to some kind of ISS-ish look to it...

[IMG]http://i79.photobucket.com/albums/j142/sstyrnol/KSS/screenshot24.png[/IMG]

[IMG]http://i79.photobucket.com/albums/j142/sstyrnol/KSS/screenshot26.png[/IMG]

[IMG]http://i79.photobucket.com/albums/j142/sstyrnol/KSS/screenshot25.png[/IMG]

Still needs *more lights* and RCS jets...
Link to comment
Share on other sites

Slightly more serious me built something more useful than a whale, an old-timey boatplane or a lead submarine.
It still needs some bugs ironed out (drill can only be used when landed horizontally, and even then it doesn't really touch ground in most cases), but I really like where the design is headed.
I can't take too much credit for it though, it borrows heavily from other user's designs.

[IMG]http://i.imgur.com/tRLFCDmh.png[/IMG]
[IMG]http://i.imgur.com/4DjtuQ9h.png[/IMG]
Link to comment
Share on other sites

Planted the seed of my [I]Munar Low Orbit Lab. [/I]I now have a single-module space station in Kerbin, Mun and Minmus orbit which I can now expand on. The Minmus station will get a large upgrade tonight in what will be my most complicated mission (if it manages to even get to Kerbin orbit).

[img]http://i.imgur.com/BiCWgJ2.jpg[/img]
Link to comment
Share on other sites

[quote name='capi3101']... (still in 1.0.2 pending an official update to KER) ...[/QUOTE]

I too use KER (it ought to be stock IMHO) and will update KER as soon as it is available. I just wanted to write that I am using KSP 1.0.5 and I have the latest official (but not ready for prime time) KER still installed. As far as I know, it works (except for the new parts, and it might not work properly with modified parts). So its still worth playing 1.0.5; at least by experimentation in sandbox and limited career play. Ive got more engine testing to do but for that I've learned that for me, KER is useful, so for that I will use the upgraded KER.

I encourage you to upgrade to 1.0.5 and get used to it while waiting for KER to be updated.
Link to comment
Share on other sites

I sent Jebediah to Minmus. It is my second landing, but definitely not the last. I am going to science the sh*t out of this place. I love The Martian. :)

Go for landing.

[IMG]http://i.imgur.com/TTXfl5O.png[/IMG]

Nailed the landing. Got tons of science.

[IMG]http://i.imgur.com/rf4zbc1.png[/IMG]

Going home.

[IMG]http://i.imgur.com/wfnn4GU.png[/IMG]
Link to comment
Share on other sites

Still hacking through my re-started career in 1.0.4. Val arrived on the Mun in the 'Sigmund F':

[url=http://imgur.com/wPk7TVG][img]http://i.imgur.com/wPk7TVGh.png[/img][/url]

and I started using a winged vehicle for tourist trips to LKO:

Up:

[url=http://imgur.com/1fKdewa][img]http://i.imgur.com/1fKdewah.png[/img][/url]

...and down:

[url=http://imgur.com/0tMGmyc][img]http://i.imgur.com/0tMGmych.png[/img][/url]

Not paying for landing gear as yet but it comes down soft enough to do a belly flop.

By firing them off in different directions, tourists have now paid for me to visit most of the biomes on Kerbin. Once I get some more scienc-ey bits unlocked I will go round again. The beauty of tourists is there is a never ending supply of them!
Link to comment
Share on other sites

Just a mission for Bob to LKO and HKO to play with science gizmos and get more parts unlocked.
Next will be a probe landing on Mun with a sample return - that should give me enough to bring this incarnation of the Trio to the Mun for the first time ... poor Valentina will have to wait for the next one ... will give her the post of CAPCOM to make up for it though. :wink:

Edit: Scrolling up in this thread ... Minmus! Totally forgot about all the science there! Updating Mun probe for longer distance flight now!
Link to comment
Share on other sites

I had been busy with stuffs but managed to play some.

[spoiler="Journey of learning new stuffs in 1.0.5"]
Rebuilt my best Mk3 Cargo SSTO from 1.0.4, due to game mechanic changes the best orbit altitude is now unachievable. Lift became very insufficient for big heavy planes.


[img]http://i.imgur.com/aFAT0Xw.jpg[/img]


Suddenly found out de-orbit require new approach, 40 degree angle to bleed off speed left and right. Those wings seriously can't take the heat in 1.0.5!


[img]http://i.imgur.com/68o1pa4.png[/img]


Also rebuilt my favroute fly around planes.


[img]http://i.imgur.com/HQGPGxg.jpg[/img]
[img]http://i.imgur.com/6UtX5cl.jpg[/img]


An experimental craft carried from 1.0.4, with accidental attach alignment that produce odd but rather well stability.


[img]http://i.imgur.com/opsvaxy.jpg[/img]


Took the effort to SSTDuna again.


[img]http://i.imgur.com/YQV590c.jpg[/img]


Ofcourse its in beta phase with quite a bad Center of Mass/Lift ratio after spent fuel nor any safety instruments. Not sure why i would land on the ground instead just let it orbit the planet with a chance to refuel and return home.


[img]http://i.imgur.com/hjrxDZ7.jpg[/img]


On a journey to test out a new SSTDuna varient end in disaster. 101% failure.


[img]http://i.imgur.com/6ZckcXy.jpg[/img]


To refresh my mind out of that SSTDuna failure, went to build an entirely new Mk2 Cargo SSTO, and is a well balanced one. But again deorbit requite big angle attack to prevent overheating.. dang.


[img]http://i.imgur.com/PVolCCG.jpg[/img]


Surely is about time to hit the bugs, SPH randomly became bright after a crash revert to hanger.


[img]http://i.imgur.com/JVhLQZV.jpg[/img]


I can even load multiple crafts at the same time, totally overlap each crafts.


[img]http://i.imgur.com/wwOVyko.jpg[/img]


Lastly, thought of haven't play with rovers for a while. Meet my overpriced old classic V12 engine rover, with optional wings that can take driver to anywhere with a price of 300k.


[img]http://i.imgur.com/6maXE47.jpg[/img]
[img]http://i.imgur.com/t9asNTj.jpg[/img]
[img]http://i.imgur.com/lOkU6YZ.jpg[/img]
[/spoiler]
Link to comment
Share on other sites

Not doing anything right now, but I did have an idea: I want to take my winged fly-back booster (see upthread) and strap 2 of them onto a much larger rocket. Then use the Burn Together mod to return both of them to KSC. No idea if it'll work, will report back the results.
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...