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What did you do in KSP1 today?


Xeldrak

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1 hour ago, jros83 said:

You people are doing all these great things. I struggle to orbit Kerbin without maneuver nodes. lol....

It's just a matter of patience and trial and error. Just keep at it and you too will send scaffolding to the Mun in no time.

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I bought KSP just a few days ago, maybe a week. So i am a new player here. Some time ago i made a rocket to travel to different bioms on Kerbin to collect more science (playing science-sandbox). Today i found that this can actually go to the Mun (without landing) and back to Kerbin. So happy about this :rolleyes:

FIE9H0a.jpg?1

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22 minutes ago, Red Iron Crown said:

The Danger Zone now extends to space:

screenshot109.png

I KNEW they didn't retire the F-14! It's now our first starfighter!

 

Nice touch with the VF-17/VF-103 motif.

Edited by jros83
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Launched  my four orange suits to solar orbit and had them return, almost.  I had an accident with the launch abort system, and it seemed like just the docking port was blasted off, but the parachute was too.  So as I was 1 minute away from entering the atmosphere to land, I realize the parachutes are missing, so I did the only thing I could, pulled radial to bring periapsis from 30 km to 75 km, than used the engine to enter orbit.  Thankfully I overbuilt the craft when it comes to just being on it's own, since it is designed to haul a lander from kerbin to the mun or minmus.  2.5k delta V, which is all but 300 m/s was used on the mission.  So currently got my rescue craft on the launch pad, same craft, but with a radial probe core on it, and the probe core doesn't have SAS, crud, looks like I will be going to rendezvous with the four with a craft that will be very hard to control, thanks to the lack of fuel on the first craft.

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Put the finishing touches on MunBase One-- marking off and lighting the landing zones.  Now trying to figure out how to build a rover on the spot (using KAS/KIS) to support operations.

Planning on decommissioning the Munar Orbital Refinery, because it's just too touchy to approach using anything other than RCS thrusters, which makes rendezvous and docking a major headache.  Ships needing to refuel will need to land at the MunBase instead.

The flight of three Jool probes are approaching the giant planet's SOI; first time for probes into that system.

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Last night's phone repairs did not go as intended - I must have re-seated that stupid battery two dozen times by now, but last night I couldn't get the freaking LCD to come off...

So, after a big Foxtrot-India to the phone for the evening, I designed a science satellite/probe, the Beep-Beep 7 (I've used the name before but didn't feel like importing the craft from 1.0.2) and shot two of the things into Kerbin orbit - one polar, one equatorial - for money. Spent three in-game days getting the sats in position and made a fair chunk of change in the process. The replacement contracts included a Kerbin rescue mission and a three-star contract to launch five tourists to Kerbin's orbit. That one offered some really good money and I wasn't about to pass it up. Having traced the earlier issues with the Lawsuit 7 tourist craft to an issue with how FAR was voxelizing Mk1 Service Bays with the doors shut (still not convinced it's FAR - I need to do more tests), I removed the Service Bay and replaced the four Z-100 battery packs within it with a pair of Z-200 stack batts placed between the Command Pod and the Mk16 chute on top. The redesign worked without any issues arising, and I once again easily recouped five-to-six times the total cost of the rocket. I earned enough that I felt comfortable upgrading the Administration Building and R&D, bringing my entire KSC up to Level 2. Picked up another rescue contract, so I now have three of thems. Tonight I'll probably throw together a rescue ship (or import the Project Peacock craft from 1.0.2) and start picking up some folks.

Bob arrives at Minmus in nine days.

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Today I discovered that Kerbal employment is no longer caste-based (determined by name only), and is instead based on the "trait" attribute. Jeb spent a few moments as an Engineer while I tested it. Was this mentioned anywhere in the 1.0.5 patch notes?

 

 

KERBAL

	{

	name = Jebediah Kerman

	gender = Male

	type = Crew

	trait = Pilot

	brave = 0.5

	dumb = 0.5

	badS = True

	tour = False

	state = Available

	ToD = 0

	idx = -1

	CAREER_LOG

	{

	flight = 1

	0 = ExitVessel,Kerbin

	0 = Flight,Kerbin

	0 = BoardVessel,Kerbin

	0 = Land,Kerbin

	0 = Recover

	}

	FLIGHT_LOG

	{

	flight = 1

	}

	}

 

 

Edited by Cydonian Monk
I also discovered that forum code blocks don't seem to work correctly on mobile.
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I know for many of you what I achieved today was a pretty small deal; however, since I began playing KSP in 2012, I have NEVER been able to accomplish what I did today in a matter of three hours...

I designed, flew, and *landed* my first helicopter! 

Yeah, I'm pretty stoked about it.  Can't believe it has taken me this long to master it!

Edited by adsii1970
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Had a transfer window to Moho open up to me, but it was open in 37 days and I use the constructions timer, which would mean the craft would be built in 36 days..... add roll-out times and the time to get to the desired orbit for the TWR, I wouldn't have been able to do it.  But by spending the equivalent amount of making two probes, it gave me enough time to get the craft built, sent into orbit, and plan the transfer as best as possible.  The burn was nearly 3km/s but with my probe, that wan't an issue, since it had around 10 km/s once in orbit.  Ended up having the transfer burn nearly being perfect, only needing a 28 m/s correction burn to get the time in Moho's SoI to be 1h and 5 minutes, more than enough time to stop.  Oh, and the periapsis after that correction burn is 90 km, that's very close, and my best transfer burn ever.  Love the transfer window planner now.

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