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Hello! and... uh, was that the Mun?


hodhandr

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Hello Kerbonauts!

A greeting from Kerway(Norway?). I found the game through Yogscast 'Sips' and have loved it since. I have attached the very first (real) ship i made(built in two stages, the Chute-Pod-Decoupler-Fuel-LiquidEng first and flown to get used to the controls, then the rest). Following will be a list of Milestones in roughly the correct order, brace for a wall of text!

Liftoff! - Make a craft and start launch. - Achieved: Within ten minutes. The SucLun Mk I had its base.

Kilometer and rising. - Take a craft to the 1km mark. - Achieved: Same launch, fuel ran out shortly afterwards.

Kerboom! – Mission End: Catastrophic failure – Achieved: Same err... launch? Activated parachute at 700 meter just to find out I had another stage (decoupler is not parachute). I finally got it up at 400m. Didn’t fully open.

Touchdown! – Successfully land after achieving flight(10000m+) – Achieved: Within an hour. With the completed SucLun Mk 1 I never reached orbit, I did, however earn 100km and a safe landing.

Does this thing work? – Activate SAS when you have a SAS or ASAS module on the craft. – Achieved: The next day while experimenting with loads of SFB’s, I figured I\'d need a minimum of control.

I can see my house form here! – Successfully get into an orbit with both Apogee and perigee higher than 100km. – Achieved: Day two, using the better SucLun MK2

Kouston, we have a problem! – Have no functional boosters in a 100km/100km (Peri/ Apo) or higher orbit. – Achieved: Same launch, time to add more fuel to the SucLun.

The big cheese – Achieve orbit around the Mun for 1 in game hour or more. - Achieved: Day three had been experimenting with different launch procedures for a few hours.

What, no cheese? – Successfully land on the Mun – Achieved: Same launch as above, when i tried to return home the trajectory kinda went the wrong way. (I aimed for Kerbin, promise!). Only the pod with chute survived.

Round-trip – Achieve Mun orbit and land safely on Kerbin – Achieved: Same craft as above with better knowledge on how trajectories and orbits work.

You sure this is the right way? – Your craft has entered and orbit around the sun. –Achieved: Missed the Mun by a few hundred kilometers... Same craft as above, but upgraded.

Imported goods – Install an add-on(non-stock part(s) – Achieved: Still day three. I made my first modification. The Liquid-Low-Consumption engine (LLC Engine) is lighter than the stock LFEs and has higher trust to fuel ratio. On the other hand it is prone to overheating and you need a good lot of ‘em to launch anything bigger than the standard pod with fuel and engine combo.

Thats what I have done so far. I watched about 2 hours of KSP videos before I downloaded, so i knew somewhat how (and if) things works. I have made some addons, which are, as of this post:

The OneWay Corp. Package -My own add-on pack with (fairly) balanced stats. Includes:

LLC Engine - Liquid Low Consumption engine - Pros: More trust per fuel -Cons: Generally weaker, mostly only useful in space.

A heavily modified version of the LV-T30 Liquid Fuel Engine with decreased fuel consumption and slighty less weight, but at the cost of a heavy loss in power and weaker construction. Also prone to overheating.

Starchute - Supposed to be a weaker version of the normal parachute. -Pros: Can open and slow in space(Broken) Cons: generally worse than usual parachutes.

A starchute uses solar and cosmic wind to (hopefully) slow down you ship out in space, even from ludicrous speeds. Compared to a normal parachute it has less slowdown, but atleast it works out-of-atmosphere. Please note that this is a prototype and will not refunded.

Prototype splosion booster - The radioactive warning icon on the side should give you a warning. Very kerbal SFB - Pros: Insane trust Cons: Insane trust, REALLY prone to overheating, its a SFB; you can\'t turn it off.

A solid fuel booster with heavily reinforced construction to support the 30 second long beating from setting of small nuclear blasts.

Heavy Command Pod - Heavier, more solid Cpod - Pros: Can take some serious beating 2-3times normal -Cons: Heavy 3-4 times normal.

A 'Really pimped up commando pod'. One may wonder if adding a bunch of solid metal plates and duct-taping them to plate makes it better or worse.

So if you survived that, you should know my entire KSP history. I find OneWay Corp. a quite kerbal name, so I decided to use it. I haven\'t made any models for the add-ons, only modifications(cfg) and reskins.

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