Jump to content

My Entire Career Mode, probably picture heavy, semi RP


Recommended Posts

I will document my entire career mode, launch by launch, in semi roleplay, in pictures, in this thread, starting this post.

Kerbal Origin:

Kerbals live underground, came to surface, saw the stars, wanted to space, yada yada yada. Here's the twist: The big 3, Jeb, Bob, and Bill, are dead. They died in an accident when they tried to launch a rocket at an unknown location. This program was founded in their memory. Most dismiss us as amateurs, but we soon disproved that with superior funding.

Now, for a tour of the Solar System in the latest in computer and color screen technology!

Javascript is disabled. View full album

Now, the opening of the program and the first 2 launches. This is the beginning of the greatest era of kerbal kind. 50 images in the album:

Javascript is disabled. View full album

There you go!

Link to comment
Share on other sites

Hey nice start, interested to see where this goes, with OPM probably a very long way!! :)

Question for you, do you use deadly re-entry? if so how did you get the parachutes to open on the sounding rockets without ripping off?

I have both of those mods and I never managed to recover a sounding rocket until I fitted it with a heatshield (high drag) to slow it down enough.

Link to comment
Share on other sites

yes, I do run with DRE. I (so far) haven't had a situation where a sounding rocket is in danger from reentry. But there is a warning that says "unsafe to deploy parachute" wait until that goes away to deploy. If that isn't appearing, then go take it up in the DRE thread. I am playing with a semi-oudated version (fear of breaking stuff prevents an update)

so it may be different for you. Try not decoupling the engines to increase drag. This should work in both stock and FAR. (I'm using FAR)

EDIT: If you are using NEAR, try upgrading to FAR. NEAR is pretty much the same, just without mach effects. Those same effects add a bunch of drag at high velocities, including during reentry.

Edited by xXIndestructibleEVAXx
Link to comment
Share on other sites

yes, I do run with DRE. I (so far) haven't had a situation where a sounding rocket is in danger from reentry. But there is a warning that says "unsafe to deploy parachute" wait until that goes away to deploy. If that isn't appearing, then go take it up in the DRE thread. I am playing with a semi-oudated version (fear of breaking stuff prevents an update)

so it may be different for you. Try not decoupling the engines to increase drag. This should work in both stock and FAR. (I'm using FAR)

EDIT: If you are using NEAR, try upgrading to FAR. NEAR is pretty much the same, just without mach effects. Those same effects add a bunch of drag at high velocities, including during reentry.

I am using FAR s well.

It is not re-entry that is the problem (although I got a sounding rocket out of atmo they mostly dont get that high) they are just ridiculously slippy. Even peaking at 10-15Km they fall point first and accelerate, the unsafe parachute message pops up and they hit the ground still travelling above Mach1.

Is there a way to disable the auto-decouple? because Im pretty sure all the solid motors for sounding rockets separate as soon as they burn out.

Link to comment
Share on other sites

Hmmm... I'm don't know if you can disable it. Also, what version of the sounding rocket mod are you using? I'm using the 0.2 prerelease, for the extra parts and balloons. You could always find the parachute part cfg and up the drag/resistance. Not actually sure if you can do that, might be worth the try though. I'll try uploading a new part when I get home. I'm at school now, just got a 100 on biology test.

Link to comment
Share on other sites

29 days for a can+balloon? It really shouldnt take that long ... or you'll be waiting years to build a mun lander :)

How have you distributed your KCT points? It looks like you have 2 (or more) concurrent build queues at the VAB, and judging by the rate your science unlocked you have put a fair few into R&D.

I have 0.11 of the pre-release, so perhaps its not the latest version, either way my career has gone a little beyond sounding rockets now anyway. I have a career thread in this section too it seems we have taken pretty similar routes so far, I look forward to seeing how you progress.

Link to comment
Share on other sites

29 days for a can+balloon? It really shouldnt take that long ... or you'll be waiting years to build a mun lander :)

How have you distributed your KCT points? It looks like you have 2 (or more) concurrent build queues at the VAB, and judging by the rate your science unlocked you have put a fair few into R&D.

I have 0.11 of the pre-release, so perhaps its not the latest version, either way my career has gone a little beyond sounding rockets now anyway. I have a career thread in this section too it seems we have taken pretty similar routes so far, I look forward to seeing how you progress.

Well, that was the second, slower sequence, and I was building Success 2-1 at the same time, so that was using the faster sequence. And, I hadn't used most of those parts before, and the ones I had used before were being put on Success 2-1, so I had to build more of them, increasing construction time.

edit: I put two points into the first sequence, then the rest into R&D.

Link to comment
Share on other sites

  • 3 weeks later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

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...