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Post by Trooper One-Nine-Seven-Four on Oct 6, 2014 21:37:31 GMT -5
So apparently this is what Orion is going to look like. I may have to try to replicate it in Kerbal...
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Post by jenburdoo on Oct 7, 2014 22:30:30 GMT -5
Wahooooo!!! Never thought I'd wait to download .25, but I needed MechJeb for THIS mission: First I wanted to go to Jool and visit Laythe and a couple other moons, until I realized I could actually land on Bop, take off again and land on Pol: I actually landed around a kilometer or so away and skidded over to the kraken. And THEN I canceled the Pol landing and lit out for Eeloo instead. I am so proud of myself right now. The Eeloo II (mission name Kwirkilee after one of the KSP chatroom regulars who helped me design it and was encouraging throughout) launched a nuke-powered probe with 10,000 m/s of Delta-V. After landing on Eeloo, it still had 1600 left. OK, NOW I can go blow up KSC as a reward...
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Post by jenburdoo on Oct 8, 2014 3:43:56 GMT -5
Here's the result of my second launch in .25: What you see is the fuel tank bouncing away as the engines and launchpad erupt beneath it after a lithobraking. The first launch was of the new stock space shuttle, which spun out of control something over 10km high. I tried to decouple the plane from its tank and boosters, but it disintegrated instead.
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Post by Julian Sharps on Oct 8, 2014 23:17:54 GMT -5
Just had the hairiest Mun landing I have ever had. I finally got around to sending a habitat module to my munbase. It has accommodations for 12 kerbals and enough life support to keep four kerbals alive for about two years or so (I haven't done the math yet). It also has a transmitter, so if I end up getting some science to transmit, I can do that.
Unfortunately, it's about 200 meters away from Thombro base, and I ran out of fuel about two seconds before touchdown. The three interns I sent to rescue Bob, Jeb, and Bill back in June have been stuck in that capsule for about 70 days or so, occasionally planting flags when I tell them to because we have a contract (Pro tip: If you want easy money, start building bases. Flag-planting missions are so much easier that way).
My heart's still racing from that landing. I'm gonna have to use that design for Minmus.
Also, I sent a supply ship up to Rotree Station to refill its substantial monoprop and LFO reserves. I really need to start docking spaceships to it so I can use up all that LFO and dump that launch stack so I can put a proper fuel storage array in its place.
The Jool-1 heavy launch vehicle has been designed, but not tested due to lack of funds. The thing costs more than 800,000√ to launch, and has two layers of asparagus staging. I wonder if that thing will even be able to get off the ground.
New update: Today was a day of great rejoicing for the Commercial Space Program. First, I found out that the problem with my Minmus operation was that it was the space station that was orbiting the wrong way, and I had enough fuel left over to do a 180 degree plane change maneuver, which gave my lander the opportunity to rendezvous with it on RCS only. Also, my crew transfer vehicle finally arrived at Dilming Station (at least, I think that's its name, but regardless, I'm talking about my space station in orbit around Minmus), and preparations were made for my first op success.
So, with my lander refueled and the science it had gathered enroute safely stowed in the crew transfer vehicle, I went for a landing, and I succeeded. I planted a flag in the Greater Flats, got some reports, took a sample, and did some experiments, then returned to the station. With the RCS and LFO reserves I have on the station, I should have enough for one or two more trips, but in the meantime, I need to get a science lab module up to the station so I can reuse the lander's experiments. I should also get a proper monoprop storage tank and a kethane lander out there so I can start making my space program more self-sufficient.
My crew transfer vehicle returned to Rotree Station (in orbit around Kerbin) with all the science collected, the original Minmus lander that didn't work, as well as Jebediah Kerman, who was on the space station crew when it left for Minmus. Plans are afoot to return Jebediah, Bob, and Bill to Kerbin, along with the science that yields better when recovered and the broken lander.
Additionally, I've been attempting to send a space station to low Munar orbit. The first time, the thing spontaneously exploded on the launchpad just after the model and physics had finished loading, killing the entire crew. Apparently, they both survived, and got better after a few days. My second attempt succeeded in getting an equatorial orbit around the Mun, and it has been dubbed Lenming Station, after its mission commander (and sole crewmember) Lenming Kerman. I'll send the crew transfer vehicle to the Mun with some more crew members so that I can replace the crew of Thombro Base (except for Thombro Kerman, he enjoys being the commander, but Johnrey and Johnvin want to go home) and have someone crew the lander. The main reason for having the space station up there is so that I can farm "send science from around the Mun" missions. Also, the game seems to have deleted half of my flags on the Mun (which is fine, since it was getting pretty cluttered up there anyway).
All in all, a very productive day.
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Post by jenburdoo on Oct 12, 2014 18:21:11 GMT -5
Launched my first modular space station, with the intent to attach more modules in future: The initial station: After a few modules were added: The Mk II lander-cans were inspired by the Shenzhou, whose orbital module is designed to attach to Tiangong and stay there, gradually adding space to the station. The second lander can and second Hitchhiker storage container were added in one launch -- a 124-ton ship delivering only 5.4 tons of payload. I am gaining a real appreciation for how much effort it takes to build the real thing!
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Post by Julian Sharps on Oct 17, 2014 0:52:19 GMT -5
I tested my Jool-1 Heavy Lift Vehicle today. The thing's a monster. I ended up adding six of the KW Rocketry Thor SRBs (they're freaking 2.5-meter parts) to get some added thrust on launch (and a pile of reaction wheels to make it fly straight, more struts to keep the thing together, and some separatrons to keep them from getting tangled up in my web of fuel lines), but the thing's capable of lifting 200+ tons into orbit (with two asparagus-staged liquid boosters left), for the cost of about 900,000√. Not entirely sure what I'm going to use it for (maybe single-launch manned missions to Moho and Jool), but I can put two full NASA stretch tanks into orbit no problem.
Also, I'm in the process of conducting crew rotations with Thombro Base. I'm just waiting for daylight on the Mun so that I can send my lander down and not spread it across the munar surface because I can't see where I'm going.
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Post by jenburdoo on Oct 19, 2014 5:48:26 GMT -5
What, you can't add lights to your landers?
I'm experimenting with the new difficulty options on career mode. Having to purchase the ability to purchase new parts is tedious.
I'm also trying to use the demo version again, partly for fun and partly to experiment with what I might be able to do at work. Can't do it -- double clicking on it sends me to Steam, which informs me I already have the full version. I can't figure out how to play the demo.
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Post by Julian Sharps on Oct 30, 2014 22:48:27 GMT -5
It seems that my Commercial Space Program save file has become unstable. Exhibit 1: Lemski Station randomly explodes immediately after I time warp, and it does so consistently. There are no survivors. Exhibit 2: My Munar Shuttle randomly explodes when I time warp again. Again, there are no survivors.
It's possible that I might need a much more powerful computer than I currently have access to. This could be problematic.
Anyways, today I attempted to launch a 5-Kerbal mission to Duna using only 1.25-meter engines. So far, every flight has been suborbital despite the amount of delta-v I have available. I may have to build an interstage between my interplanetary stage and my booster stage, but good god is that going to be complicated.
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Post by Adkenpachi on Oct 31, 2014 0:59:37 GMT -5
It seems that my Commercial Space Program save file has become unstable. Exhibit 1: Lemski Station randomly explodes immediately after I time warp, and it does so consistently. There are no survivors. Exhibit 2: My Munar Shuttle randomly explodes when I time warp again. Again, there are no survivors. It's possible that I might need a much more powerful computer than I currently have access to. This could be problematic. Anyways, today I attempted to launch a 5-Kerbal mission to Duna using only 1.25-meter engines. So far, every flight has been suborbital despite the amount of delta-v I have available. I may have to build an interstage between my interplanetary stage and my booster stage, but good god is that going to be complicated. Put a million sfb's around the outside, the extra 20ms speed at the start really helps
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Post by jenburdoo on Nov 11, 2014 14:29:26 GMT -5
Discovered several ways to hack the science, which took all the fun out of career: - Turn on the Outsourced R&D strategy. - Accept 3- and 4-star contracts that advance you a lot of money which immediately converts to science, then cancel the contracts. - Accept flag-planting contracts. They're worth a lot of cash, which converts to science. I was trying to run thru career with no testing contracts, but then the above happened. So next time, no flag-planting contracts, either, and no strategies. I like the exploration and record-breaking contracts, but not much else. I hope there will be a way to turn off certain types. I have, however learned from Scott Manley how to build and send rovers to other worlds: This rover is light enough to flip back on its own if it flips over on Minmus. All I have to do is disembark the upside-down Kerbonaut. His incredibly tough helmet pushes down on the surface and over it goes!
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Post by Trooper One-Nine-Seven-Four on Nov 14, 2014 18:53:25 GMT -5
The way that rover is attached to the rocket... It looks hideously dangerous. I love it.
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Post by jenburdoo on Nov 15, 2014 13:21:27 GMT -5
As long as the weights are the same, one counterweights the other. And SAS counteracts the differing drag, which doesn't matter once they're in space. My newest missions: Capturing asteroids for the first time! My Kwirkyprobe, which has well over 10,000 m/s delta-v and can easily make it to Jool and Eeloo. After it mates with an asteroid, it has 400-600 dv to play with - more if it picks on a Class A. I now have a Class C in Low Kerbin Orbit and a Class A in Kerbosynchronous (but not stationary) orbit. I'm planning to turn them into space stations. Interestingly, I can't quite "dock" with them; docking is more a matter of ramming at the lowest speed possible. A manned Kwirkyprobe circularizes a Class C asteroid (after a LOT of aerobraking, because I didn't have much dv left). After rendezvousing with another Kwirkyprobe with parachute so he could go home, it occurred to me I could drop him into atmo, then boost the rest of the probe back into orbit. Great idea, which I will use in future. Catch is, I forgot to put MechJeb on the lower part of the probe, which means I may have trouble making it go anywhere... Seriously, I felt blind when I realized I couldn't steer it the way I've been used to. I should do more flights without MJ.
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Post by Trooper One-Nine-Seven-Four on Nov 15, 2014 18:50:15 GMT -5
Can you pull a Duchy of Zeon, Zeon Remnants, or Neo-Zeon move and de-orbit the asteroids onto planets to make things go BIGBOOM? If so, you know what I want you to do...
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Post by Julian Sharps on Nov 16, 2014 12:05:29 GMT -5
Yes, every building in KSC is now destructible, which means that you can actually make things go boom by dropping asteroids on it.
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Post by Trooper One-Nine-Seven-Four on Nov 16, 2014 13:10:16 GMT -5
DOOOOOOOOOOOOOOOOOOOO EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEET!!!
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Post by jenburdoo on Nov 16, 2014 14:10:30 GMT -5
Why don't you try it?
Seriously, I'm not sure what would happen AFTER it's down. It seems to me that you couldn't move it afterwards, and even if you repaired the buildings underneath, they would collapse under the weight again.
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Post by Trooper One-Nine-Seven-Four on Nov 16, 2014 15:16:04 GMT -5
I haven't the time to play Kerbal anymore, unfortunately. Hence I live vicariously through the exploits of those here on IGMB who do. (I just want to see screenshots of the asteroid ripping through the atmosphere and obliterating stuff.)
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Post by Julian Sharps on Nov 20, 2014 1:22:41 GMT -5
So, apparently the next version is 0.9, which means that the game's nearly ready for beta testing.
This, of course, begs the question, "what have we been doing all this time if not beta testing?"
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Post by jenburdoo on Nov 20, 2014 22:35:47 GMT -5
Alpha testing?
Granted, I'm not sure what the difference is between the two... I think beta means that the game is effectively finished (as Squad put it, "scope complete") with the rest just bug-testing.
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Post by jenburdoo on Dec 16, 2014 2:14:34 GMT -5
The Beta is out! My first craft of the new era (okay, my second. The first only had aviation fuel in it and failed to launch). The shuttle pieces are huge -- the cockpit alone can hold four kerbals, and a single passenger module can hold sixteen. Minmus looks a bit weird now, might be my own fault for crappy texturing. You might notice that Jeb comes with his own SmartASS now, next to the navball.
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Post by Julian Sharps on Jan 4, 2015 1:40:43 GMT -5
I've also been running a career mode game in 0.90. Some of the highlights:
- Jeb and two other rookies are now Level 1 pilots, which gives them limited Smart A.S.S. control authority (hold orientation, point prograde/retrograde) when you turn on SAS. I also have an engineer who is halfway to Level 1, and I have no idea what engineers and scientists do except that they can't fly worth a damn.
- Only because of tweakables was I able to complete an LV-T45 engine test, and the testing rocket had a first stage consisting of no less than nine BACC SRBs (I needed to get to 460+ m/s before I reached 11 km altitude before I could fire the liquid engine). On that same mission, I was able to complete an orbital test of the 1.25 meter inline decoupler.
- A teleporter (I assume, since he didn't have a ship) accident left a Kerbal stranded in orbit, and I got the contract to bring him back. Just so you all learn from my mistake, don't accept these contracts unless you are good enough at orbital maneuvers to make a rendezvous without instrumentation, or until you have upgraded your tracking station to show patched conics. Anyway, it took me a while to pull together the funds, but I managed to bring Johndas Kerman back to Kerbin safely (albeit halfway around the planet from KSC, but safely nonetheless). Apparently, he had enough time on his hands to make some astute observations about Kerbin's oceans.
Next, I plan to attempt a manned Munar flyby with a 30-part limit (the capacity of my VAB). I foresee plenty of BACCs and 1.25 meter stretch tanks in the future, but at least I can now asparagus-stage.
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Post by jenburdoo on Jan 5, 2015 21:42:31 GMT -5
Engineers can repair stuff (including repacking chutes if you intend to reuse them after landing somewhere like Duna), and scientists give bonuses to science collection.
I never bother to try tests in atmosphere, because I have no real way of controlling my speed and altitude. All my tests so far have been landed or in orbit. I did learn from Scott Manley to put my first few launches into the sea to avoid destruction of the lower stages until better parachutes arrive, and to proceed slowly to achieve every altitude contract. And I'm doing a lot of those tests because for the first time, money is a factor in my career. I've never really paid attention to it before. So far have only achieved orbit a couple times, and think I'm gonna start over.
I've experimented with a couple mods that provide "historical" missions like Vostok. Might be easier.
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Post by Julian Sharps on Jan 5, 2015 22:34:12 GMT -5
Here I was working under the assumption that anything that broke on a Kerbal rocket simply exploded...
Anyways, another successful rescue mission (and another convert from the Teleporter Program), two successful Munar flybys, one successful Mun landing, and Jeb became the first of my Kerbals to reach Level 2 with a successful Minmus landing.
I've upgraded my PR center, VAB, and R&D centers again, and I have plans afoot for a space station so that I can farm experience and assemble a fuel depot to help with my planned Duna expedition. I'm also going to complete some of those satellite launch contracts.
On a related note to landings: make sure that you don't accidentally thrust too high when telling your pilot to point retrograde. He will flip out and possibly get himself killed because the markers switched. I didn't lose anyone because of this, but Rayeny gave me a scare during his Mun landing.
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Post by jenburdoo on Jan 6, 2015 20:55:22 GMT -5
I've heard that's a problem, yes. Haven't got to the point where I need to worry about my pilot flipping out though, no one's gotten higher than level one yet... When I say repair, I mean things like blown tires on rovers and broken landing legs. There is a wiki, you know. Haven't quite figured out yet which parts of the KSC should be upgraded first. Suggestions?
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Post by Julian Sharps on Jan 6, 2015 21:17:57 GMT -5
Launch pad or tracking station, probably launch pad. The reason for tracking station is to make the rescue missions doable.
So, Jeb made a precision landing at a location on the Mun that required an EVA report to survey (he also brought back surface samples and planted a flag). The others require flying low over them, which I'll do once I can be bothered to do so.
I put a satellite into orbit because I was getting paid to, and I also got contracts to put space stations up in orbit around Kerbin and Minmus. Both stations are up to spec and have lots of docking ports to expand to. Also, space stations are good for farming XP. I need to get a lander up to the Minmus station, but that's a minor thing.
I also tested a surface-to-orbit crew shuttle. It seats seven Kerbals and can return from my space station on monopropellant only. I'll have to avoid landing it in the ocean, since it seems to fall apart when that happens. I'm sure that Bob and Bill are fine, though.
For now, however, I need to work on my funding situation so that I can build my mission to Duna (and Ike). This means more satellite launches and parts testing.
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