Kerbal Space Program

Got a decent SSTO sorted. Seemed much easier with the new parts, craft are less flimsy!
Has cargo capacity to carry a few things and rescue Kerbals. Can reconfigure the inside easily. Flies really well both fully loaded and nearly empty, didn't have to faff about much to get it working well either which was nice!
Can get into orbit without the droppable engines, they much make it quicker really :p

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First hints of .26, haven't played .25 much, bit of fun. Waiting for a build good enough to do a long career game.

Kerbals will each be assigned an experience trait when they’re generated and, as they gain experience levels, their trait will boost a vessel’s performance in a variety of areas.
hell yeah :)

new parts list in VAB
Much needed, it's getting hard to find stuff easily

we’re working on Upgradeable Buildings
sounds interesting

And that's all the sound bites for the moment.
 
A keyword search would be great in the editor, some things are a real ball ache to find, especially after adding some mods like kethane or similar.

Re: Kethane. Modified the plane I previously posted to have kethane extraction and fuel conversion in the cargo now. Works well :) next step vtol :D
 
next step vtol :D

I think Scott manley posting his video on VTOLs has given everyone ideas, I've seen loads of them in the past few days.

Built a VTOL SSTO last night. At least it took off vertically, and is now in orbit. Not sure it has enough fuel to perform a vertical landing. May have to refuel in orbit (which kinda defeats the point of an SSTO really)
 
I've been playing a lot of this since the new patch and love the changes.

A VTOL SSTO that needs to refuel in orbit is fine, its done its primary mission and got to orbit. I wouldnt be to grumbled with refueling as long as something is there already to fuel it. Like a fueling station in orbit.
 
VTOL SSTO that can only take off vertically? Boring :D Needs to fly like a plane but also be able to land/take off vertically for it to be a real challenge!
I managed it on an older build of Kerbal and managed to keep it looking nice, just need to try it with some of the other new parts now :)
 
I haven't been on Kerbal for a while but suddenly got the urge to challenge myself to something. I decided to see if I could set up a base at the north pole, and then set a personal land speed record when I was there. Phase one was designing a plane to lug all my base stuff there.

Pelican I- A tristar rip off

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Unfortunately having a big lump of weight hanging underneath ruined the flight dynamics some what. So I tried to build the cargo into the design.

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long range but sub-sonic version, I just bolted extra fuel tanks to it; Jeb is ghetto like that.

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Supersonic version with moaar engines!

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sort of sucessful. Note lack of command module / cockpit on the base. Doh!

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added a tail as the tail-less version was unflyable on the return journey
for some reason- it kept flipping over (due to the short length to width,
power and lift ratio, I guessed)


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Pelican VI and IV together

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not exactly a big base but never mind!
 
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Was just playing around with my modded KSP putting a set 90° phased power relays into space with a heavy Fusion reactor transmitter up there too all at 500km. Was making an ascent burn and forgot just how breathtaking this game can be some times.

*Click for hi-res*
 
Right, back on this after ages off of it. Played loads in the last week or two.

Not quite up to the standards of most people here though!!

My standard lander/lifter combo costs about 200k, can get a Kerbal (Always Bill so far, hero! :cool:) to The Mun or Minimus, land safely and return safely to Kerbin.

All well and good, but I've no idea how to rendezvous with dudes in orbit, no idea how to be particularly accurate on picking a landing spot on worlds (can land on the sunny side no issues, even pick between equator or poles fairly consistently, but nothing more precise really.

How to get to planets further out from Kerbin is completely beyond me!! :confused:

There are videos etc out there, but are there any that you guys particularly recommend??
 
Chris [BEANS];27145837 said:
All well and good, but I've no idea how to rendezvous with dudes in orbit
Rendezvousing is probably one of the most useful skills to learn to progress further in the game and its actually quite easy. Just circularize the orbit of target craft and do the same with the craft you want to take to it at the same altitudes and match your target's inclination. If you are ahead of your target craft, raise your apoapsis so that your total orbit time is slightly longer than your targets orbit time and (depending on the severity of your apoapsis change) after a few orbits you should find yourself coming ever closer to your target. When you come within a short distance of your target craft just equalize your closing velocity and then use RCS to continue for docking.

 
I thought I'd try to make a helicopter for some reason. And it only bloody works!

** Any image wider than 1280 pixels should be linked or placed in spoiler tags **
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But can you move forward on the ground like this? I noticed it looked quite like those tunnel bore-ing things.

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And acts like one too :/
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Potential solution? MOAR ROTARS

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Nope.
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Right. I'm getting better....

I can land on and return from The Mun and Minimus, manned craft too.

I got a craft stranded in orbit around Kerbin, and was able to mount a rescue, all be it rather unconventionally!
I basically sent an unmanned craft into a very close orbit, then did a space walk from the stranded (no fuel) craft to the safety of the rescue craft.
That was quite satisfying :D

After today, I obviously have to land something on an asteroid! :D :D :D
All I have at the moment are a couple of '?'s just a bit further out than Minimus.

I assume if I fly closer I'll actually detect them properly?
Then I guess it's just a case of accurately getting to them!
 
OK, I'm nowhere near bright enough to get hold of Asteroids just yet, so I've spent the evening knobbing about...

Turns out there's water on Minimus!! :cool:

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Granted, not much of a find for the pro's in this thread, but exciting for me none the less :D :D :D
 
Been experimenting with deadly reentry and TAC life support mods.

Took me a while to figure out that the default setting on deadly reentry was stock, as in not deadly at all. Now it's set to the recommended 1.2 setting and I've had a few craft intentionally burn up, so that's fun.

Life support seem massively overpowered. Even the smallest 1.25m combined tank has life support for weeks. I guess they have to make trips to Jool and the like possible, but for trips to the Mun I arrive back and still have 95% of my supplies remaining.
 
Can any of you kerbalnaughts tell me which is the most fuel efficient way of reaching Mun out of the three options below?

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The DeltaV of all approaches is apparently 815m/s. However, getting into orbit around the mun with those three approaches will require different amounts of fuel. So which approach will require the least fuel cost? Is having a longer "purple line" / longer amount of time in the Mun's SoI the better way?
 
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