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Re: Kerbal Space Program, Revisited.

Posted: 2013-07-11 07:36pm
by TimothyC
The Gemini mod is awesome:

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It actually requires some energy management - the command pod has a small amount (10 units) of mono-propellant and the ability to convert this into electricity via a fuel cell - and your capsule slowly drains the electricity. The FASA pack that it comes in also has a nice Redstone rocket and an Atlas rocket to fill out the pre-Apollo US set.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-11 08:30pm
by Nephtys
I've finally got that damn planetary launchpads mod to work. No screenshot, but I've landed a base on Mun, that can now produce rockets, for easier flights to other destinations.

The real question is: Does any mod work yet that allows you to launch ships from an orbiting base? I feel like constructing a Kerbin orbital shipyard complex.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-15 08:13am
by LaCroix
Nephtys wrote:I've finally got that damn planetary launchpads mod to work. No screenshot, but I've landed a base on Mun, that can now produce rockets, for easier flights to other destinations.

The real question is: Does any mod work yet that allows you to launch ships from an orbiting base? I feel like constructing a Kerbin orbital shipyard complex.
That mod would realistically need you to transfer raw materials there, but if they managed to make "Ketone", they should be able to do this, as well...

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-15 08:45am
by PeZook
Frankly I think the full game should let you set up bases that would let you build rockets, and just slap a premium on the cost of parts launched from, say, Tylo. Otherwise it will become really tedious real fast.

Maybe you could get procedural "quests" that would expand the base's capability/make parts cheaper once completed.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-15 05:16pm
by Nephtys
How do you plot an intercept in the current version?

I set up a fuel depot in Kerbin orbit, and the Mun, but I can't figure out how to actually intercept it. Worse yet, when I have passed within 10km, I haven't been able to spot-math the burn I need to kill relative velocity :)

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-16 12:19am
by Marko Dash
click on the ship you want to rendezvous with from the map screen and click 'set as target'. you can then toggle your navball from displaying orbital speed to displaying relative velocity, it'll even change your pro/retrograde markers accordingly.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-16 05:44pm
by PeZook
Mechjeb gives you a helpful "rel +/-" option that lets you properly orient the ship automagically ;)

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-17 05:25am
by TimothyC


Nassault has some awesome Cinematics.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-18 06:57pm
by TimothyC

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-20 10:03am
by Grumman
Here's a fun one: a jet-powered orbiter. While a small rocket engine was necessary to circularise the orbit, it escapes the atmosphere using nothing but jet fuel.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-21 01:28pm
by TimothyC
Orbit, Circurularized, Jets and RCS only, I did use part clipping (to have enough intakes to run the jets), MechJeb for control, Firespitter's ASAS, and the VNG parachute mod.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-21 01:46pm
by PeZook
The pilot looks incredibly smug about it, too :P

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-21 03:27pm
by Grumman
TimothyC wrote:Orbit, Circurularized, Jets and RCS only, I did use part clipping (to have enough intakes to run the jets), MechJeb for control, Firespitter's ASAS, and the VNG parachute mod.
I assume you were using a plane-like ascent plan, judging by the wings and massed intakes. I know that this works - Scott Manley even managed to get his to Gilly and back - but I was trying something I hadn't seen tried before: burning to 13,000 meters and then using sheer momentum to get me close to orbit (100,000 meters) once the engines cut out.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-21 03:38pm
by TimothyC
Grumman wrote:I assume you were using a plane-like ascent plan, judging by the wings and massed intakes. I know that this works - Scott Manley even managed to get his to Gilly and back - but I was trying something I hadn't seen tried before: burning to 13,000 meters and then using sheer momentum to get me close to orbit (100,000 meters) once the engines cut out.
Oh, very much so - I've actually looked at the approach you've taken before, but written it off as fuel-wasteful as I never was able to burn all of the jet fuel - and thus never hit the optimum TWR.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-21 04:09pm
by Grumman
TimothyC wrote:
Grumman wrote:I assume you were using a plane-like ascent plan, judging by the wings and massed intakes. I know that this works - Scott Manley even managed to get his to Gilly and back - but I was trying something I hadn't seen tried before: burning to 13,000 meters and then using sheer momentum to get me close to orbit (100,000 meters) once the engines cut out.
Oh, very much so - I've actually looked at the approach you've taken before, but written it off as fuel-wasteful as I never was able to burn all of the jet fuel - and thus never hit the optimum TWR.
I've been using turbojet boosters for all my rockets for a while now. The nice thing about them is that they become more efficient if the TWR is bad, since they have more burn time. I haven't been brave enough to try lifting a seventy ton space station to orbit in a plane, but turbojet boosters can lift it to 15,000 meters no problem.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-24 05:37pm
by Grumman
Kerbal Space Program is patching, if anyone else was waiting for it.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-24 07:24pm
by Marko Dash
main site and forums crashed, that's always a good sign the next version is out. we've been crashing the download server almost every release since .14 it's almost tradition by now.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-24 07:26pm
by Zaune
And I can't play it until this heatwave dies down. Curses!

Oh, well, it's probably going to need a few bugfix updates anyway.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-26 09:11pm
by Imperial528
So, I decided to make a spaceplane prototype, aiming for what looks cool.

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I should've known this would happen.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-27 06:49pm
by TimothyC
That's a sign you are going too low - I'd trying pushing that up to no lower than 18km, maybe even higher- the turbos run better the higher and faster you go.

I'm really getting a feel for the new SAS/ASAS system in .21.1 - I like it better than the old one, although when flying it takes some retraining to stop turning the ASAS on and off when I change directions.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-27 08:49pm
by Vanas
On a similar note, I decided to christen v 0.21 with an aircraft flight. SAS changes seem to have made actually flying aircraft much easier, which is nice.

I'd stress though, that balancing going high enough not to burn and low enough to stay in the air is a tricky prospect when I'm flying.

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Re: Kerbal Space Program, Revisited.

Posted: 2013-07-27 09:30pm
by Imperial528
TimothyC wrote:That's a sign you are going too low - I'd trying pushing that up to no lower than 18km, maybe even higher- the turbos run better the higher and faster you go.

I'm really getting a feel for the new SAS/ASAS system in .21.1 - I like it better than the old one, although when flying it takes some retraining to stop turning the ASAS on and off when I change directions.
I was referring to the fact that it worked, actually, and that it has served as the basis for all my new planes.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-28 03:31am
by PeZook
Whoa the new mountains look great!

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-28 06:13am
by Vanas
Yeah, they seem to have updated the look of places... As soon as I get a working rocket, it'll be worth looking at the other planets.

In the meantimes, I've been messing around with airships to make crew recovery vehicles. Firstly, we paid a visit to the nearby airstrip which also seems to have picked up a graphical update. It was claimed in the name of SCIENCE.

Meanwhile, Melbin Kerman found a Monolith a couple of km from the Space Centre. Now we know where it is, SCIENCE teams will be deployed to work out how to get up to the floating object and poke it with sticks of varying composition.

Seeing an opportunity to test the CRV model, a Mark II was deployed to meet Melbin. Shortly afterwards, the Mk III was deployed to pick both of the crews up. This one seems to be a much more successful model than its predecessors.

In an attempt to get some publicity shots for SeffTech Crew Safety Systems, the MkIII was then driven straight through the vital airspace of the KSC with one pilot and four helpless passengers. Mission: Success!

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Re: Kerbal Space Program, Revisited.

Posted: 2013-07-28 06:18am
by PeZook
You know, I have an idea. Wait for it.

Waaait for it...

HYPERSONIC BLIMPS