• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
I finally managed to build a stable plane that's easy to control. I made a smooth landing and looked around some places. I put the brake on, but when I came back and touched the plane it suddenly started to accelerate backwards for no reason. Bill Kerman could not catch up with it =( [IMG]http://s10.postimage.org/9hgvap1iv/kerbal.png[/IMG]
Well fuck me. Before I left for the weekend, I tried to throw a probe into orbit around Kerbol (the star.) Apparently time accelerating too fast is not a good thing to do in this scenario, as nearly ALL of my Munar infrastructure was destroyed or thrown into a Kerbol orbit as well. Munbase Alpha = completely irradicated, COMSAT network gone, Kerbin Node thrown into orbit, everything gone, and the last time I backed up my persistent.sfs was before I installed the RemoteTech and CrewTank mods :suicide: Oh well, all that was a fucking mess anyways, in all my intelligence my Munbase was essentially on the fucking slope of a hill, and the Mun ComSats were a fucking deorbital pile of shit
I already have a ton of respect for those at NASA, but my recent endeavors have amplified respect by many magnitudes. Landing a rover, a completely self contained and remote controlled rover, on another celestial object is really fucking hard. I am on version 13 of the S.I.R.S. (Salazar Interplanetary Rover System) Versions 1-12 all failed for one reason or another. 1= Not enough fuel to reach sustainable Munar orbit, crashed into Mun 2= Decoupling issues resulted in useless and uncontrollable rover 3= Mechanical issue resulted in bizarre Kerbin orbit, decoupling test shows issue persists 4= Mechanical issue resulted in bizarre Munar orbit, decoupling test shows issue persists 5= Decoupling issue solved, orbit achieved, rover attitude control engines are off balance, no feasible control possible 6= Attitude control issue resolved, could not decelerate to survivable speed, rover crashed into Mun 7= Suddenly previous design is no longer valid, cannot achieve stable Kerbin orbit 8= Cannot achieve stable Kerbin orbit 9= Fuel extended, cannot achieve stable Kerbin orbit 10= Engine changed, cannot achieve stable Kerbin orbit 11= Engine changed again, Stable Munar orbit achieved, cannot decelerate to survivable speed, Rover crashed into Mun 12= Stable orbit achieved, lost radio contact with Rover, Rover crashed into Mun. Rover survived but in uncontrollable state PRE-LAUNCH PREP FOR SIRS13: ARRANGE MYRIAD OF FAILED SIRS ROCKETS IN RELAY PATTERN TO PREVENT LOSS OF RADIO CONTACT, STUDY ON GEOSYNCHRONOUS ORBITS NEEDED.
[QUOTE=S31-Syntax;37514946]I already have a ton of respect for those at NASA, but my recent endeavors have amplified respect by many magnitudes. Landing a rover, a completely self contained and remote controlled rover, on another celestial object is really fucking hard. I am on version 13 of the S.I.R.S. (Salazar Interplanetary Rover System) *ver1-12* PRE-LAUNCH PREP FOR SIRS13: ARRANGE MYRIAD OF FAILED SIRS ROCKETS IN RELAY PATTERN TO PREVENT LOSS OF RADIO CONTACT, STUDY ON GEOSYNCHRONOUS ORBITS NEEDED.[/QUOTE] I did something similar lol [img]http://puu.sh/11sEg[/img]
May we see shots of XII and XIII? I want to see why it went from 46KB to a mere 6KB in one revision!
This rocket here has made many successfull landings on the Mun, as well as Minmus with enough fuel to get back, and can land propulsively on larger planets such as Kerbin. I expect it to take me to the new planets in the coming update. [thumb]https://dl.dropbox.com/u/32047569/Janus VI.png[/thumb]
SIRS13 failed. Lost radio contact RIGHT as I was touching down. -sigh- Learned that the small radial thrusters from KOSMOS use RCS fuel instead of rocket fuel. So a total reconfigure was done for SIRS14. Here we go again!
[QUOTE=S31-Syntax;37516825]SIRS13 failed. Lost radio contact RIGHT as I was touching down. -sigh- Learned that the small radial thrusters from KOSMOS use RCS fuel instead of rocket fuel. So a total reconfigure was done for SIRS14. Here we go again![/QUOTE] I generally test these things [i]before[/i] official launch. In fact, I generally make about 5 "dummy" launches to ensure staging works properly, calculate TWR, burn times, and practice landing(since every lander is unique). I hate ending up in space with something faulty that either makes me abort mission or causes my kerbonauts to die horrible deaths.
[QUOTE=yawmwen;37516914]I generally test these things [i]before[/i] official launch. In fact, I generally make about 5 "dummy" launches to ensure staging works properly, calculate TWR, burn times, and practice landing(since every lander is unique). I hate ending up in space with something faulty that either makes me abort mission or causes my kerbonauts to die horrible deaths.[/QUOTE] Same here. It makes me feel more like a scientists if I have tests before going balls to the wall.
[QUOTE=yawmwen;37516914]I generally test these things [i]before[/i] official launch. In fact, I generally make about 5 "dummy" launches to ensure staging works properly, calculate TWR, burn times, and practice landing(since every lander is unique). I hate ending up in space with something faulty that either makes me abort mission or causes my kerbonauts to die horrible deaths.[/QUOTE] Pfft. pre-launch tests. SIRS15! LAUNCH!
[QUOTE=S31-Syntax;37517037]Pfft. pre-launch tests. SIRS15! LAUNCH![/QUOTE] you should be streaming this also taking bets
Why not test all the functions of the vehicle in orbit or on kerbin before sending it 11,000 KM to the moon? I enjoy crashing my spacecraft, but having petty errors like a part falling off halfway through the descent would drive me nuts after 2 flights.
My money's on SIRS19
[QUOTE=fox '09;37517071]Why not test all the functions of the vehicle in orbit or on kerbin before sending it 11,000 KM to the moon? I enjoy crashing my spacecraft, but having petty errors like a part falling off halfway through the descent would drive me nuts after 2 flights.[/QUOTE] The thing is, though, at this point? The SIRS [I]itself[/I] is fine. Its the communication infrastructure that needs a major overhaul. I keep losing contact at the absolute worst times... Mun intercept, orbit stabilization, final descent... The original COMSAT1 array I had setup around Kerbin has come out of sync and because of that, I can't get a constant connection to ground, and I should be able to contact ground control simply if I can point a sat at Kerbin. With this being said, COMSAT2 is being designed and launched into GeoSync orbit and I stuck some dishes on a Cart and parked it next to the Tracking Station to supplement Ground Control's range. SIRS15 is in stable Mun orbit until I can get a better comm network up.
[QUOTE=S31-Syntax;37517668]The thing is, though, at this point? The SIRS [I]itself[/I] is fine. Its the communication infrastructure that needs a major overhaul. I keep losing contact at the absolute worst times... Mun intercept, orbit stabilization, final descent... The original COMSAT1 array I had setup around Kerbin has come out of sync and because of that, I can't get a constant connection to ground, and I should be able to contact ground control simply if I can point a sat at Kerbin. With this being said, COMSAT2 is being designed and launched into GeoSync orbit and I stuck some dishes on a Cart and parked it next to the Tracking Station to supplement Ground Control's range. SIRS15 is in stable Mun orbit until I can get a better comm network up.[/QUOTE] Get a relay in polar orbit around the mun, and two in opposite, geosynchronous orbits around the equator. The polar one will always be able to see kerbin, and both of the two equatorial ones, which will cover almost the entire planet. That [I]should[/I] work.
I'd have set up sats in geosync around Mun, but the gravity well is smaller than the orbit required for geosync, so putting it at that altitude lets Kerbin catch it and pull it away. About to launch the 4th kerbin geosync sat
I'm using RemoteTech I prefer to not use too many 'command' satellites; I like a bit of a challenge. I hope to create a system that uses only Mission Command on Kerbin and then relays the signal out to the rest of the system. I'm working on a system that uses three evenly spaced non-geo relay satellites in a sub-munar orbit around kerbin; wide enough so that they can all see one another. One will always be able to see mission command and relay the signal to the other two. Then I'm trying to get the same system in orbit around the mun; three satellites so the one will always be able to see the Kerbin trio and relay the signal to the other two. Then, depending on the orbits of these three Munar satellites, I'll give them either satellite dishes or, if they're close enough to the Mun, antennas for Mun-wide, automatic wifi that doesn't need to be directed or set-up. These are all put in place using manned vehicles, nearly all of which are staying in orbit with the satellite. Obviously it's not ideal; there will be issues with the signal travel time varying depending on the relative positions of all the satellites. But for a non-mechjeb ghetto system it's gonna work pretty well. I wish RemoteTech showed distances in meters instead of kilometers; it's hard trying to do mental maths to figure out if my satellites are going to be out of range of one another [editline]3rd September 2012[/editline] [QUOTE=S31-Syntax;37517944]I'd have set up sats in geosync around Mun, but the gravity well is smaller than the orbit required for geosync, so putting it at that altitude lets Kerbin catch it and pull it away. About to launch the 4th kerbin geosync sat[/QUOTE] You could have satellites in geosync if you had them at the same distance from Kerbin as the Mun but a bit ahead or behind the Mun's orbit. It's a pretty small range for geosync but useful for some things perhaps
Quick little update for kerbalnet, things have been moving smoothly since launch 4 days ago and a bunch of new features have been added and modified. First of we have a new rating box as part of the package details renovations, unlike the old box this one now visually blocks users who aren't logged in from voting. [img]http://puu.sh/11xhE[/img] [img]http://puu.sh/11xl1[/img] Secondly package details is being streamlined into a true quick glance description. It shows quickly what the pack contains (using the category system) at the moment. It also shows the minimum required version of KSP to run it (which is a new addition to the mod authors control panel). [img]http://puu.sh/11xne[/img] Some other data will be going in the package details box such as number of mod downloads and when it was last updated. Descriptions have been moved to under the feature image in preparation for the dedicated changelog box which is coming along nicely. Thanks for everyone's support for the site so far, we still want more content so if you have any craft files you think other people will enjoy then by all means upload them, plus if you know a mod developer or are one yourself then we'd love to see your stuff too. Oh and we hit 500 total downloads :D
Okay, we have 4 sats in a 200km orbit for mun... 3 sats in geosync with kerbin... and a backup sat around mun at about 2000km... We can do this. SIRS15, Deploy rover. [editline]3rd September 2012[/editline] We can't do this. SIRS15 for some reason had no attitude control. SIRS16, launch
[QUOTE=LordCrypto;37512346]please discuss ksp tia[/QUOTE] KSP. There, I did it. Bye bye...
[QUOTE=subenji99;37516411]May we see shots of XII and XIII? I want to see why it went from 46KB to a mere 6KB in one revision![/QUOTE] Oh boy they are uhh... they're quite something. One, sec uploading. [editline]3rd September 2012[/editline] okay this was a long time ago, and honestly i don't remember either of them but... [t]http://puu.sh/11zWO[/t] [t]http://puu.sh/11zVZ[/t] i'm 99.99% sure that The Mbbird XIII was NOT finished
SIRS16 detonated several times on the pad before I solved [I]that[/I] issue. Then the rover crashed into the mun. Not enough deceleration, too much lateral motion, poor attitude control. SIRS17... here we go. Odds for SIRS19 are looking pretty good. Whats in the Pot so far for that? [editline]3rd September 2012[/editline] Fuckit new plan. Use the probe that carries the rover, to land the rover. We will land this shit [I]tonight.[/I] [editline]3rd September 2012[/editline] Ahhhh there we go! That rover is safely roving around on Mun! ...and the tank+thrusters I have on it is collapsing the suspension. no matter, seems to drive fine witho- and 3 of the engines exploded and we're on our side. Kay, we got this, use the remaining engine... to spin... us... and there! on our wheels. And we're lighter now! Oh and the probe I used to land it would have been able to re-launch just fine if the KOSMOS solar panels I put on it [I]actually collected energy like I was led to believe.[/I]
Are there any good satellites that work in this version? I found like 1-2 but they won't load. on start up.
[IMG]http://i.imgur.com/wyibB.jpg[/IMG] fireee!! [IMG]http://i.imgur.com/CHLpy.jpg[/IMG]
has swebonny gone too far
Soo are there any addons that allow me to refuel my bird? What about docking parts together?
[QUOTE=Swebonny;37521664]img[/QUOTE] Now add the lazor plugin to them and make homing missiles.
[QUOTE=Maucer;37521705]Soo are there any addons that allow me to refuel my bird? What about docking parts together?[/QUOTE] This mod here allows you to transfer fuel between crafts <2000m from each other. [url]http://kerbalspaceprogram.com/forum/showthread.php/16258-0-16-Fuel-Transfer-Mod[/url] Docking will be added in the game later I've heard. [editline]3rd September 2012[/editline] [QUOTE=ultradude25;37521881]Now add the lazor plugin to them and make homing missiles.[/QUOTE] That thing looks so complex, I have no idea what it is.
The SR-81 Kerbal Albino Bird "Albert" V1 is the first Subsonic plane to reach stable mach 2 using only atmospheric engines. However even though airflow is near optimal, the engine efficiency is quite bad. Any tips? [IMG]http://img267.imageshack.us/img267/4256/49863605.png[/IMG]
So infinite fuel and aiming roughly where your target will be , and then adjusting your speed enroute depending on how close your projected orbit is to your rough guess of where your target will be gets you places [B]really fast[/B].
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