cRPG

Other Games => ... and all the other things floating around out there => Topic started by: Largg on April 08, 2013, 01:12:11 pm

Title: Kerbal Space Program
Post by: Largg on April 08, 2013, 01:12:11 pm
I'm surprised I couldn't find anything about this great game.

It's essentially a sandbox space traveling game. Design your plane/rocket and launch it into space. Set in fantasy planet called Kerbin (equivalent for Earth) inhabited by kerbals you take the lead of their space program. First, just getting rockets on steady parking orbit is a challenge, let alone traveling and landing on the other celestial bodies. Game has quite steep learning curve but after some time and few guides you'll get the hang of it. Strangely I find this game almost impossible to play properly without some sort of guide. This might change in the future.

Even though the space travel is the main focus I've spent countless of hours just designing brainless stuff in the sandbox mode. Yeah, you can create a tank shooting projectiles or a drag racer doing quarter miles. Then, if you like you can also try haul them to other planets and see how they perform. Might not be such an easy task though. There is also a very large modding community and they add A LOT to the game. I keep being amazed just how far can the mods stretch the original boundaries.

Game is in alpha but it still is very playable. New patches are released with a cycle of roughly few months. It is on Steam as an early release and I think there should be a demo version too available at their website.

Here's just few nice screens to show what it can be like. Not courtesy of me, they are participants of a contest.
Large images!
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Title: Re: Kerbal Space Program
Post by: Kafein on April 08, 2013, 01:31:20 pm
I've heard this is super fun :D
Title: Re: Kerbal Space Program
Post by: Overdriven on April 08, 2013, 02:19:33 pm
I have it. Haven't played it in a while though. I found the funnest thing was designing weird space ships or enormous ones and just seeing how elaborate a design you can come up with that will actually make it in to space. I had some beastly ships at some points. The getting into space part is easy though, the hard part is getting things into orbit and landing on stuff successfully. My one and only mission to the moon ended in utter failure as I misjudged my speed and crashed into the surface. I kind of gave up after that because it takes a lot of effort to do it.

If they've added it to steam I may have to dig my serial key out and give it another go. It's been probably almost a year since I last tried it.
Title: Re: Kerbal Space Program
Post by: Tibe on April 08, 2013, 02:28:56 pm
Well I pirated it. Id say it was an okay game. Theres quite alot of info about it in Steam. Hardly any anywere else.
Title: Re: Kerbal Space Program
Post by: Largg on April 08, 2013, 03:13:38 pm
I have it. Haven't played it in a while though. I found the funnest thing was designing weird space ships or enormous ones and just seeing how elaborate a design you can come up with that will actually make it in to space. I had some beastly ships at some points. The getting into space part is easy though, the hard part is getting things into orbit and landing on stuff successfully. My one and only mission to the moon ended in utter failure as I misjudged my speed and crashed into the surface. I kind of gave up after that because it takes a lot of effort to do it.

If they've added it to steam I may have to dig my serial key out and give it another go. It's been probably almost a year since I last tried it.

This is one of the few single player games that I've managed to GTX. Once when I was trying to land on the Mun for the first time. Second was with the orbital rendezvous and docking. Both were because I didn't understand the information game gives you. I still have nightmares about the first landing on the Mun without using retrograde marker. After about dozen of quick loads I miraculously managed to land on feet after spinning wildly. I even have a screen of it. Too bad I forgot the ladder  :D

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Title: Re: Kerbal Space Program
Post by: Overdriven on April 08, 2013, 03:39:02 pm
Haha nice! I will have to read some more guides. Looks like they've added a few since I last played it. I'm sure there are more mods as well because when I first played they were a little limited.
Title: Re: Kerbal Space Program
Post by: Bjord on April 08, 2013, 03:58:09 pm
The sci-fi nerd inside me cried tears of joy when I saw this.
Title: Re: Kerbal Space Program
Post by: Overdriven on April 08, 2013, 04:16:27 pm
Checked out the website. They've done a lot of work since I last played. A proper wiki, a decent mod section and all sorts. Before everything was fairly erraticly compiled on the forums. Should make things easier  :)
Title: Re: Kerbal Space Program
Post by: Teeth on April 08, 2013, 04:32:17 pm
I have this game, always planned to go a little deep into this, but I kinda forgot about it. My biggest accomplishment has been a landing on Mun and return from there. That was done in a haphazard trial and error way though. Thanks for reminding me of this game, I'll go play it again. See if I can get Jebediah to Jool and back.
Title: Re: Kerbal Space Program
Post by: Dezilagel on April 08, 2013, 05:14:17 pm
This game is amazing.

I'm currently designing a "mothership" of sorts in medium-low orbit which is going to be both a fuel depot, hangar bay and an assembly station for future missions.

But before that I got to send a rover rescue mission to the mun where Jeb got stranded a long way from his landing pod due to me not knowing about the backpack fuel limit :oops:
Title: Re: Kerbal Space Program
Post by: Teeth on April 08, 2013, 05:22:11 pm
Wow I am amazed at what they added since I last played. Fucking Space Stations man!
Title: Re: Kerbal Space Program
Post by: Casimir on April 08, 2013, 06:18:07 pm
This looks cool but im totally waiting for a steam sale before i buy.
Title: Re: Kerbal Space Program
Post by: donib on April 08, 2013, 07:08:52 pm
Been to the moon, seen it.

Would actually be really cool and worth playing if i would bother to use actual physics and formulas with Kerbal variables to calculate a proper moon mission, with right amount of fuel, rocket weight, right time to launch, the right orbit/route.

Played it in the really early versions, curious what they have added now.
Title: Re: Kerbal Space Program
Post by: Ronin on April 08, 2013, 07:24:04 pm
Kebab Sebze Közleme
Title: Re: Kerbal Space Program
Post by: Largg on April 09, 2013, 08:35:43 am
This game is amazing.

I'm currently designing a "mothership" of sorts in medium-low orbit which is going to be both a fuel depot, hangar bay and an assembly station for future missions.

But before that I got to send a rover rescue mission to the mun where Jeb got stranded a long way from his landing pod due to me not knowing about the backpack fuel limit :oops:

Same here, orbiting fueling station comes amazingly useful for long distance travels. I guess you *could* launch a massive rocket with adequate fuel but they really start getting retarded sizes and launches are a pain in the ass with the 5 frames per second. Here's a screen of mine, I haul new tanks every now and then when they get depleted. Might do a new one with less parts in future, I'm getting major performance loss near that thing.

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Been to the moon, seen it.

Would actually be really cool and worth playing if i would bother to use actual physics and formulas with Kerbal variables to calculate a proper moon mission, with right amount of fuel, rocket weight, right time to launch, the right orbit/route.

Played it in the really early versions, curious what they have added now.

There's plenty of information available these days, I think you should be able to calculate amount of delta/v needed. Mods such as Mechjeb show the given delta/v for each stage you have on your ship.
http://wiki.kerbalspaceprogram.com/wiki/Kerbin (http://wiki.kerbalspaceprogram.com/wiki/Kerbin)

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By the way anyone giving this game a serious try should try the Mechjeb mod available here: http://kerbalspaceport.com/mechjeb/ (http://kerbalspaceport.com/mechjeb/)
I think it is the one mod even the "I want to play vanilla" -guys should have. Adds a lot useful features like autowarp to next node and lots of information that you would otherwise have to be measuring with a ruler on your screen.
Title: Re: Kerbal Space Program
Post by: Overdriven on April 09, 2013, 11:10:04 am
Made myself a reliable orbital ship as it were. If I ever need to put stuff into orbit I know I can comfortably now. Although it took a few failed attempts mostly because after 4-5 tries I only then read about the manoeuvre tool (wasn't there last time I played). Makes things 10x easier.

Anyway my first ugly arse satellite is now happily orbiting around:

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Title: Re: Kerbal Space Program
Post by: Vammo75 on June 28, 2013, 08:37:29 pm
Just thought I would necrobump this thread with a few pics. Epic game btw (and the modding scene is fantastic).

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On Duna with a Soyus lander

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Building MIR

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Building an unusual space station

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Landing a very large rover on the Mun
Title: Re: Kerbal Space Program
Post by: Kafein on June 29, 2013, 08:23:22 pm
It took me several frontal crashes at 300m/s then out of nowhere I managed a perfect Mun landing and return. But my rocket was really huge so I guess I'm doing something wrong.
Title: Re: Kerbal Space Program
Post by: Nehvar on June 29, 2013, 08:27:54 pm
I think the best part of this game is the videos from Robbaz.
Title: Re: Kerbal Space Program
Post by: Casimir on September 28, 2013, 03:00:09 pm
so you think you can ksp?

Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on December 19, 2013, 03:42:56 pm
BUY IT! 0.23 patch is up. Career mode is up. Trillion mods are available. Huge friendly community. Endless creativity. Tons of nerdy fun.
 
Christmas is upon us, and one might expect a good offer on steam. Don't miss this title!
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on December 26, 2013, 01:22:04 am
My 50t engineering masterpiece:

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 :mrgreen:


Title: Re: Kerbal Space Program
Post by: Kafein on December 26, 2013, 12:55:03 pm
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This looks like it's straight from X3
Title: Re: Kerbal Space Program
Post by: Vammo75 on December 27, 2013, 04:57:10 pm
Unmanned moon landing and return in career mode.

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To minimus with in the career mode.

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Title: Re: Kerbal Space Program
Post by: Life on December 27, 2013, 05:09:17 pm
you have to buy this game now?? damn.
Title: Re: Kerbal Space Program
Post by: Kafein on December 27, 2013, 07:11:49 pm
Unmanned moon landing and return in career mode.

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To minimus with in the career mode.

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Wait, your minmus rocket is made entirely of boosters ?
Title: Re: Kerbal Space Program
Post by: Vammo75 on December 27, 2013, 08:21:45 pm
^^ No, 6 liquid fuel engines in the first stage and 1 in the second stage (I copied the Russian Soyuz design). I had only researched the 1,25 m fuel tanks and the smallest 2,5 m tank at that time (I used the 2,5 m tank as ballast for my lander).

The rocket works well for both Mun and Minimus landings.
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on December 27, 2013, 09:29:10 pm
I tend to overcomplicate things a lot more, may be because of all the mods :) And i don't play the career mode - i smoke good number of joints, and start messing with parts 8-)

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Title: Re: Kerbal Space Program
Post by: Thomek on December 28, 2013, 02:45:15 am
lol NOW i see this thread..!

http://imgur.com/a/VLy8y (http://imgur.com/a/VLy8y)

I also build rovers..

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Title: Re: Kerbal Space Program
Post by: Vammo75 on December 28, 2013, 12:24:45 pm
Here are my career mode rovers and dropship.

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Title: Re: Kerbal Space Program
Post by: Polobow on December 28, 2013, 02:01:25 pm
I'm always amazed to see constructions of kerbal space program... whenever I start it up, go build something, it always just... fails. It's complex.
Title: Re: Kerbal Space Program
Post by: Kafein on December 30, 2013, 04:26:49 pm
I successfully landed on Mun with plenty surplus fuel and only explored one biome qq

It seems rocket parts "stick" to each other much better than last time I played. I had few structural problems even with very long rockets.
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on December 30, 2013, 05:27:33 pm
I successfully landed on Mun with plenty surplus fuel and only explored one biome qq

It seems rocket parts "stick" to each other much better than last time I played. I had few structural problems even with very long rockets.

My latest 200t beast! ( Removed payload side fairings to reveal the satelite :) )

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At some point, i always have to use struts - either to prevent side-tanks from swaying from side to side, or to prevent a 1500kN engine from plowing my entire rocket on launch :) But you can get a mod to make it more stable:

http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v1-6-Properly-Rigid-Part-Connections-12-29 (http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v1-6-Properly-Rigid-Part-Connections-12-29)

From mod description:

"Tired of crazy wobbling making building your large rockets impossible?
Irritated that even though your large rocket stack is strong enough to handle the engine, you need to place struts between connected fuel tanks and engines to keep it from sliding all over the place?
Would you believe that the the rocket below has NO STRUTS, but flies perfectly rigidly?
"

I might get this installed, since i want to cut down on the number of parts in my rockets :) At around 400 parts, i am starting to get FPS issues at launch, so dropping a spiderweb of struts might help with that issue. Although I am used to "strutting" everything at this point, so re-learning the pressure limitations might be annoying... But yeah, check out all the great mods out there! My list so far ( they all work well together! ) :

(click to show/hide)
Title: Re: Kerbal Space Program
Post by: Kafein on December 30, 2013, 05:48:43 pm
My latest 200t beast! ( Removed payload side fairings to reveal the satelite :) )

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At some point, i always have to use struts - either to prevent side-tanks from swaying from side to side, or to prevent a 1500kN engine from plowing my entire rocket on launch :) But you can get a mod to make it more stable:

http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v1-6-Properly-Rigid-Part-Connections-12-29 (http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v1-6-Properly-Rigid-Part-Connections-12-29)

From mod description:

"Tired of crazy wobbling making building your large rockets impossible?
Irritated that even though your large rocket stack is strong enough to handle the engine, you need to place struts between connected fuel tanks and engines to keep it from sliding all over the place?
Would you believe that the the rocket below has NO STRUTS, but flies perfectly rigidly?
"

I might get this installed, since i want to cut down on the number of parts in my rockets :) At around 400 parts, i am starting to get FPS issues at launch, so dropping a spiderweb of struts might help with that issue. Although I am used to "strutting" everything at this point, so re-learning the pressure limitations might be annoying... But yeah, check out all the great mods out there! My list so far ( they all work well together! ) :

(click to show/hide)

That's one ugly bitch. Thanks for the info though
Title: Re: Kerbal Space Program
Post by: AntiBlitz on December 30, 2013, 06:37:24 pm
My latest 200t beast! ( Removed payload side fairings to reveal the satelite :) )

At some point, i always have to use struts - either to prevent side-tanks from swaying from side to side, or to prevent a 1500kN engine from plowing my entire rocket on launch :) But you can get a mod to make it more stable:

http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v1-6-Properly-Rigid-Part-Connections-12-29 (http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v1-6-Properly-Rigid-Part-Connections-12-29)

From mod description:

"Tired of crazy wobbling making building your large rockets impossible?
Irritated that even though your large rocket stack is strong enough to handle the engine, you need to place struts between connected fuel tanks and engines to keep it from sliding all over the place?
Would you believe that the the rocket below has NO STRUTS, but flies perfectly rigidly?
"

I might get this installed, since i want to cut down on the number of parts in my rockets :) At around 400 parts, i am starting to get FPS issues at launch, so dropping a spiderweb of struts might help with that issue. Although I am used to "strutting" everything at this point, so re-learning the pressure limitations might be annoying... But yeah, check out all the great mods out there! My list so far ( they all work well together! ) :

(click to show/hide)

i have always wanted this game, but i missed the steam sale :(.  Whats your pc look like to be getting fps issues? id surely not wanna run into the same issues, im just curious.
Title: Re: Kerbal Space Program
Post by: Vammo75 on December 30, 2013, 06:59:23 pm
It seems rocket parts "stick" to each other much better than last time I played. I had few structural problems even with very long rockets.

I only get that problem when I build vanilla 2,5 m rockets. I think the fuel tanks are too heavy for the decouplers when you build tall rockets. Tall 1,25 m rockets work fine. Squat 2,5 m rockets work without breaking at random.

Here is my aborted career trip to EVE (Eve's gravity was too much for my lander. The fuel tank and legs fell off when the parachutes opened: I should of strutted).

Building the mother ship in earths orbit:
Sending the fuel tanks into orbit
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Refueling the fuel tanks
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Docking the fuel tanks
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Flying to Eve
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In Eve's orbit
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Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on December 30, 2013, 07:14:28 pm
i have always wanted this game, but i missed the steam sale :(.  Whats your pc look like to be getting fps issues? id surely not wanna run into the same issues, im just curious.

GTX 670 1019 Mhz
8 GB RAM
i7 920 2.67Ghz
Win 7

At 400+ parts, FPS drops under 30. Not a critical game-breaking lag, but i like when things are going smooth... Using Windowed borderless 1920x1080, since i also run music/youtube, and such. So there is place for improvement there. When a rocket explodes - all the parts come into motion, so it always lags during major launch-phase disasters.

EDIT:


Flying to Eve
(click to show/hide)


It is... It is beautiful!..

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Title: Re: Kerbal Space Program
Post by: Vammo75 on December 30, 2013, 07:58:15 pm

It is... It is beautiful!..


Building it was surprisingly easy (good tip for docking is have lots of lights and lots of RCS).
It isn't easy to fly: everything wobbles (more struts needed maybe).
I found/worked out after I built it that the right and left engines destroy the craft if switched on: in the spirit of KSP :)
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on December 30, 2013, 08:09:56 pm
Building it was surprisingly easy (good tip for docking is have lots of lights and lots of RCS).
It isn't easy to fly: everything wobbles (more struts needed maybe).
I found/worked out after I built it that the right and left engines destroy the craft if switched on: in the spirit of KSP :)


Check out this mod:

http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System-%28KAS%29-0-4-5-Struts-pipes-part-containers-and-more-%280-23%29 (http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System-%28KAS%29-0-4-5-Struts-pipes-part-containers-and-more-%280-23%29)
This mod introduce new gameplay mechanics by adding winches, hooks (magnet/grappling hook/anchor), containers, grabbable & attachable parts and constructable struts and pipes.

Mod make it possible to pre-attach strut connection points to multiple parts, in order to be manually connected ( via IVA interface / FPS style : ) in orbit. So in other words, you can attach struts in space!

That's one ugly bitch. Thanks for the info though
   
OH!... HOW.. HOW DARE THEE?! It is a masterpiece of Kerbal science and engineering! Here is a short demonstration of staging, at low altitude with mostly empty tanks. ( and dont mind the ending, it's just the side engines took off when separated, and went down crushing the satellite - it does no happen above the atmosphere :) )

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Title: Re: Kerbal Space Program
Post by: Vammo75 on December 30, 2013, 08:59:07 pm
Check out this mod:

Mod make it possible to pre-attach strut connection points to multiple parts, in order to be manually connected ( via IVA interface / FPS style : ) in orbit. So in other words, you can attach struts in space!
   

I haven't looked at mods since 0.2 (it broke my game and I had a hiatus until 0.22 brought in career) and I used KAS a lot then it is a great mod. The pre-attach strut thingy must be a new but definitely useful addition.

I bought the game as soon as it came out on stream and modded it two days after and never really played vanilla. The career mode gives me an excuse to step up to the challenge.
Title: Re: Kerbal Space Program
Post by: Casimir on December 31, 2013, 03:05:28 am
i have always wanted this game, but i missed the steam sale :(.  Whats your pc look like to be getting fps issues? id surely not wanna run into the same issues, im just curious.

Its on sale today!
Title: Re: Kerbal Space Program
Post by: AntiBlitz on December 31, 2013, 06:23:11 am
Its on sale today!

ya but its kind of shitty sale, only 40%, hell, if i did end up buying it, it would go 80% off next week cuz thats just my luck.  I can withstand not playing it, for a few weeks or months to get it cheaper.  I'll just hang on and ride out for the next sale of it.
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on January 03, 2014, 01:02:28 am
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I present to you! The Latest! The Greatest! The most sophisticated craft built by Kerbal engineers to this day!

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"ATROCITY" CLASS
3 STAGE ROCKET SYSTEM


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Title: Re: Kerbal Space Program
Post by: AntiBlitz on January 03, 2014, 01:12:31 am
ur avatar just looks so excited to had seen his creation taking off.  Staring so hard
Title: Re: Kerbal Space Program
Post by: Kafein on January 03, 2014, 12:12:16 pm
MORE POWER

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Title: Re: Kerbal Space Program
Post by: Fips on January 03, 2014, 09:10:40 pm
This game is in indeed very awesome. I lold many times when i observed how my genius constructions turned out to be complete trash and crashed within a few kilometers.
Although i do have some problems with the building mechanics. Sometimes when i want to connect fuel to fuel and it's a little crowded it always wants to deploy it with the fuel container that is right or left from it, instead of the one above it.

And those fuel struts make everything so much better, best upgrade right after the science stuff.
Title: Re: Kerbal Space Program
Post by: Kafein on January 03, 2014, 09:55:23 pm
Yeah I think they went a little overboard with how science limits even basic stuff. It's true that makes things easier for beginners though.
Title: Re: Kerbal Space Program
Post by: Thomek on January 03, 2014, 10:56:36 pm
Nukes and Aspargus rockets are for pussies. Real rockets don't use Aspargus staging or nukes.. :)

Title: Re: Kerbal Space Program
Post by: Kafein on January 03, 2014, 11:00:43 pm
What do you mean by nukes ? Also mine is asparagus-free
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on January 03, 2014, 11:51:13 pm
Nukes and Aspargus rockets are for pussies. Real rockets don't use Aspargus staging or nukes.. :)

Taken from "Top 10 Rockets of 2013" article of "Kerbal Science" magazine:

-------------------------------------------------------------

"... Intricate staging mechanism, is a crucial element, behind "Atrocity" class rockets's huge success! Stability of construction elements, and secure stage separation, are achieved by implementing a cutting-edge "Delayed Separation" technique: few seconds before the ignition of solid fuel separators, struts are being detached from the tiny radial decouplers. Weighting just under 50.000 kg, this marvel of modern Kerbal science, is capable of delivering up to 12.000 kg into 95 km orbit!

-------------------------------------------------------------

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Title: Re: Kerbal Space Program
Post by: Andswaru on January 04, 2014, 12:29:39 am
lala mispost
Title: Re: Kerbal Space Program
Post by: Artyem on January 04, 2014, 01:13:47 am
Even though I FUCKING SUCK at this game, it is still amazingly fun.
Title: Re: Kerbal Space Program
Post by: Artyem on February 14, 2014, 09:14:35 am
"Landed" a probe on Eve today.

Well, it was actually supposed to orbit Eve and run a few exams in it's lower and higher orbit, but I miscalculated and burned prograde too much.  FYI the purple is all liquid, don't try to land on it.
Title: Re: Kerbal Space Program
Post by: Sniger on February 17, 2014, 04:34:19 pm
you may enjoy my mates screenshots :)

http://steamcommunity.com/profiles/76561197969567087


its private :( ill ask him to make them public
Title: Re: Kerbal Space Program
Post by: BlindGuy on February 17, 2014, 04:57:14 pm
mAYBE Ill link my steam screenshots: Ive been all over, and Rogue, Bobby, Grubby Fingers and I played around on multiplayer mod too. Using stock parts to make interstellar war on each others space stations is always good XD

EDIT: things to make this getting anything into space, easily:

1. MORE POWER. Blast thru that pesky atmosphere as powerfully as you can.

2. Balance: no matter how much gear your haulin for your proposed mission, try to keep it centered over thrust

3. Straight up untill 12K, then arc to 45 degrees elevation, heading 90, or EAST. This will always be fastest way to space.

4. 150 m/s: Go over this while in thick atmosphere your wasting fuel, under it you need more boost.

With those rules I put anything you want in space, its just a question of how many rockets will it take. Remember: there no such things as too many rockets. (That said, I make everything as small as possible, I send Jeb to the Mun and back safely with a 7 part 2 stage rocket.)
Title: Re: Kerbal Space Program
Post by: Casimir on February 18, 2014, 02:35:28 am
80% of the time my rockets explode on the launch pad :(
Title: Re: Kerbal Space Program
Post by: Artyem on February 18, 2014, 03:31:45 am
I successfully landed Jebediah on the moon, but quickly realized that I didn't have the fuel to get him back.  Took me awhile to build a return ship for him, but at least he got back safe and sound lol

ALSO, I had a 3 man team in a space lab orbiting Kerbin appropriately titled the "NoReturn Science Lab"

took me about four days to get them back, but that's how I learned how to set up a space rendezvous.

Some good mods to download for anybody interested in this game:

 KW Rocketry  (http://kerbalspaceport.com/0-18-1-kw-rocketry-overhauled/)

Adds a lot of new items to build with and is fully incorporated into the research tree.  Many new fuel tanks, engines, solid fuel boosters, and even stage fairings.

 L-Tech Science Pack  (http://kerbalspaceport.com/0-22-l-tech-external-camera-science-only/)

Adds a good number of new science items.  Cameras, radiation sensors, new science labs, storage bins, etc.  I like this mod because it gives your probes a more realistic purpose, like photographing the surface of planets / moons.

 Kerbal Attachment System  (http://kerbalspaceport.com/0-18-2-kas-kerbal-attachment-system-v0-1/)

Really meant for advanced players, but it lets you build and work with tools and parts with an EVA Kerbal.  Moon bases are cool.

 Crew Manifest  (http://kerbalspaceport.com/18-1-kerbal-crew-manifest/)

Lets you create Kerbals and transfer them between different ships.  You can also add / remove Kerbals before a launch.

Those are the ones I use, and I'm sure some people will suggest Mechjeb, but I find that it makes the game far too easy.  I like the challenges that come with doing shit manually.

Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on March 09, 2014, 07:57:28 pm
Kerbin-to-Mun orbiter "Unrelenting"

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Max crew: 5
Max crew autonomous flight time: 385 days
Mass: ~50.000
Comm. Range: 50.000 km
Max thrust: 28
Xenon gas: ~50.000 units
Max El. Charge: 192/s
Number of Docking ports: 1 L, 2 M, 1 S

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Title: Re: Kerbal Space Program
Post by: Rogue on March 10, 2014, 03:14:52 pm
My Eve Mission Ship after orbital assembly and refueling:
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Eve aerocapture:
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Atmospheric probe entry:
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Jebediah Kerman, first Kerbal on Eve!
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Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on March 25, 2014, 01:00:42 am
Mün Base - 1

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Max crew: 6
Max crew autonomous flight time: ~125 days
Mass: ~60.000
Comm. Range: 90.000 km
Max thrust: 360

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Title: Re: Kerbal Space Program
Post by: Molly on April 17, 2014, 11:49:01 am
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Title: Re: Kerbal Space Program
Post by: Thomek on April 17, 2014, 12:46:42 pm
Whats funny is that not even the folks at NASA understood orbital mechanics properly in the 60's..

"First attempt failed[edit]
The first attempt at rendezvous was made on June 3, 1965, when US astronaut Jim McDivitt tried to maneuver his Gemini 4 craft to meet back up with its spent Titan II launch vehicle's upper stage. McDivitt was unable to get close enough to achieve station-keeping, due to depth-perception problems, and stage propellant venting which kept moving it around.[3] Mostly however, the Gemini 4 attempts at rendezvous were unsuccessful largely because NASA engineers had yet to learn the orbital mechanics involved in the process. Simply pointing the active vehicle's nose at the target and thrusting won't do. If the target is ahead in the orbit and the tracking vehicle increases speed, its altitude also increases, actually moving it away from the target. The higher altitude then decreases velocity, putting the tracker above and behind the target. The proper technique requires changing the tracking vehicle's orbit to allow the rendezvous target to either catch up or be caught up with, and then at the correct moment change to the same orbit as the target with no relative motion between the vehicles.[4]

As GPO engineer André Meyer later remarked, "There is a good explanation for what went wrong with rendezvous." The crew, like everyone else at MSC, "just didn't understand or reason out the orbital mechanics involved. As a result, we all got a whole lot smarter and really perfected rendezvous maneuvers, which Apollo now uses."

—[4]"
Title: Re: Kerbal Space Program
Post by: Kafein on April 17, 2014, 05:50:12 pm
In their defense, orbital physics are unintuitive, which is 90% of the fun in KSP.
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on April 19, 2014, 03:47:17 pm
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(click to show/hide)

3 x Propeller Engines
3 x Jet Engines

Max crew: 1
Wet Mass: ~25.000
Liquid fuel: 1820
Cruising speed at low altitude: ~350 m/s
Cruising speed at 10km: ~600 m/s
Top speed at 20km: ~1300 m/s

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----------------------------------------------------------------
Mods used ( all compatible with latest patch 23.5 ):

Ferram Aerospace Research (http://kerbalspaceport.com/ferram-aerospace-research/)

Kerbal Aircraft Expansion (http://forum.kerbalspaceprogram.com/threads/76668-0-23-5-Kerbal-Aircraft-Expansion-%28KAX%29-v1-4)

Procedural Wings (http://forum.kerbalspaceprogram.com/threads/29862-0-23-Procedural-Dynamics-Procedural-Wing-0-7)

EDIT:

Sad news in Kerbin Space Center: Bill passed away in tragic accident during a flight-test of an ultralight single engine propeller aircraft.

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22 G was few Gs too much for poor Bill...
Title: Re: Kerbal Space Program
Post by: Kafein on April 21, 2014, 11:42:13 am
I hope cleaning the interior afterwards wasn't too painful. Dying of 22G must have fabulous consequences.
Title: Re: Kerbal Space Program
Post by: BlindGuy on April 28, 2014, 06:44:07 am
I could totally work for NASA after I safely got Jeb Kerman to all the major planets and moons ( and back of course, that drop back to the surface is the nectar in this sweet game). Orbital link-ups? no problem! Docking even as we plummet together with the parent craft into a planet? No problem. Jeb safely rides the parachutes back to safety clutching samples from all over the solar system? NO problem! This was before the asteroids tbh, havent played in years. Jeb Kerman for president tho, he is a hero whose valour and confidence never even wavered.
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on February 06, 2015, 06:13:06 am
Have been grinding Temperature Measurement and Kerbin Exploration missions, so had to make an efficient aircraft capable of long distance flights to get EVA reports and surface samples, along with ability to climb 20km+ to get Crew reports.
 
Sounds easy enough, but using Ferram Aerospace Research mod makes larger aircrafts very unstable in thin atmosphere, and smaller planes burn fuel long before reaching their target.
 
After many attempts, various engine combinations and tedious balancing i have finally achieved my goal! This hybrid jet/rocket aircraft was capable of completing every mission of the two types mentioned above, has shown a remarkable flight stability even in a x4 speed mode, has a perfect balance of center of lift and RCS Torque against wet/dry mass, along with a simple and cheap construction.

It is somewhat sensitive to "maneuver-stress" in lower altitudes at high speeds, but it is to be expected of a craft with its weight and length ratios.
 
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RCS Torque 0.002 kNm
Wet/Dry center of mass offset 0.05m
 
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Rocket engine is used to rapidly climb to high altitudes, as a standard jet engine has way too little thrust. A plane of this size is unable to reliably use the lifting force of it's wings above ~15km, so stalling was always a risk even with minor control mistakes when i was using jet engines alone. RCS is needed for reliable maneuvers at peak altitudes.
 
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Landing gear and wings are made of parts from Kerbal Aircraft Expansion, Jet engines taken from Karbonite mod, RCS thrusters are from RLA Stockalike mod, and the rest of the parts are stock.
I hate stock wing selection, they seem to have different textures and do not match well together... These jet engines have similar stats to stock jets, but can be mounted at 90' and save me some money, along with making the weight balancing easier. I like these custom RCS thrusters because they have fewer nozzles, and save me fuel by not expanding it in useless directions ( i only need them for pitch and roll control, so forward and backward nozzles would be wasting the gas ).

I have used a "struted" version for the missions, but it looks uglier :)
Title: Re: Kerbal Space Program
Post by: Thomek on February 06, 2015, 03:43:45 pm
Just installed FAR, but haven't tried it yet.

My best non-FAR ssto:

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Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on February 06, 2015, 09:01:20 pm
Just installed FAR, but haven't tried it yet.

My best non-FAR ssto:

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Looks nice and clean! :) Can you drop the ship's file, so i can test it with FAR and Deadly Re-entry?
I expect to burn through most of the fuel before even leaving the atmosphere... May be if i switch the cargo-hold with a fuel tank?..

Is it easy to land? TBH i have never made a successful FAR SSTO without using any staging :) I am was only able to make a vertical launch and "normal" aircraft landing, while dropping the used rocket stage when reaching space.

Btw, do you have any other moded parts on it? Or only the "utilities" like that Air-intake balancer and K-Engineer?

EDIT:

 THe cargohold is from a mod, right?..
Title: Re: Kerbal Space Program
Post by: Thomek on February 06, 2015, 10:24:38 pm
I managed to save over the successful version with a less successful (8 engine..)version.. :D

The cargohold is in stock game! :)

I don't think I used any special mods for this. Ah yeah the nose cone is from a mod, I think "MK IV Spaceplane System".  I like a challenge :) Tested FAR today though.. uhm.. Harder :) I don't think it would work with FAR.

But the design is simple:

* Place wings a little high so the engines come more in-line with center of thrust.
* Engine "unit" have just an aviation tank and a small rocket tank.
* Keep the main body as light as possible. No tanks on it.
* Do use a strut under each wing connected to the engine units! Their weight counteract a lot of wing bending, but need some support on the ground and extra stiffness.
* I try to have 1 lift per tonne.

I tried and tried and tried, to make a next one capable of carrying an orange tank (36t) to orbit, but it always fell apart. You'll need more thust (More engine units), much larger wing (to carry extra engines + cargo), and I just couldnt make it.

For stock, I think this is a fairly clean practical design. Didn't try to land it, but I landed one of the prototypes. It flies ok, but needs love at high altitudes and speeds.  :)

Some numbers I figured out:

Try to have about 1 lift per tonne.
Each "Rapier Engine unit" can support around 10 tonnes of your total mass to orbit.

I'll try to play a bit with FAR now.. but I doubt it will be feasible. Perhaps less tonnage? We'll see.
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on February 07, 2015, 12:25:18 am
I managed to save over the successful version with a less successful (8 engine..)version.. :D

It's a great shame, but i know your pain! Did it many times myself, so now i always make a new save after each successful test-launch.
 
* Place wings a little high so the engines come more in-line with center of thrust.
* Engine "unit" have just an aviation tank and a small rocket tank.
* Keep the main body as light as possible. No tanks on it. 
* Do use a strut under each wing connected to the engine units! Their weight counteract a lot of wing bending, but need some support on the ground and extra stiffness.
* I try to have 1 lift per tonne.

Interesting. Hmm, what is the theory behind the light body/fuselage?..
I don't know anything about real-life aircrafts or even engineering in general, but ( my ) common sense suggests keeping all mass in front of the center of thrust. In other words i try too have all the weight as close to the center of my craft as possible, while having engines as far behind as possible. ( excluding landers, rovers and other specialized stuff )
The sum/vector of all the thrust is in the center anyways, or that is not how physics works?.. I honestly don't know. Just having a "gutfeeling" that heavy wings and light body will make it spin and shake at some point. :)
 

For stock, I think this is a fairly clean practical design. Didn't try to land it, but I landed one of the prototypes. It flies ok, but needs love at high altitudes and speeds.  :)
 
Some numbers I figured out:
 
Try to have about 1 lift per tonne.
Each "Rapier Engine unit" can support around 10 tonnes of your total mass to orbit. 
 
I'll try to play a bit with FAR now.. but I doubt it will be feasible. Perhaps less tonnage? We'll see. 

 
I will try to make one now! Going to smoke a joint and dedicate the next 4-5 hours to this task. I will probably end up making a 100t 10 engine monster, and get it exploded in the upper atmosphere over and over until I GTX :)

Will post pictures before going to sleep.

EDIT:

ragequit gets auto-changed to GTX  :o

EDIT2:

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What a fruitless pursuit that was! 5 hours went by, and i haven't even passed 15km altitude.

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This one was my last hope. I managed to make it fly, but it lacks acceleration and stalls as soon as air gets thin. I will try gluing a rocket on it's ass tomorrow, though it will disbalance everything...

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Besides, burned half of my fuel under 15km :) This will not do.
Title: Re: Kerbal Space Program
Post by: Thomek on February 07, 2015, 11:28:26 am
Interesting. Hmm, what is the theory behind the light body/fuselage?..
I don't know anything about real-life aircrafts or even engineering in general, but ( my ) common sense suggests keeping all mass in front of the center of thrust. In other words i try too have all the weight as close to the center of my craft as possible, while having engines as far behind as possible. ( excluding landers, rovers and other specialized stuff )
The sum/vector of all the thrust is in the center anyways, or that is not how physics works?.. I honestly don't know. Just having a "gutfeeling" that heavy wings and light body will make it spin and shake at some point. :)

Ah a simple mistake on my part. I meant center of thrust more in line with center of mass (center of mass= center of drag, in stock physics afaik..)  Keeping the thing light is generally sensible no?

Anyway, I took the challenge and made something that barely works in FAR! :)

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I barely made it up there, have to transfer fuel from internal tank to the external engine tanks while coasting to apoapsis for circularization. Anyway I had tons of liquid fuel left, so I removed about 2.8 tonnes of it in the craft file.. Meaning the thing should have 2.8 tonnes of payload, at least.

Heres the craft:  https://dl.dropboxusercontent.com/u/486399/FAR_ssto_mkIII_A.craft

Further development plans:
I need to tinker more with wings, as they seem much more powerful in FAR. Also, the engines don't need as much intakes as in stock I think. I'm considering trying to center at least 2 engines with the CoM, or even all of them. I can only use about 25% power when I switch to closed cycle without veering off. There might also be gains to simply installing a centerline engine at the back for orbital insertin and circularization, idk.. perhaps it will be too heavy, too far back.

There is also the small chance that the 40 liters of fuel in the in-line intakes is enough in an efficient climb. That would facilitate removing the liquid tanks entirely..

Anyway, the concept is proven :)

Try to keep around 120m/s vertical velocity through the climb. You should be at 30.000m and have ground velocity of 1400m/s when initiating orbital burn. (Press 1 to close intakes and switch to closed cycle) Be very careful with the throttle then, but point the aircraft as much up as you dare without stalling. You need to get out of the atmosphere quickly!

After getting an apoapsis of around 85k, start moving fuel from internal tank to outboard tanks. (press alt on outboard tanks, then internal, the move fuel OUT from internal tank.)

GL :)
Title: Re: Kerbal Space Program
Post by: Kafein on February 07, 2015, 12:26:02 pm
Play without mods you pussies, like real rocket scientists without a calculator :lol:
Title: Re: Kerbal Space Program
Post by: Thomek on February 07, 2015, 03:19:35 pm
Spaceplane so much easier without the FAR mod Kafein.. :)

Argh I made a better, simpler one.. Estimate it can take 5-6 tonnes useful load to LKO, perhaps more. It does need more fuel than is stored in the back though.

https://dl.dropboxusercontent.com/u/486399/FAR_ssto_mkIII_B.craft (https://dl.dropboxusercontent.com/u/486399/FAR_ssto_mkIII_B.craft)

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edit: Made the best I can.. final one :)  10 tonnes to orbit, with FAR. This is the new truck to Orbit and beyond!

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.craft:   https://dl.dropboxusercontent.com/u/486399/FAR_ssto_mkIII_C.craft (https://dl.dropboxusercontent.com/u/486399/FAR_ssto_mkIII_C.craft)
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on February 08, 2015, 03:11:02 am
edit: Made the best I can.. final one :)  10 tonnes to orbit, with FAR. This is the new truck to Orbit and beyond!

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.craft:   https://dl.dropboxusercontent.com/u/486399/FAR_ssto_mkIII_C.craft (https://dl.dropboxusercontent.com/u/486399/FAR_ssto_mkIII_C.craft)

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In my first attempt I barely made it off the ground and spin-crashed about 200 m from the space center, because i over-pitched and lost too much speed...

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On the second run I reached around 22km, but overheated the engines so they popped one by one. Otherwise it was rather stable this time, but i snapped a pair of small winglets on the nose, cause I prefer as little manual effort as possible :) I removed the cargo and adjusted c.o. mass and c.o. lift accordingly, to ease the test-runs:

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This time i got to 85 km but sadly had no fuel left to stay in orbit. Had otherwise a very positive experience! Never got so far on anything i have built myself :D I am also impressed by the functional simplicity of your design, as it's often very hard to achieve in KSP. A surprisingly flawless performance of the single pair of RCS thrusters! I'm used to 4+4 "pattern", and expected a pair to be insufficient for such a large aircraft.

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Attached 27 t of rocket fuel, and re-adjusted wings according to the new weight. Wet and dry mass matched almost perfectly without my assistance! 8-)
And so, on my 4th test-run, i was finally able to achieve a "full orbit" on a 100% reusable craft with a horizontal take-off and landing! ( FAR + Deadly Re-Entry )!

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In this great day, all of Kerbin is celebrating the genius of Thomek the Father of Kerbal SSTO development, and naming all the future series of SSTO crafts in his honor!

P.S.

Now i need to get them 3 Kerbals back to Kerbin  :o

EDIT:

Have little fuel left, so landing would demand precision and careful planning. Having no chutes forces me to take a careful path of sending a rescue mission instead :)
Title: Re: Kerbal Space Program
Post by: Thomek on February 08, 2015, 05:00:12 pm
hahaha :) lol nice!

Yeah it's tricky to fly it.. after all it's cutting the edge of what's possible!

It is possible to get it into orbit without lots of extra fuel though :) You have to climb as quick as you can to around 20k.. I pay attention to AoA and vertical speed. Try to find a sweetspot. Usually i have 300m/s at 13k, 400 at 14k, 500 at 15k, and so on. I think it's flat flight ceiling is around 27k, don't remember. Anyway, when around 1200-1300m/s and perhaps 25-29k altitude, when the first airbreathing engine cuts, switch to rockets and point nose up up up, without tumbling. As you get higher you can point nose higher, until your apo is at 80k. Then coast for the circularization burn.

Btw, that was with 9.8tonnes of cargo or so
.
Late last night.. I started career mode on hard. With FAR. Omg.. so many tumbling rockets.. Pure luck I haven't lost any kerbals yet..
Title: Re: Kerbal Space Program
Post by: Kafein on February 08, 2015, 06:43:26 pm
The genius of career mode is that as you are constrained by money you can't just build a gigantic spaceplane and use it to put everything into orbit.
Title: Re: Kerbal Space Program
Post by: Thomek on February 08, 2015, 09:32:21 pm
Well once it's built and working, you should only have to pay the fuel.. Not there yet though! :)
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on February 09, 2015, 12:15:39 am

Late last night.. I started career mode on hard. With FAR. Omg.. so many tumbling rockets.. Pure luck I haven't lost any kerbals yet.. 

 

The genius of career mode is that as you are constrained by money you can't just build a gigantic spaceplane and use it to put everything into orbit.

 
That is where I am right now. Thomek's SSTO is not very expensive, but needs high-tech parts. I don't have access to "Rapier" engines and the cockpit, so i can't even use my shiny new SSTO yet. 
Saced around 350k now, and i need to grind another 400k to upgrade the Research Complex. The best time/money ratio are those crew reports and temperature observations around Kerbin. If you land it back on the runway, you will get almost a complete refund of your craft's value, excluding the fuel of course.
 
I have a few contract-satellites in orbit, but tbh, i am not exactly a pro-pilot. I burn too much fuel before completing all goals, and waste lots of time because of missed or miscalculated "opportunity windows" for executing maneuvers with good efficiency/precision...
 

It is possible to get it into orbit without lots of extra fuel though :) You have to climb as quick as you can to around 20k.. I pay attention to AoA and vertical speed. Try to find a sweetspot. Usually i have 300m/s at 13k, 400 at 14k, 500 at 15k, and so on. I think it's flat flight ceiling is around 27k, don't remember. Anyway, when around 1200-1300m/s and perhaps 25-29k altitude, when the first airbreathing engine cuts, switch to rockets and point nose up up up, without tumbling. As you get higher you can point nose higher, until your apo is at 80k. Then coast for the circularization burn. 

 
It just always feels like it's about to stall, so i switch to rockets way too soon - it will take me some time to optimize my accent-path :)

EDIT:

Made an upgrade for my R&D! Next level is 4.7 mil  :shock:

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Title: Re: Kerbal Space Program
Post by: Kafein on February 09, 2015, 10:10:41 am
Well once it's built and working, you should only have to pay the fuel.. Not there yet though! :)

Each time you launch one you have to land carefully or lose all your money on building a new one.
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on February 09, 2015, 09:48:51 pm
Each time you launch one you have to land carefully or lose all your money on building a new one.

Kafein, it's time to show us your vehicle.  :wink:
Show us how it penetrates the atmospehere and releases it's payload in a Müns crater!

So far i have heard a lot of talk, but no Münwalk.
Title: Re: Kerbal Space Program
Post by: Christo on February 09, 2015, 10:06:36 pm
You heard the man Kafein, show us the vehicule
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on February 09, 2015, 10:32:06 pm
Yeah, don't be shy, we are all grown-ups here.
We won't laugh at you if your vehecul is too small, or it drops the cargo too early. Not all of us have a huge 25t rocket - it's not the size but how you fly it that counts.
Title: Re: Kerbal Space Program
Post by: Casul on February 09, 2015, 11:14:35 pm
playable KSP multiplayer available  :o           lag is similar to cRPG
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on February 10, 2015, 01:02:33 am
May be Kafein's rocket has too many fuel tanks hanging around it, so it doesn't fly anymore...
Or may be if you ask us real nice, we could do some multiplayer, so me and Thomek could park our rockets on your launchpad, if you are into that sort of missions.

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But seriously, keep your hand on the black box while shifting through the gears - need to do it from time to time, to have your rocket in good order.

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EDIT:

I might be possesed by satan - can't stop typing this shit. How do you perform an exorcism using household items?
Title: Re: Kerbal Space Program
Post by: Thomek on February 10, 2015, 01:50:20 am
I landed the brick. With 10 tonnes of cargo internally.. :)

Deorbit burn:
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Coming in hot over KSC:  (Deadly reentry and FAR here..)
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Final approach:
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Ok 3 quickloads later: Missed the runway, but I slammed her down :D
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Title: Re: Kerbal Space Program
Post by: Thomek on February 10, 2015, 02:11:30 pm
btw guys, how do you play ksp?

I did Duna back in .18-20 or so. And after that I spent most of the time last patches to just build rover chassises, robotics and now lately, spaceplanes.

Felt pretty confident in my abilities, so now I just had 3 restarts on Hard mode.. (No saves or return to launchpad)  Just to make every launch MATTER. :D

Is hard mode with FAR, deadly reentry and remotetech too hard?

Here's my mod list:

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Yes, I got bored of mechjeb long time ago, but engineer is interesting.
Title: Re: Kerbal Space Program
Post by: Thomek on February 12, 2015, 05:00:23 pm
God I'm such a nerd:

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Give me a craft you want a proper render of.. :D And perhaps an idea for a scene, and I'll do it.
Title: Re: Kerbal Space Program
Post by: Kafein on February 15, 2015, 04:30:45 pm
You heard the man Kafein, show us the vehicule

Christo you beautiful bastard.

Anyways no, I only play KSP very sporadically so I don't have much to show, and my rockets are quite boring to be honest.
Title: Re: Kerbal Space Program
Post by: Thomek on May 01, 2015, 10:57:55 am
Did some research with new 1.0 stock airodynamics.. Basically figuring out standard SSTO parameters.

In space:
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Wet:
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First, I'm figuring out what 1 SABRE engine can do. It seems to be able to get at least 17 tonnes of spacecraft into orbit.

I tried heavier, but a dilemma surfaces:

Too big wings means the SABRE cannot push the SSTO past mach 1 presumably because of air resistance. Try to fly higher and the angle of attack increases. It seems to also massively increase trust towards mach 3+ (~250% or so more than at mach 1), so you have to get your SSTO flying fast. So definetely small wings, but not too small, as your wing loading, thus Angle of Attack will be too high, resulting in drag you need to overcome.

So I suspect 1 engine can push ~20 tonnes into orbit in an optimized SSTO. Thus calculate 1 engine per 20 tonnes of SSTO, and about 6-7 lift rating. It also used about 7 tonnes of fuel.

I suspect the intake cooling thing to be very important, so you probably want to include that in the design.

The flight path needs to be carefully controlled, because if you stay too long in atmo, you are likely to overheat and burn up. If you get into space too soon, you will not have enough speed.

Nevertheless, it seems possible to build extremely poweful and useful SSTO's taking your cargo where you need it!

Title: Re: Kerbal Space Program
Post by: Mr_Oujamaflip on May 01, 2015, 01:47:06 pm
I assume this is worth a buy then.
Title: Re: Kerbal Space Program
Post by: Andswaru on May 01, 2015, 08:33:19 pm
On sale yes otherwise wait till its on sale again.
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on May 02, 2015, 12:24:04 am
My-oh-my the v.1 is finally out!! Had my mother visiting me this week, so no games/weed/tobacco/alcohol/drugs for me. So many games got updated on Steam in the meantime - will re-download all mods and start a new KSP career as soon as i put ma' mom on the plane next morning!
 
I assume this is worth a buy then.

 
This game is pure gold! A mix of minecraft, rocket/airplane/car simulator and algebra excel-sheet. It's incomparable with anything else really. Get a demo or something first, since you will either love it or hate it.
 
On an unrelated note, we had a dinner at Bistro Royal (http://bistroroyal.se/) today, and I got pleasantly surprised by the level of service, quality of food, and reasonable prices. It's been some time since i had such a nice experience eating out. Definitely worth visiting if you live close by.
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on October 18, 2015, 06:46:09 pm
I would like to share my first-person-view-locked mission to Minmus ( Kerbin's second moon ), hopefully this might intrigue someone enough to buy this wonderful game and begin their own space adventure!

This will be a sort of a very long log, focused on the key-stages of the mission, supplied with screenshots and some more ”game-technical” information in spoilers for those who are familiar with the game, and wants to complete an IVA-only mission of their own.

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And so the mission begins! Nelfurt Kerman – the first Kerbal on Minmus.

My last view of the ship before I take place in the pilot seat and get ready for launch!

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Minmus Adventure Ship – 1b

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I am now inside of the cockpit, all the screens are adjusted to provide the basic information, and it feels a little claustrophobic with only a small window below. One of the cameras pointing out behind the pilot cabin gives me some comfort, even though I will have to rely on my instruments 99% of the time.

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The first stage lifted me to 81km and separated without any issues, and I was ready to make a turn to horizon before igniting the second set of rockets:

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After seeing only blackness of space and numbers on the instruments during the take off, it was a relief to rest my eyes on the sun:

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While my ship was accelerating to establish an orbit around the Kerbin, it was time to activate my communications, and extend solar panels. The target for the dish had to be manually navigated through the on-board computer:

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All went according to plan, and I took an opportunity to stretch my legs 80km above the surface. Even though my on-screen vessel info showed no signs of trouble, I wanted to make sure that all off the equipment was still intact:

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A quick test of the camera sends a clear picture down to remote-control room on the surface:

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All systems are in perfect order and I plan the next burn towards my final destination:

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A new course is set to Minmus. This journey will take me several days, and so I decide to look at Kerbin one last time before drifting 50.000 km away:

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A glitch in controls catapults my off the ladder before I was able to board the ship, and since I was stupid enough not to retract my solar panels before going out in space – one of them got caught in my path and the impact sent us both spinning away. When I finally managed to regain control and focus on my ship, I was already over 300m out:

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Upon my return the remote-control room confirmed that one of the panels was missing:

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Few days later Minmus can be observed through the window – at this point I will need to slow down my ship, and establish an orbit where I can park my main engine part, while descending to the surface to take samples and perform various measurements.

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As I was getting ready to separate my lander, an alarm signal informed my about a malfunction on my ship – damn, it better not be a leakage in the main fueltank...

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A battery in my lander module is broken – unfortunate, but it can be fixed! Besides, I have my main battery intact, and there is a small back-up inside of the remote-control unit. Not a big deal!
I was out in the space inspecting the damaged battery, as I realized that my lack of engineering skill does not allow me to replace the broken part! There was nothing I could do, and I had to get back to continue my mission.

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I've successfully undocked my lander, and was on my way down to the surface of a frozen sea. It's flat terrain is ideal for an easy landing! Hovering at 500m:

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And so I am finally there! The first kerbal on Minmus – I proudly inspect my trusty lander, and smile on camera for Kerbin's remote-control room:

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After all of the measurements were taken, samples packed, and it was time to assemble a beacon for the future landings - it became once again obvious, that my pilot training was not sufficient for this mission, as I had no idea how to handle the tools... At least this ground-base component can serve as a visual marker.

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I crawled back in my pilot chair, checked the comms, and initiated data transmissions back to Kerbin:

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It's time to say goodbye to Minmus and head back home! 10 days past since I felt wind on my face and warm food in my belly!

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Auto-pilot took over the orbital docking with my main engine module, while the remote-control room is monitoring systems back on Kerbin:

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If my predictions were correct – there should be enough fuel to get back to Kerbin, and catch up with a “landing-pod ship” in 100km orbit.

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I'm ready to leave my chair and head for the pod that will take me back to Kerbin! The ship will stay in orbit to be refuelled and re-used later:

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The tiny space of this early model cockpit feels raw and cold – It's been orbiting Kerbin for many months, and I hope that all of it's systems are still functioning... A rescue mission from Kerbin's surface would keep me in orbit for an extra day, and there are barely any supplies in this rusty can.

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These first, poorly designed capsules were not made to be comfortable - the sold-fuel rocket went out of control close to the end of it's cycle, pushing my g-force tolerance to it's limits. But it was not the right time to panic – my parachutes had to be prepared for deployment as I entered Kerbin's atmosphere:

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My speed was to high during the drogue-chute deployment, so the empty solid-fuel rocket snapped clean off and made me panic for a moment. Luckily nothing else got damaged and I was able to open my main parachute with no issues:

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And so I was back home, standing on solid ground and breathing fresh air once again! It's been a long trip, but the results were worth the effort – a lot of data have been collected to help with exciting future projects, and the experience gained is as always invaluable!

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Holy shit that was a long post. The end.
Title: Re: Kerbal Space Program
Post by: Kafein on October 18, 2015, 07:08:34 pm
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Title: Re: Kerbal Space Program
Post by: Thomek on October 18, 2015, 07:14:59 pm
Brilliant mr Sweat! I really like your lander-rover.. And going all 1st person view takes balls, especially on a solid fuel rocket like that!.. I'd never dared. :)
Title: Re: Kerbal Space Program
Post by: Vibe on October 18, 2015, 08:07:41 pm


dayum

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Title: Re: Kerbal Space Program
Post by: Thomek on October 31, 2015, 01:29:46 am
So I got back to tinkering with spacesplanes. Now in 1.04 this is the most practical, ultimate machine I've made. Not pretty, but it gets the job done, very well!

It's been tested with 74 tonnes payload to LKO, with fuel to spare! Just make sure to gain level speed until around the 400m/s mark. Pull back on the stick until around 18 degrees over the horizon. Don't be too shy on the stick. If you gain too much speed at low altitude you will fry the pilot!! Slack down on the stick when approaching 14k meters, perhaps even before. Try to keep your apoapsis non higher than 29k meters at first, and try to gain around 1500m/s in atmospheric mode.

Whenever you get so high up the engines are not able to accelerate any longer, press 1 to switch to internal oxidizer. Keep nose a little above the horizon until apoapsis reads 70k. Then it's just a long slow float up there :) Give it a little push if you fall below.

However, I don't see how you will be able to fill it to 74 tonnes unless you haul ore to space, so it should be an easy ride in most practical cases. Just make sure to not overheat in the lower atmo and you will be fine. Landing is also fine, it's built with the ruggedest landing wheels there is.

I do imagine it would be pretty scary to fly in cockpit only mode though ;)  One could consider adding a tilting mechanism to the cockpit to see better?

(It is also extremely weight efficient, 41+% payload fraction! For a practical, solid, usable ship :)


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album
http://imgur.com/gallery/LWeFs/new (http://imgur.com/gallery/LWeFs/new)
Title: Re: Kerbal Space Program
Post by: Armpit_Sweat on November 01, 2015, 07:06:09 pm
It looks awesome! Very much rocket-shaped, hard to imagine them tiny wings can give enough lift, hmmm... I assume it's either very tipsy and takes awfully long time to climb out of the atmosphere, or it has lots of thrust, propelling itself more as a rocket.
"1500m/s in atmospheric mode" - at what altitude is that? Idk if it's because of the mods, but the jets seem to run out of oxygen at around 15km... The combined thrust of the hybrid engines is around 1050 in the atmosphere - that's not much for 74t :)
Are you using parachutes for breaking on the ground when landing as a plane would, or do you land vertically, like a capsule? Some prefer to play with stock parts, and it fine as it equals the challenge and makes it easier to share the design, etc., but if you install Kerbal Aircraft Expansion (http://forum.kerbalspaceprogram.com/threads/76668-1-0-4-Kerbal-Aircraft-Expansion-%28KAX%29-v2-5-2) - you will get control surfaces that can be used as spoilers: two surfaces on each wing turn in opposite directions ( "perpendiculary" against the wing's surface ) and create a massive drag that makes your plane lose speed rapidly. And you also get propeller engines in that pack - useful in career mode, and they look cool, fitting nicely with stock parts.
Title: Re: Kerbal Space Program
Post by: Thomek on November 02, 2015, 02:26:52 pm
It's all stock, and actually sports 10 rapiers.. Plenty of thrust. It also lands normally on a runway. Tested and it works, even when heavy.  Yes I have chutes for landing.

I should however do some small modifications. Make sure to replace my RCS thrusters with linear ones (less drag) Check some overheating values on other parts etc.. it's a work in progress :) The 1500m/s thing is at around 20km altitude. About wings, yeah they are on the small side because that's what looks good.. :D Also you only really need them during takeoff and landing. Once you push trough 250m/s in the thick soup that is the air at low altitude you have more than enough.

All in all I'm happy because it's a relatively rough and tough design, that can withstand everyday abuse... It's truly a tug to orbit :) If anything, it should probably be longer so one could actually use more of the lift capacity.