Kerbal Space Program

After my blunder with the "end flight" button, i dont care for my uber-mission anymore so finally changed to 0.18.4 too, making a clean installation, installed only my most used mods, the mod posted by cardgame plus the VAB/SPH one and hyperedit (which now apparently works) and i am ready for new endeavors. :scan:

BTW i just localized the big engines mod: It is the novapunch mod. Very recommendable.
 
Fresh install feels nice.. It's like putting on a freshly washed pair of underwear. Everything works and feels better!

I installed all those mods you mentioned plus the ant rover & the other 2 rovers that use that dll. Forgot to install the "put astronauts in other pods on the launchpad mod" or hyperedit. At this point it almost makes sense to keep track of all the best mods that I use, I'm just keeping a mental list of all the useful stuff for now.. I'm not sure if I'm going to reinstall hyperedit, I only used it to screw around with that truck a couple times. Putting things in orbit seems a lot easier now with that VAB improvement mod... or rather building stuff is a lot easier. Launcher stages are boring to build, at least compared to all the other stuff you can do in the game.. but this seems to make it a lot easier and even fun

The 2 part packs (the nova one, and the one posted by cardgame) seem amazing. Installed them, haven't tried yet. I think this fresh install is exactly what my game needed - I'm now excited about planning some sort of a new mission. :scan:

Oh and

I just installed 0.18.4. 100 symmetric solar panels here I come

was the first thing I tried

Spoiler :

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Rotating my "almost satellite" made the panels rearrange in interesting mathematical patterns.

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Directly facing the sun

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I almost made orbit but not quite..

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I saw no real slowdowns in my game due to the solar panels and my computer is mostly built out of 2007 parts... except for some of my ram and video card, which isn't even that great.

Totally planning a bigger mission somewhere soon, probably Duna. Duna is always fun.
 
Wow! the third image is awesome it looks real. the fourth one... :lol:

I also noticed better performance, dont know if it is becuase the new engine or because the fresh install. Now i am going to rebuild my ships and place them where they were using hyperedit, the idea is to continue my mission from where i left it off (i... must... finish...it).

Also i identified the mod that interfered with hyperedit, it is an old mod which adds some rovers or something, it uses a dll called carts.dll, deleting it solved the problem.
 
Reporting another amazing mod (that I haven't tried out yet, just installed)

Subassembly saver/loader. Just like payloader except fully integrated into the game

My first real 0.18.4 mission was my first use of the mapsat mod. I mapped the mun and found where all the muarches and other easter eggs are. I've never seen one of these things up close.. I want to design a mission to take a rover down to where there are 3 of them "close" by and see how feasible it would be to visit them all on one trip, or at least two of them
 
I downladed the most kickass mod ever! It adds propellers and rotors, so you can build helos and prop planes. After a lot of work i managed to build this horrible thing, a solar powered helo which dont use any fuel! At max power the battery last few minutes only but going slowly it can fly forever. (while at daylight, of course :p )

It comes with four parachutes so it can be deorbited and descended safely to proper altitude and then deploy the rotor (chutes and its structures weights way too much so they must be decoupled before fly):
Spoiler :
screenshot5lua.png


To pilot it properly it must be controlled from the pod which looks forward, that way the gimbal will look in the right direction. Piloting choppers with keyboard is not easy, so it is better to use mechjeb´s surf mode, at start PIT must be 0 and HDG the one the chopper is looking at. It is not precisely a beauty but it works like a charm, even at kerbin! Max horizontal speed about 50 m/s:
Spoiler :
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It can even carry a little pod with a kerbinite inside! (at kerbin it is next to its max take off weight)
Spoiler :
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The mod is THIS.

And the helo itself. I think it uses stock parts only excepting the ones from the above mod and mechjeb. (we could upload our best inventions since it is only a few KBs)
 

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Reporting another amazing mod (that I haven't tried out yet, just installed)

Subassembly saver/loader. Just like payloader except fully integrated into the game

My first real 18.0.4 mission was my first use of the mapsat mod. I mapped the mun and found where all the muarches and other easter eggs are. I've never seen one of these things up close.. I want to design a mission to take a rover down to where there are 3 of them "close" by and see how feasible it would be to visit them all on one trip, or at least two of them
Crosspost! Casually i just saw it while looking for the props mod above, will download it and try tomorrow.
 
When I mapped the mun, 8 anomalies came up. I sent a mission to investigate - a new lightweight design that would allow me to bring a rover and then return home as well.. I tried using the subassembly saver/loader, but it wouldn't accept my lander or my 2nd stage or anything at all. Said something about the root node not having a connector, which it did. I wonder what's going on, because that thing would be sweet if it was working

Anyway, I ended up screwing the "home return" part of the mission and investigated 2 anomalies instead. Was going to go home, but then there was an anomaly on my way home.. It ended up being a mun arc.. The first one was the Neil Armstrong memorial

Spoiler :

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Almost there, Bill already waiting

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Can you see them? They're right at the top

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I might as well relaunch the same mission a couple times and check out the other anomalies, then map minmus and repeat.
 
My solarcopter is going to be very useful to look for such things (but not at the mum obviosuly)

Meanwhile First acid test for my creature (thanks to hyperedit):

Descend to duna using an auxiliar rocket:
Spoiler :
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The touchdown was a bit violent, the crew pod was smashed, fortunately it was empty.
Spoiler :
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Once on solid ground and with the chutes decoupled the engines are turned on (solar radiation is stronger at duna so battery keeps full even at maximum power) and taking off!...
Spoiler :
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...Nothing. Of course it wont move. Air pressure at duna is 0.13 kerbin, while gravity is 0.3, so not enough lift force. My awesome solarcopter will not fly at duna. I should have predicted it. :(
 
Ouch.. Try it on Eve!

I investigated #3 of the 8 anomalies on the Mun. Turns out it was another mun arc. Knowing what sort of terrain is below me thanks to the mapsat mod (and me sending a mission earlier to map the whole surface) made it way easier to land in the dark. It helps a ton

Spoiler :
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The mapsat mod gave me more specific goals in the game.. 5 anomalies left to investigate on the Mun! Then I'm mapping Minmus to see what exactly is there.

So far 2 of the anomalies I investigated were very near the equator, making it fairly easy to get there.. The mapsat mod shows you where you are wrt to the anomalies.. for the third anomaly I put myself in a polar orbit so that I can get to it.. But I couldn't figure out an efficient way of doing that - I basically waited until I was overtop and dropped straight down. I wonder if there's a better way to do it? The landmarks help (i.e. at the edge of big crater, etc.) but the mapsat view doesn't show up when you're checking out your trajectory in map mode.. how nice it would be if it did! Each of my landings I end up about 5km away from the anomaly, which is good enough, as I always have a rover with me. I could get closer once I'm low enough to see exactly how far I'm off, but that wastes my "return home" fuel, so I haven't been doing it.

For some reason there's random letters missing in my game now, too.. Kerbin is now known as erbin.. Weird
 
I designed another ridiculous solar artifact which works at duna. It is a mix of a chopper with three rotors plus a plane plus a balloon. which has been baptized as tricopter. You need all the lifting power you can get, and even then this thing cant carry any payload. The ceiling is just 4000 meters, just enough to get out from duna craters and fly around freely.
Spoiler :
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Spoiler :
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I am going to search for those anomalies at duna, since my ion mothership is equipped with a mapsat antenna and casually :shifty: my platform which currently is orbiting duna carries a tricopter (well, i have some strict rules: the new platform cant weight more than the old one, since a tricopter weights five tons only it will fall easily into the limits). So i will scan all the place and then land the tricopter to take a look.
 
I like where that is going.. What mod is that again?

I am going to search for those anomalies at duna, since my ion mothership is equipped with a mapsat antenna and casually :shifty: my platform which currently is orbiting duna carries a tricopter (well, i have some strict rules: the new platform cant weight more than the old one, since a tricopter weights five tons only it will fall easily into the limits). So i will scan all the place and then land the tricopter to take a look.

The anomalies (and the mission required to find them) have definitely engaged me a bit more lately, although I think the 5 I haven't been to yet on the mun might just all be munarcs..

Going after the Duna ones will take a bit more time in terms of preparation for the mission, but I got the save/loader mod working, so designing launchers is no longer going to be an issue.. at least in theory
 
Explored another one, at one of the poles. My favourite mission I've had in this game so far I think - included a very dark landing in very hilly terrain, a 12km rover mission through mountains and valleys to locate the anomaly.. which I couldn't see at all, the munarcs can be seen from 100km orbit with the naked eye, so I had no idea what I was looking for

So I'm driving in what I was hoping was the right direction when all of a sudden my rover blows up

Yep, found the anomaly
Spoiler :


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The physics were all messed up down there. And when I needed to get back, I just drove right up the cliff

Spoiler :

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@warpus: I would say you found something, but it is a big crater, not an anomaly, doesnt it? If craters are shown as anomalies then i already found one in the first pic at post #791?

The mod of the balloon is called "airships to other planets" it is still very alpha, but works. The prop/rotors mod is the one from the helicopter post above.

@antilogic: solar panels work under the balloon, so it must be transparent to UV light at least (these kerbals look prettty dumb but are a bunch of smartypants)
 
It was a weird hole in the ground with very steep hills and the whole place was glowing with rainbow-like colours. It blew my rover's solar panels off randomly and sent it flying down into the hole.. Down there there were other forces other than gravity pulling me in various directions, sometimes making me do flips in the air. So when I fell down the hole I was all "Goddamit, now I'll never find that anomaly" but then realized that the anomaly must be the weird material in the cliff that made it glow and that made everything.. weird. It was also somehow very easy to not die or end up upside down.. I must have flipped my rover 10 times and each time those mysterious forces flipped me back the right side up

edit: it was also right on the spot on the map where the anomaly marker was. That, and there was nothing else around. I am pretty sure that was it
 
I got KSP full version a few days ago and am still learning with every flight.
My current Ship:
Spoiler :
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The spaceship consists of a conventional rocket to get into a stable orbit and an ion engine feeded by 4 solar arrays and a couple of thermo electrical generators for backup.
 
@warpus: i would call that a bloody anomaly, no doubt.

Meamwhile at Duna...

First step to find anomalies is to map duna, so it is a work for the ion mothership equiped with a nice mapsat system. The worst part wast to change the equatorial orbit to an highly inclined one, but the ion engines allow some degree of freedom thanks to the high autonomy. However due to the long and ence imprecise burns it almost deorbited in the proccess. After 14 accelerated hours orbiting dune the map was ready and two anomalies were detected, no a lot but better than nothing.
To choose one was not easy, finally it was decided it would be the most southern one which was placed in the middle of a deep and perfectly circular crater (maybe the remains of a meteor?) mostly because it is more to the east and it would be boring to wait for the northern one to reach the daylight zone.
Spoiler :
screenshot24ns.png

The second step was to decouple the tricopter from the kethane platform which was orbiting duna too. In the deorbiting phase the tricopter will be assisted by a little rocket. Of course not precious liquid fuel is going to be spended to reach an inclined orbit, so the tricopter would land near the equator and reach the anomaly using its own means. The chossen landing spot was some point at the lowlands, so the tricopter would have more time to brake in the atmosphere before crashing against the floor. (at the pic you can see still attached to the platform another balloon artifact, this one designed to fly at laythe)
Spoiler :
screenshot19m.png

At first it was a nice descend, however the chutes were not very well placed apparently becuase while they stopped the descend, once deployed the tricopter started to rotate crazily like a huge anemometer while the ground was getting closer. It was funny but dangerous (sadly i had not time to take any screenshot) so it was needed to cut the chutes and deploy the ballon. At the lowlands, air pressure is enough to make the tricopter float using only the ballon, so the final approach was pretty comfy.
Spoiler :
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Once in the ground the rotors were deployed and to the air again. The balloon alone gives enough lift until 1200m, going higher than that required rotors. The max ceilling is around 4300 meters, but at that point the air is to thin and the horizontal propeller can catch enough air so speed gets lower, it was question of finding the idoneal altitude where air was thin enough to reduce drag but dense enough for the propeller works properly, so the cruise altitude, which was around 3800 meters, speed being 42 m/s.

Maneuvering the tricopter is interesting, becuase you must play with the balloon, the rotors and the propeller, which is connected to the rotors (i guess i am the second spanish guy discovering the autogyro) fortunatelly it can be set in reverse to stop advancing. So to go at max speed at a low altitude you must maximize engines and deinflate the balloon, and to slow down you must cut the engines and inflate the balloon again. :crazyeye: It can also fly with the ballon completely retracted, flying like a normal chopper without the huge balloon drag and pitching the nose down, reaching a max speed of +70 m/s, but this way the max altitude is about 2500, not enough to fly over the highlands and since the engines must work at full power the batteries get empty quickly.

Well, the fly was without a problem and after less than two hours finally it reached the crater. However not anomaly was in sight, the zone was explored in detail but nothing appeared. What is wrong there? Is this the right place? Is mapsat a joke? Is this a new kind of invisible anomaly? :confused:
Spoiler :
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Meanwhile the misterious is solved, it was decided to make a tour to the southern ice cap which was not too far away and take some beautyful pics. Here they are:
Spoiler :
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(BTW although the main objective has not been reached (yet) this time not reloads were needed. It seems i am getting the knack of all this)

PD: Damn, writting these reports is even more funny that doing the missions itself! :D
 
@Samez: Use struts to tie the outer parts together. This prevents them from stretching apart, which increases launch stability and fuel efficiency.
 
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