Kerbal Space Program

I find it unbalanced, but not really broken. Not bad for the first version, IMO.

Oh, I just saw this. Not my game, I'm not this crazy:

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I am not a fan of career mode/science yet either. It will be awesome soon enough.

The guy who made that pic must be trying to recreate Gravity. :lol:
 
I was thinking of putting up a few telecoms at geostationary orbits, but I haven't had the time to play in awhile.
 
Career mode and my laziness and refusal to alter the fundamental design decisions I've made ever since acquiring struts and SRBs has resulted in this:

Spoiler :
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It's got 36 small SRBs and 12 large ones, broken up into 3 stages that start and detach at various times from various parts of the ship. Then an asparagus stage, then an interplanetary stage with detachable external tanks, then a lander, and inside a smaller science and return ship.

It's capable of getting to all the planets, just not getting back from all of them because of the inefficient interplanetary stage which badly needs nuclear engines (which I can unlock 50 science points from now!).. Plus the main liquid fuel launcher part, which uses crappy weak engines.

At launch 36 of the SRBs fire - 12 large, 24 small. Liquid fuel engines won't be used until about 13,000km

Spoiler :
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My engineers assure me that all the struts are absolutely necessary. Here's what the ship looks like after the 1st stage of 24 small SRBs detaches and the remaining 12 SRBs turn on.

Spoiler :
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It used to be far less stable when I had less technology, but now it gets me in orbit every single time and is crazy stable. And dare I say maybe even efficient?

The 12 large SRBs detach later and and you're left with only 12 SRBs going, the 12 remaining small ones. This used to have just 6 SRBs, but my rocket would slow down. The extra 6 ensure that I never stop accelerating during accent.

Spoiler :
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The "regular" part of the rocket kicks in at just over 13,000km. It's not very efficient in asparagus configuration - which you see here tested for the first time. With all the engines firing at the same time in non-asparagus mode I can continue my acceleration until orbit without using the interplanetary stage at all. In asparagus mode I lose too much momentum after the first drop it seems, and then just never recover, not making orbit. What I'm going to do is redesign this in asparagus mode using better engines, now that I finally unlocked them after my (first) mission to Moho.

Spoiler :
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The design seems silly yet solid, despite the fact that when one set of the SRBs detaches, it rips off ALL of the winglets from a part of the asparagus core. The whole thing seems incredibly stable throughout all the maneuvers though, so I'm hailing it as a part of the design.

Not having a central liquid first stage core is kind of hurting me I think, and I can't even remember why I designed this like that.. it does seem to be more stable than having one, actually, so maybe that's why. In my latest design I have replaced it with an SRB in an attempt to save the asparagus core in terms of making it so that it can actually get into orbit.

Spoiler :
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It does help a bit and makes the whole thing capable of making orbit.. but just barely. You end up having to use up half of your interplanetary fuel to finish the job. Mind you I was able to get do a flyby of Moho on the same mission anyway. But what I really need are mainsail engines for my asparagus core - this would throw the efficiency of the SRBs out of whack, but I just refuse to abandon this design. It is probably going to get even larger - by necessity after I acquire the technology to use nuclear engines as well.
 
I, too, love SRBs. But they don't have to be ugly to be functional.

Spoiler :
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Mine run out at 42km, leaving my ship with a velocity of over 900m/s in the vertical – haven't tried steering it on ascent, since non-gimballed thrust vectors don't much appreciate that. As it is, it's very stable. The first stage is empty at 6800m, the second at 20,000, and the third at 42,000. Liquid remains off until this last stage of SRBs is dry. The payload it lifts to orbit can achieve any planet. I'm sure there's a ton of room for efficiency improvements in my ascent method, if you're a min/maxer.

Also, one time when I detached the radial-mounted tail sections, it decoupled the central fuel tanks as well, despite the separator being on another stage. Just ripped them out because of clipping. Totally awesome and the fuel was empty anyway, since they share.
 
I find it unbalanced, but not really broken. Not bad for the first version, IMO.

Oh, I just saw this. Not my game, I'm not this crazy:

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What the hell is this... Kerbal Demolition Derby?
 
I have to get off the computer now to go to a haunted maze, so I'll comment on other people's posts later. Just wanted to drop in and say....

2/4 landers are now orbiting Laythe. 2 more in route. They went out as a caravan, launching within days of each other. I was worried I would have to hop between them a bunch and avoid time warp to keep them from crashing into planets while I was dealing with other ships in the caravan. Thankfully, they came into the Jool system in a staggered formation with between 2weeks to a month between them. This gives me enough time to completely put one in orbit before I even have to think about switching to the next one in the caravan.

Yeah, I totally planned that. :lol:

Tomorrow, I'm going to put the last two into LLO, then I'm going to land one and return it to LLO to prove the design works. This formation will leave me with capacity to return 16 Kerbalnauts from the surface (or deliver 16) but I only plan on having 12 down there at a time. The extra module is just to test everything out (got impatient and went ahead and sent the whole convoy, screw waiting for test results, I'LL DO IT LIVE!)

Anywho, after that I'll send the orbital research station, some rovers, a couple of orbital tugs and then finally the cycler with the Kerbal crew on board. Should be able to get most of that done tomorrow.
:)
 
Oh yeah, ouch, that happened to me as well. I think it used to just take you to the launchpad... or I haven't been paying attention.

Anyway, some of you might find this useful – welds parts together to be one for purposes of part count, physics, and FPS. Different from StretchyTanks in that this works on almost everything, especially structural parts like trusses and grey covers, allowing you to build cosmetic pieces without killing fps.
 
so broken it broke the word broke, it's borked or borky

still fun but totally borky.
I don't even know what it is about science, I just don't like it. :dunno: I know it will get much better so I'm not really concerned. I do wish they would at least allow the text boxes that pop up when you do science to be shown in sandbox mode. I get that there's no point to having science in sandbox, but if we have the science parts, we should at least get the science messages for roleplaying.

Career mode and my laziness and refusal to alter the fundamental design decisions I've made ever since acquiring struts and SRBs has resulted in this:
Spoiler :
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What is really awful is when you are completely wedded to a design that almost works. It's one thing to stick to a design that is completely functional, it's quite another to stick to a design that you can't actually get to fly though you come close. I have that problem big-time.

It's a cool rocket. Have you ironed out the kinks?

I, too, love SRBs. But they don't have to be ugly to be functional.

Spoiler :
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Mine run out at 42km, leaving my ship with a velocity of over 900m/s in the vertical – haven't tried steering it on ascent, since non-gimballed thrust vectors don't much appreciate that. As it is, it's very stable. The first stage is empty at 6800m, the second at 20,000, and the third at 42,000. Liquid remains off until this last stage of SRBs is dry. The payload it lifts to orbit can achieve any planet. I'm sure there's a ton of room for efficiency improvements in my ascent method, if you're a min/maxer.

Also, one time when I detached the radial-mounted tail sections, it decoupled the central fuel tanks as well, despite the separator being on another stage. Just ripped them out because of clipping. Totally awesome and the fuel was empty anyway, since they share.

I made a thing
Spoiler :

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Dude, those are some freaking sweet rocketships cardgame!

What made you think to angle the SRB stacks like that? Do you find it helps with stability or structural integrity? Or is it just there to look cool (and it certainly does).
Anyway, some of you might find this useful – welds parts together to be one for purposes of part count, physics, and FPS. Different from StretchyTanks in that this works on almost everything, especially structural parts like trusses and grey covers, allowing you to build cosmetic pieces without killing fps.

Awesome! I took a look at it but I'm a little leery of the 'known bugs' section. I'll definitely install it when they iron out those bugs.

Thankfully, at least for the moment, I don't need it :D :
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So this is my new launcher. I downloaded the KWRocketry parts pack and it had some extremely useful (and well-balanced) tanks. The big orange tanks are just awesome, they are large enough that I don't have to use a ton of them and not so large as to break the rocket. With these new parts, I was able to NOT use the 'unbreakable joints' cheat. The engines are neat too, they have a lot of thrust (4800 IIRC) but they weigh a ton and have an atrocious Isp (from 200 up to a whopping 305 in vacuum).

This is the first MEGA launcher I have built that doesn't have any significant flaws - it worked perfectly on the first launch! I did end up shrinking my lander down quite a bit with some newer, smaller tanks from the KW pack. It now weighs 28 tons, which is 1/2 to 3/5 as big as my other lander designs. Without the KW pack, the smallest I could get with a reasonable deltaV budget was 55tons. There was no way around it with the stock parts, so I'm glad I got the KW pack. It doesn't have as much deltaV as I'd like (it has a bit over 4000 in vacuum and I would like 5000) but that was a sacrifice I had to make to get it down to that size.

The cruise stage is interesting. You can see that I run fuel lines up the side. That's because each tank in the ICS has it's own decoupler, so I manually shift the fuel up to the top tank where the engines are in-flight. Then, whenever a tank is empty, I decouple it which greatly increases my overall deltaV. There is also a docking port on the last stage of the ICS so I can use it as an ersatz tanker. I'm glad I added that as I got to Laythe with a ton of fuel left over. In fact, when I'm launching, I get my apoapsis up to 80km, then switch off the main engine. Then I turn on the NERVAs and use them to boost my peroapsis up to 80km, draining fuel out of the core stage. I have enough fuel left over in the core stage that with the more efficient NERVAs burning its fuel, I can burn enough to nearly break out of Kerbin orbit before the core stage is empty. I could put a decoupler on the main engine and dump it, but the meager savings I'd get from that (the engine weighs just a tiny fraction of the ICS/core stage combo) that it's not worth the complexity and part count.

Spoiler :
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So like I said before, I went ahead and sent all four landers (one is a test lander to verify the design) at once. They went out as a convoy and it was kind of fun to manage them all.

It turns out that you can aerobrake at Jool to save a lot of fuel but you have to do it carefully. What you want is to aerobrake enough that your apoapsis is at Laythe's orbit. Then, when you are at apoapsis, raise your peroapsis enough to keep out of Jool's atmosphere and then loop around several times until you get an encounter. Finally, I aerobrake at Laythe to get an orbit. That last picture is when I aerobraked too deep at Laythe and had to burn to get back out of the atmosphere. :lol:

Spoiler :
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So I forgot to do plane-change maneuvers, so all of my landers came in on polar trajectories. You can see that they all have funky polar or highly inclined orbits. I do have enough fuel in my ICS's to change that and I probably will at some point. It's extremely difficult to do a precision landing from a polar orbit on a world with atmosphere. You have to account for the planet's rotation (east to west) and your own aerobraking (north to south). Needless to say, it's a freaking chore to get it right, so I'll change these orbits after I send over the space station. Also, they are all at roughly the same altitude so I'm very worried about collisions.

Spoiler :
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I decided to put down the Hydra lander to verify the design. Now deorbiting the thing was very interesting, to say the least. I have my landers in ~65km orbits, which I chose because there will be much less drift between the time you do your deorbit burn and when you set down.

The problem is that I want to keep the ICS in orbit and also not use up the landers fuel to deorbit. So I use the ICS to deorbit the lander, and then have to decouple it, swing it around and then burn like hell to get back into orbit. Because I am so low above the atmosphere, I only have about a minute and a half to do this correctly before my lander hits the ground while I'm fiddling with the ICS. So it's tricky, but doable. I'll probably move the landers up to a higher orbit in the future and I'm going to send over some orbital tugs that will be small and expendable (in case I screw up) to deorbit the landers during subsequent landings (I'll use the ICS for the first de-orbit). The ICS still has a ton of fuel left over after the de-orbit/re-orbit maneuver. So much fuel in fact that there is still some left in the second to last tank, which blocks the docking port. But when I adjust the orbits of the landers, that last tank should drain completely so it won't be an issue.

Spoiler :
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The landers have some flaws, but they are still workable. For one thing, I didn't use radial decouplers or other attachment devices on the side tanks to save weight. They are just stuck on there with some struts. Well this creates serious wobbling on touch down, so I have to put them down just perfectly or disaster strikes. The other thing is that the engine they use says it has thrust vectoring, but it has a vectoring value of 0 degrees. Which sucks, because this thing is pretty difficult to fly without vectoring. I wasted some fuel on the way back up just trying to keep it flying on a set heading. Anywho, it got back to orbit with fuel to spare, so I'm happy to report that my project is back on track!
 
So I know that precision landing is going to be an issue; it's extremely difficult to put your landers down within reasonable walking distance of a particular spot on Laythe, as I'm sure you all know. To overcome this issue I built a rover delivery system that can place 4, 4-kerbal rovers on the surface of Laythe and I'm going to send them to Laythe next.

Spoiler :
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It's a pretty neat system, I have to say. There are 4 of these rovers stuck on a gantry system. The gantry has fuel tanks and small engines to de-orbit and to cushion a landing in case I come in too hot. It has 8 parachutes though, so it shouldn't really need the engines to slow my descent at least according to my tests.

Spoiler :
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I loaded up some Kerbals and took it for a spin. The landing legs sticking out of the rover are there to prevent tip-overs. However, if the thing does tip, they are unable to flip it, so I have to drive carefully. I could redesign it to be more tip-resistant but meh.

Spoiler :
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The system works pretty well and I've already mounted it to my launcher, just waiting for the next window to open up. The only thing I'm worried about is that I don't know how it'll do if I land on a slope. I don't think it will be a deal-breaker as it's pretty darn sturdy but it does have a narrow footprint so we'll see.

Edit: I added headlights after I took that picture of the test drive. Also, the whole thing is with stock parts. :D
 
It's a cool rocket. Have you ironed out the kinks?

I've since unlocked the rockomax skipper engines - the ones "just smaller" than the mainsail, which I don't have access to yet. So I started replacing the liquid launcher stage with them when.. I realized how GIANT they are. Damn! I had to rebuild that stage from scratch. I also replaced the interplanetary engine with 4 nunclear ones, and had to redesign the SRBs - there's now about twice as many as before.

It works well enough, but the launcher liquid stage is not powerful enough to do everything efficiently. Instead of turning to a 45 inclination during the gravity turn, I only move about 25 degrees, and then move over to 45 at about 25k altitude. The engines are so weak that you have to keep firing upwards, or you'll zoom past the periapsis and after that it's game over...

Once I replace the engines with mainsail ones, it should make everything a lot more efficient. Mind you I get into orbit now with half of my last asparagus stage intact - it allows me to get to Duna for example without using my interplanetary stage at all. So it's not efficient - but not bad.

It turns out that you can aerobrake at Jool to save a lot of fuel but you have to do it carefully.

Why not aerobrake directly at Laythe, like you suggested to me one time? It's been working wonders for me - and very easy to do once you set your conics setting thing to 0. I set up my Laythe intercept right after leaving Kerbin's SOI - and set it up so well that my aerobrake is basically set up at that point too - it's so far away that it gets re-calculated or whatever when I enter the Jool system - but not that far off from where I need to be when I get there.

I love your rovers.
 
I was having a lot of problems setting up a straight-up Laythe encounter. How do you change the conics and what does that do again?

Mainly I had to aerobrake at Jool because I was lazy. When I set up my Jool encounter, I didn't bother fussing with the orbit to get it perfect or even close really. I just got the encounter and rolled with it as I didn't feel like spending 20 minutes for each of the 4 landers making things perfect. Since I had plenty of excess fuel, I knew I could afford to waste a little so that the orbits I wound up on required massive, huge burns to try and get a Laythe encounter and aerobraking a Jool was much easier for my particular situation.

So basically, laziness and poor planning forced me to aerobrake at Jool. How do you set up a Laythe encounter from just outside Kerbin SoI? There's been a couple of times when I accidentally got an encounter of one of the Joolian moons from that distance, but for the most part it either doesn't show me encounters or I just can't get one from that far away and have to wait until I'm at Jool to set up the Laythe encounter.


Thanks for the compliment. The rovers were surprisingly easy to build - it took about an hour all together to build and test them. They are actually the second design, the first design was laggy as a mofo for some reason and also wouldn't drive straight. I have no idea what was wrong with it but I ended up starting over and version 2 worked like a charm on the first go.
 
I've discovered it's easiest to enter Joolian moons with an extraordinarily eccentric polar orbit from Jool itself. Just put in 20m/s thrust at the apoapsis and you can go from Laythe to Bop.

In this fashion, you don't need to worry about accidental intercepts which will happen frequently if you get crazy about matching Jool's inclination perfectly.

Oh, and to answer your question, that SRB stack is angled for increased connection potential at the rear. You can't fit 12 SRBs together right next to each other :) It also does help a bit with stability.
 
I've discovered it's easiest to enter Joolian moons with an extraordinarily eccentric polar orbit from Jool itself. Just put in 20m/s thrust at the apoapsis and you can go from Laythe to Bop.

In this fashion, you don't need to worry about accidental intercepts which will happen frequently if you get crazy about matching Jool's inclination perfectly.

Oh, and to answer your question, that SRB stack is angled for increased connection potential at the rear. You can't fit 12 SRBs together right next to each other :) It also does help a bit with stability.

You're right, it is easy to hop from one orbit to the next without unwanted intercepts with a polar orbit. The only problem is that it's so hard to nail a precision landing from a polar orbit, particularly if you are trying to do a precision landing on Laythe.
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So I got my rovers to Laythe, I'll land them tomorrow maybe. I would have done it sooner but it is extremely laggy because of the high part count of the rover landing complex. It took me frakking forever just to do simple stuff, it was extremely frustrating.

So I did a plane-change maneuver at the ascending node and I was within .1 degree of Jool's inclination....and I still came in on a polar trajectory. Is that due to my timing of arrival in the Joolian system? Anyone got a rule of thumb on how to come in so that you aren't on a polar trajectory?
 
You're right, it is easy to hop from one orbit to the next without unwanted intercepts with a polar orbit. The only problem is that it's so hard to nail a precision landing from a polar orbit, particularly if you are trying to do a precision landing on Laythe.
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So I got my rovers to Laythe, I'll land them tomorrow maybe. I would have done it sooner but it is extremely laggy because of the high part count of the rover landing complex. It took me frakking forever just to do simple stuff, it was extremely frustrating.

So I did a plane-change maneuver at the ascending node and I was within .1 degree of Jool's inclination....and I still came in on a polar trajectory. Is that due to my timing of arrival in the Joolian system? Anyone got a rule of thumb on how to come in so that you aren't on a polar trajectory?

Unfortunately I do not have a solution, since less than a 1° error in your burn heading from Kerbin will cause you to enter a polar orbit. I've tried correcting my inclination once out of the Kerbin's gravity well to NaN (even 0.0° will accumulate over the course of an interplanetary voyage), but this requires a lot of delta-V for little benefit.

Part of this happens because a planned burn is supposed to occur at a single instant but the delta-V is actually applied over a couple to several minutes. I keep trying to make minute corrections to keep my ship on the proper course during this burn but apparently I don't do enough to keep it in check.
 
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