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Thanks for the suggestions on SimCity 4 mods... I'll see about signing up to get some of the cool buildings. I've been wanting more variety.

Not only did I finally return from the Mun, I also managed to land on Minmus for the first time. Onwards to Duna!

Bill, Jeb, and Bob on the Mun
Spoiler :
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Sun, Kerbin, and Jeb in perfect alignment
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Our favorite Kerbalnauts on Minmus
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Both missions returned home safely.

I'm struggling to get a launch system that will move my lander to the Mun--I think it is just too heavy. That, and my orbital booster stage has two large fuel tanks, which makes it quite slow. My current launch system has a tower of large fuel tanks (5, I think) surrounded by 12-24 solid rocket boosters that all burn simultaneously (at one point, I just started seeing how crazy I could make it).

So far, the Bonerlicious XI through XIII rockets were able to do flybys of the Mun and return, but that series doesn't have a lander (that's the Munterbator series, I have a lot of fun with the names--I stopped using the Crotch Rocket orbital system and the One-Way Trip had a 100% death rate before it got to the point where it should have been a one-way trip).

I see you have one small tank for your lander and boost stage--did you drop anything between Kerbal orbit and Munar orbit? Or were you able to leave Kerbal orbit, get to Munar orbit, land on the Mun, and then return all on a single small tank?
 
I'm struggling to get a launch system that will move my lander to the Mun--I think it is just too heavy.

For a mun landing and return to kerbin your lander stage should not need more than 2x 400l tanks for the 1 man capsule, it's surprising how much you can do with so little fuel in low/no gravity and a low mass.

Just started playing KSP again myself. After my first Mun landing with a failed return due to little fuel and inefficient piloting, my rescue mission lander ended up so overbuilt I could take off from the Mun, fly to minmus, incline and circularise the orbit, land and then take off and return to kerbin again with fuel to spare.


Mun/Minmus roundtrip ship:
It's not a very pretty sight when this thing wobbles itself out of the atmosphere, I can tell you.
Spoiler :
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The stage that takes the ship to orbital speed and onwards, here during a slighty inefficient use of the external disposable fuel tanks.
Spoiler :
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Landing on Minmus.
Spoiler :

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First orbit capable spaceplane:
Spoiler :
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Rescue mission of the rescue mission of the spaceplane pilots that had landed back on Kerbin after the orbit. Having lost one sides engine the return trip was quite hairy.
Spoiler :

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The first landing on Mun. Unable to return to kerbin, an eventual four rescue missions were launched with varying succsess ending with the Mun/Minmus roundtrip.

I am starting to think my "No Kerbal left behind" policy might not be sustainable in the long run...
Spoiler :
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And one more shot of AirBuccaneers:
Spoiler :
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For a mun landing and return to kerbin your lander stage should not need more than 2x 400l tanks for the 1 man capsule, it's surprising how much you can do with so little fuel in low/no gravity and a low mass.

Just started playing KSP again myself. After my first Mun landing with a failed return due to little fuel and inefficient piloting, my rescue mission lander ended up so overbuilt I could take off from the Mun, fly to minmus, incline and circularise the orbit, land and then take off and return to kerbin again with fuel to spare.

I'll need to experiment with it a little more tonight. I think I'm getting close to at least a landing.

You have way more stages than I do--that's my problem. I have one power stage to get into the mid-blue, the solids fall off so that I have a single large liquid rocket to get to space, then I detach that and I have the last stage that orbits Kerbin (and zips out for flybys on the Mun). So that's 3 total. I need at least one more lift stage.

I've used the thick-column liquid rocket in the center with both solid boosters and small liquid rockets on the outside as boosters, as well as a combo of the two. Can't figure out which is more "efficient" since they both fail to get me to my destination and tend to fail spectacularly. At first, I was addicted to the high-thrust solid rockets, but then I started using the small liquid rockets as both a source of extra fuel for the center column as well as extra thrust--I figure they lighten up enough that it is still a decent advantage.

The solids topped by a small fuel tank draining into the center engine was a bad idea.
 
MoreEpicThanYou... best CF handle ever!
 
I got your pics confused with trader/warrior's setup. Pod is pretty small, I can see it being more feasible than my heavy system.

Got some ideas for tonight...
 
Also, I just noticed your earlier post - I dropped off my main stage at the last possible moment so it wouldn't stay in orbit forever. The last stage was enough to do everything else.
 
parts ≠ efficiency

Try using mass instead. Launch/travel stages and then the lander.
 
Mods exist that make docking a possibility, and a feasible one at that. They don't work flawlessly, there's in fact a helluva lot of things that can break the docking mods, (there are two or three of them) but it's functional enough for many people to use.

Spoiler not mine :
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Muntasm I just crashed into the Mun at around 300 m/s, all Kerbals lost. Allahu akbar, for great justice.
 
Well, can yours do this? :p
Spoiler :
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I'm still figuring the capabilities of this baby out. Ran out of fuel just out of reach of Kerbin, but the return is easily doable once I refine my navigating skills.

Actually, it can. :p
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I forgot to take screens from anything closer. (Look just below the rocket, you can see Duna!)

Returning to Kerbin is not an option. I don't think I could land on Duna with the fuel I had, but a permanent colony on Ike is feasible.
 

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