Kerbal Space Program

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Discussion

LilPeteMordino

492 posts

190 months

Thursday 16th November 2017
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Been playing this a lot more recently.

I have now developed a good launch platform that can get into Orbit on the first stage (Lifting 2 decent sized fuel stages also) which should give me a good platform for planet transfers (Only ever gone for a trip round the Mun and back!)

One thing I want to do is create a probe to send off to different planets. Anyone got a good basis for this? Can't seem to decide how to be clever and build one properly! Step after that will be a space station and landers I think!

RizzoTheRat

25,159 posts

192 months

Thursday 16th November 2017
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Probes to other planets/moons are a good next step after some Mun/Minmus landings. You can usually find some contracts to place satellites in specific orbits of Duna or Eve fairly early on so they can be profitable (assuming you're on a career game). Contracts will specify particular equipment to be on the satellite, usually the big and unwieldy surface scanner, sometimes a materials bay or goo.

Plenty of hints online about how much dV you'll need to get to specific places, and Kerbal Engineer is a great mod to tell you how much dV your design has if you don't want to do it by trial an error.

I use the Scansat mod, which has scanners for mapping planets, and RemoteTech which means I need to have a communicatons network, not too sure how comms work in the vanilla game these days. Worth having a read of the wiki on the comms system or you might find you don't have a lot of control when you get there.

My usual probe designs have a service bay with a long range comms dish, a probe core and some batteries inside as the central element, with a payload on top and a fuel tank and a Terrier or Spark at the other end. I also always have a shorter range antenna for a local network in RemoteTech.

The key thing is working out when to launch to get the most fuel efficient trip. Plenty of online calculators (or the Kerbal Alarm Clock mod) to tell you, or better yet plenty of website to teach you how to work it out.

callmedave

2,686 posts

145 months

Sunday 19th November 2017
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I'm been practicing my IVA flight skills (via mods) after doing a full mun landing and return apollo style. I decided to use a shuttle to deliver space station components.


Alias218

1,496 posts

162 months

Sunday 19th November 2017
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That's very impressive. I've always struggled deorbiting precisely. Usually just come down wherever I come down!

RizzoTheRat

25,159 posts

192 months

Tuesday 28th November 2017
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Just noticed it's currently £17.99 in the Steam sale if anyone's interested


wst

3,494 posts

161 months

Tuesday 28th November 2017
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Recently started playing this again so a new career it is. I installed Kerbal Engineer Redux to help me with building...

Currently trying to scrape together enough science to think about landings. I don't even have ladders yet! That'd be awkward for the Kerbal...

RizzoTheRat

25,159 posts

192 months

Tuesday 28th November 2017
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wst said:
Recently started playing this again so a new career it is. I installed Kerbal Engineer Redux to help me with building...

Currently trying to scrape together enough science to think about landings. I don't even have ladders yet! That'd be awkward for the Kerbal...
I never bother with ladders for Mun/Minmus landings, the suit RCS is powerful enough for them to fly.

Donbot

3,930 posts

127 months

Saturday 30th December 2017
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I'm guessing that this is with the thermal, aero etc effects at 100%? I'll give this a go later.

Donbot

3,930 posts

127 months

Saturday 30th December 2017
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I have no idea how to use tables.....

Mun-turd
22,260
66t
24

Is Monoprop more efficient for this?


Donbot

3,930 posts

127 months

Saturday 30th December 2017
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That lander is brilliant. I clearly lack imagination playing this game hehe

RizzoTheRat

25,159 posts

192 months

Sunday 31st December 2017
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I've just managed to land on the Mun for 8630 Kredits, but actually put it on the surface with zero fuel remaining biggrin

Using the big solid booster as the main engine kept the cost down but resulted in a hideously inefficient launch to over 300km but suborbital, so in theory I should be able to get a much better launch but I think I'm going to need another stage which will up the costs a lot.



Jeb wasn't too keen on the view though. Using his suit life support for a trip to the mun and back is a bit of an exploit though. I'm interested to see how cheaply I can get this lander back to Kerbin, and then I'll have a more NASA style attempt and send a decent pod.




(I've got Kerbal Engineer installed which I hope isn't against the spirit of the challenge)



Edited by RizzoTheRat on Sunday 31st December 16:39

RizzoTheRat

25,159 posts

192 months

Sunday 31st December 2017
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You can get away without anything there in some cases as most components below an engine will overheat after a couple of seconds, however thanks for that tip as you just saved me the cost of the one decoupler I was using

I've added an intermediate stage to my previous design to get this for 9,780 Kredits



Launch profile was still a bit rubbish with a fairly high suborbital shove from the first stage, and the second stage used to circularise at about 150km and then get most of the way to the Mun, with Valentina transferring to the lander seat before leaving Kerbin orbit.



As I knew I had a fair bit of excess fuel I wasted a bit getting her within waving distance of Jeb



The view on re-entry must have been pretty good, but probably a bit warm with the doors open



Splashdown with 658 m/s remaining



I wasted a bit of fuel trying to land close to Jeb, so probably have around 750-800m/s spare, and I've still not not managed a decent launch profile with these solid boosters so there's probably some excess to be shaved there too. If I half the tank size on the intermediate stage it comes in at 9,480 Kredits but will it make it there and back...


Ranking PH Name Ship Name Cost Mass Parts Mission Notes
- ash73 Lunar 9 9,340 44t 22 solid boosters
- RizzoTheRat Munlander Budget 2 9,780 31.8t 19 -
- ash73 Lunar 8 14,822 42t 28 minimalist Apollo
- Donbot Mun-turd 22,260 66t 24 -



RizzoTheRat

25,159 posts

192 months

Sunday 31st December 2017
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Third time lucky. Solid booster as an intermediate stage and double the fuel on the final stage, which then did a chunk of the circularisation burn as well as well as the transfer, landing and return. I still don't think this is particularly efficient though.



Fell over on landing but the reaction wheels were strong enough to get it upright again


Splash down with nearly 500m/s remaining



Ranking PH Name Ship Name Cost Mass Parts Mission Notes
- RizzoTheRat Munlander Budget 3 8,595 31.4t 18 -
- ash73 Lunar 9 9,340 44t 22 solid boosters
- RizzoTheRat Munlander Budget 2 9,780 31.8t 19 -
- ash73 Lunar 8 14,822 42t 28 minimalist Apollo
- Donbot Mun-turd 22,260 66t 24 -




RizzoTheRat

25,159 posts

192 months

Sunday 31st December 2017
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Nice work. Your first stage is stable enough without fins? I reduced it from 4 to 3 fins but didn't think to try none.

RizzoTheRat

25,159 posts

192 months

Tuesday 2nd January 2018
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I'd not been playing for a while and this got me back in to a it a bit smile

I'm using some mods so not a valid entry, but I just had a go to see what I could do in my career save, which has some advantages over a sandbox game in that you can recover part costs. Unfortunately I don't have the command seat researched yet so can't do a full mission, but I know my upper stage from the above entry can make it from LKO to the Mun and back, costs 2935 Kredits, and weighs 2695kg, so I built a correctly weighted replica and played around with an alternative launch, resulting in this:



I think the only mod parts it's carrying are Mechjeb (I really couldn't be bothered with the manual launches to test it biggrin), and the landing legs which are replicas of New Shephards legs

The launch stage costs 19445, so a total of 22380 with the lander, which isn't cheap, but that Skipper makes a nice heatshield



Plan was to aim to overshoot the airfield and burn fairly late to bring it down on the flat area around the KSC, but I had a bit less fuel left that planned so ended up coming in a bit short. It's also a bit over parachuted so doesn't need the landing burn I was expecting



Landing close to the KSC nets me nearly full price for the parts so the launch hasn't cost me a lot more than the fuel used



Total mission cost is therefore 5558... I can see why SpaceX, Blue Origin, etc are looking at reusable launch vehicles. although I suspect their refurbishment costs would be somewhat higher than 2.5% that KSP's assuming here.


Both our lander designs would fit in a Mk2 cargo bay so it would be interesting to see how cheaply a launch could be done that way, but I don't currently have any space planes in my game. However a reusable vertical ascent rocket like Falcon/BFR/New Shepherd is a bit more realistic than an SSTO spaceplane.




RizzoTheRat

25,159 posts

192 months

Tuesday 2nd January 2018
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Loving that platform biggrin

I launched Val in a Mk1 capsule as part of the intermediate stage and eva'd her over to the cargo bay.

Just tried a quick test on the pad, with her standing next to the cargo bay there was no problem clicking on the seat and telling her to board, so I'm surprised you can't get your pilot in on the pad.


RizzoTheRat

25,159 posts

192 months

Tuesday 2nd January 2018
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That would be the problem then :-D. I had a seat, battery and parachute in the cargo bay, so vals flying it with no need for a probe core.

ecsrobin

17,117 posts

165 months

Friday 5th January 2018
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So after all this time watching this thread but being unable to play it kerbal is coming to PS4 and Xbox on 16th January.

This is the 2nd attempt at console and they’ve rebuilt it with a new developer so hopefully I can join you in this mission.

Alias218

1,496 posts

162 months

Saturday 6th January 2018
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Well, I managed to crash into the Muna surface for K11,942. Need more fuel...

ETA: have been experimenting with a horizontal take-off/vertical landing spaceplane to try and stick to the recycle ethos. Currently using est. K2,500 of fuel, all else can be reused. Still need more fuel though.

Damn you, Tsiolkovsky and your infernal rocket equation.

Edited by Alias218 on Saturday 6th January 18:22

RizzoTheRat

25,159 posts

192 months

Sunday 7th January 2018
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I'll be interested to see how well it works on a console. I can see the controls being great for flying, especially docking, EVA and aircraft, but surely building is going to be tricky on a controller compared to a mouse and keyboard?

I've found in the past that horizontal takeoff is great to Kerbin orbit, but beyond that the extra weight you're carrying starts to be a problem. I had a space plane in an earlier game that I used to carry fuel up to my Kerbin station, and have used them successfully to launch small probes, but I've never yet managed to make one that could get beyond Minmus



Thanks to this thread revival I've not only achieved a lot less around the house the planned over the last few days, but I'm thinking I need to upgrade my PC now as well. It really struggled with this 310 part, 800 tonne, 450k kredit launch. The launch ran at less than half real time, with frequent pauses, and any part I clicked on took a second or two to open the menu, so I left it to MechJeb as I think it might have been tricky to do by hand.



My reusable SSTO's are doing well with lighter payloads, but as the payload gets heavier the sheer size of the launcher you need starts to get silly, so I used my 45 tonne payload launcher with an extra 4 disposable mainsails and fuel tanks. My best landing yet from one of my spent boosters though.



The 158 tonne payload is intended to do quite a few jobs
  • Fulfil a "Station orbiting Kerbin" contract
  • Leave a fuel dump and RemoteTech comms relay in Duna orbit, with the comms range to also cover Ike
  • Fulfil a "Land a base on Duna" contract
  • "Plant a flag on Duna" contract
  • 3 x "Rescue astronaut from Duna orbit" contracts
  • "Satellite in to polar orbit of Duna" contract, which will then close in to ScanSat map the surface once I get a contract for that
  • Launch another ScanSat probe in to Ike polar orbit to await a "Scan Ike" contract, this is also the first orbit of Ike this game so extra cash from that.
  • Land a rover on Duna for a "Conduct seismic surveys at location" contract
  • Possibly do some additional landings if I get some more Duna contract before the return window
  • Return the original crew of 3 plus the 3 rescuees to Kerbin. leaving the lander and rover in Duna orbit for future missions.


I don't think Bill's going to be allowed to drive the rover though after what happened in testing!




I'm making an effort in this game to try and do multiple contracts in one launch, and limit the number of launches that I don't get paid for. My last launch netted over 1M kredits with contracts to place a station in Kerbin, Munar and Solar orbits. Annoyingly straight after I'd completed it I got contracts to place one in Minmus orbit, and one to put a telescope in to Solar orbit which I could have combined with it.


Edited by RizzoTheRat on Sunday 7th January 13:11