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[Kerbal Space Program] Shiny new thread! Desperately seeking pictures of rockets

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Posts

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited February 2016
    If your thrust is that high then bring more fuel! Or a smaller more efficient engine.

    Dhalphir on
  • FiendishrabbitFiendishrabbit Registered User regular
    2016-02-01_00002_zpsxslrenoy.jpg
    Mostly a quick and dirty mockup of the actual craft, didn't add all the Solar Panels / RCS / monoprop tanks, etc etc

    I'd probably go with a centrally mounted Tri-adaptor LV-N cluster and then just attaching blobular tanks on the sides.


    However, I saw something crazy today when researching the best way of bringing along liquid fuel. In terms of fuel efficiency:
    Mk1 LF>Mk2 LF>ISRU+Solar array+Large Ore tanks>Mk3 Liquid fuel>LF only Rocketfuel tanks

    ISRU+Solararray+Ore is actually more efficient than mk2, but the weight of the ISRU means that the breaking point is somewhere around 500 tons. With the mk3 you gain about 1 ton per every 10000 fuel, which means that at 250 tons of fueltanks you're better off bringing ore.
    Vs normal fueltanks the breaking point is a stupidly low 10000 units of fuel (Yes, it's better to bring along an ISRU+Gigantor array+3 Large Ore tanks rather than bringing along 3 Rockomax jumbo tanks).

    We demand vacuum adapted large LF tanks!

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
    Gnome-Interruptus
  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    any word yet on a potential 1.1 release date?

    please dont tell me it will be another two or three months!

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
  • DivideByZeroDivideByZero Social Justice Blackguard Registered User regular
    So I started a new save in 1.0.5 and decided to finally try out this newfangled CKAN thing to handle my mods. And it's completely fucking broken for me. I check all the mods I want, hit Update, check all the required dependencies, and ... it doesn't install everything. It just decides to un-check random mods and forget about them. I go back and check them again, Update, install... now some other mods have been un-checked and uninstalled!

    Example: I check all the Near Future stuff. It installs everything except Power and Propulsion. I re-check Power and Propulsion, Install... now Construction and Spacecraft have been uninstalled!

    this was supposed to be the better way.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKERS
  • zagdrobzagdrob Registered User regular
    Well, got a big science mission setup to go and clean up on Minmus. Had enough dV to hit three or four biomes in one trip so I launched, got there without problems, landed in my first biome.

    Turns out that you can't EVA if you have a 2.5m heat shield directly on top of a Mk1-2 Command Pod. Good to know...good to know. Guess I should be happy that wasn't my first manned Duna mission.

    Gnome-InterruptuscrimsoncoyoteElvenshaelowlylowlycook
  • MuddBuddMuddBudd Registered User regular
    How does the Science Bay work? It seems to have changed since I last played.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • Gnome-InterruptusGnome-Interruptus Registered User regular
    MuddBudd wrote: »
    How does the Science Bay work? It seems to have changed since I last played.

    If you are talking about the science jr experiment, you right click and store the experiment.

    Then you can EVA with a scientist to take the data and reset the experiment to run it again.

    steam_sig.png
    MWO: Adamski
    crimsoncoyote
  • MuddBuddMuddBudd Registered User regular
    edited February 2016
    MuddBudd wrote: »
    How does the Science Bay work? It seems to have changed since I last played.

    If you are talking about the science jr experiment, you right click and store the experiment.

    Then you can EVA with a scientist to take the data and reset the experiment to run it again.

    It seems to do more than that though... it increases science gained? Hang on lemme look this up.

    This thing: http://wiki.kerbalspaceprogram.com/wiki/Mobile_Processing_Lab_MPL-LG-2

    It used to just clean experiments, but now it converts them into science or something. I've read this wiki and am still confused as to exactly how it works.

    MuddBudd on
    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • FiendishrabbitFiendishrabbit Registered User regular
    MuddBudd wrote: »
    This thing: http://wiki.kerbalspaceprogram.com/wiki/Mobile_Processing_Lab_MPL-LG-2

    It used to just clean experiments, but now it converts them into science or something. I've read this wiki and am still confused as to exactly how it works.

    1. You take science experiments to your Mobile Lab vehicle.
    2. You use the Yellow Lab Bottle button (just like transmit, except a different button) to build up Data.
    3. Cram your two highest rated scientists (the more stars the better) into the ride, connect it to major amounts of electricity and start converting Data into a lot more science.
    4. Take your science experiments (which you used to build up your science lab Data) and bring them down to kerbin and cash in even more science. No need to wait for the Mobile lab.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
    Gnome-Interruptus
  • DivideByZeroDivideByZero Social Justice Blackguard Registered User regular
    1. Put a lab in orbit somewhere (further is better)
    2. Put at least one Scientist in the lab (two is better, higher levels are better)
    3. Remove experiments from instruments on EVA and stick them in the lab.
    4. Right click the lab and Review Data, and choose experiments to Convert into Data
    5. When lab is filled up with 500 Data, start Processing to generate Science
    6. When lab is filled up with 500 Science, Transmit it back to base
    7. Realize that stock settings make this process take literally forever and commence weeping
    8. Paste this into a .cfg in gamedata and make it actually practical again:
    @PART[Large_Crewed_Lab]:
    {
    @MODULE[ModuleScienceConverter]
    {
    @researchTime = 5	//Stock = 7 Scales the time research takes exponentially (larger numbers equal longer research)
    @scienceMultiplier = 2	//Stock = 5 The data-to-science return ratio
    @scientistBonus = .4266	//Stock = .25 The star multiplier for scientist skill
    }
    }
    

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKERS
    SatsumomoGnome-InterruptusCommander Zoom
  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    edited February 2016
    So I started a new save in 1.0.5 and decided to finally try out this newfangled CKAN thing to handle my mods. And it's completely fucking broken for me. I check all the mods I want, hit Update, check all the required dependencies, and ... it doesn't install everything. It just decides to un-check random mods and forget about them. I go back and check them again, Update, install... now some other mods have been un-checked and uninstalled!

    Example: I check all the Near Future stuff. It installs everything except Power and Propulsion. I re-check Power and Propulsion, Install... now Construction and Spacecraft have been uninstalled!

    this was supposed to be the better way.

    hmm, odd. i use it quite a lot with success

    one thing you need to be aware of is that CKAN is very strict about version requirements, and unfortunately a lot of addon makers fail to update their mods or properly configure them so that CKAN will work when a patch comes out

    a cheap and mildly dangerous way to get around this is to edit the KSP readme file to have an older version number, which is how CKAN determines what version you're on

    be prepared for every single addon in the game to stop working when 1.1 comes out, and few to even get updated within the first week

    Jasconius on
    Gnome-Interruptus
  • MuddBuddMuddBudd Registered User regular
    1. Put a lab in orbit somewhere (further is better)
    2. Put at least one Scientist in the lab (two is better, higher levels are better)
    3. Remove experiments from instruments on EVA and stick them in the lab.
    4. Right click the lab and Review Data, and choose experiments to Convert into Data
    5. When lab is filled up with 500 Data, start Processing to generate Science
    6. When lab is filled up with 500 Science, Transmit it back to base
    7. Realize that stock settings make this process take literally forever and commence weeping
    8. Paste this into a .cfg in gamedata and make it actually practical again:
    @PART[Large_Crewed_Lab]:
    {
    @MODULE[ModuleScienceConverter]
    {
    @researchTime = 5	//Stock = 7 Scales the time research takes exponentially (larger numbers equal longer research)
    @scienceMultiplier = 2	//Stock = 5 The data-to-science return ratio
    @scientistBonus = .4266	//Stock = .25 The star multiplier for scientist skill
    }
    }
    

    How literally forever are we talking here?

    Follow up questions:
    1. How much 'data' does each experiment generate?
    2. How do you know when you've gotten all the data out of the experiments you've put in there?

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • DivideByZeroDivideByZero Social Justice Blackguard Registered User regular
    Forever like "A full lab takes weeks to process."

    Experiments generate variable amounts of data generally scaling with how much science they return. A crew report has little data value, a surface sample has a lot.

    When you review the experiment you can convert to Data, Keep, or Transmit. Once you've converted it that button is greyed out. The lab holds a limited amount of Data and you can't overcap it, anything past the cap is lost so don't just load everything at once.

    while Processing it uses power to turn Data into Science, which it also holds a finite amount of. When it's full, Transmit the data back home to clean it out.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKERS
    Gnome-Interruptus
  • FiendishrabbitFiendishrabbit Registered User regular
    A full lab does take weeks to process (how many depends on the scientists skill, with zero star scientists it can take a year. Max star scientists...like 3 weeks tops), but it generates 2500 Science in that time.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • DivideByZeroDivideByZero Social Justice Blackguard Registered User regular
    Right. Which means you need to either set alarms to clean it out or babysit it for extended periods in timewarp.

    That config I keep posting reduces that time to less than a day, but balances it with reduced data-to-science ratio. Personally I find the convenience and speed far more worthwhile than additional science. There's so much science out there.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKERS
  • MuddBuddMuddBudd Registered User regular
    edited February 2016
    I need to level up my scientists... I don't have the big crew capsule yet so generally I just take a pilot.

    Weeks isn't necessarily bad, if we're talking in-game time. I was thinking of setting up a science/fuel depot on Minmus and just leaving a crew there to manage things long term.

    -edit-

    This would probably also be a good training ground for science kerbals to bring along on farther missions like Duna.

    MuddBudd on
    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • TerrendosTerrendos Decorative Monocle Registered User regular
    MuddBudd wrote: »
    I need to level up my scientists... I don't have the big crew capsule yet so generally I just take a pilot.

    Weeks isn't necessarily bad, if we're talking in-game time. I was thinking of setting up a science/fuel depot on Minmus and just leaving a crew there to manage things long term.

    -edit-

    This would probably also be a good training ground for science kerbals to bring along on farther missions like Duna.

    Don't be afraid to attach a probe core to the mk1 capsule and put a scientist in.

    InfamyDeferred
  • ElbasunuElbasunu Registered User regular
    I figured out my issue! I was using reliants instead of swivels. WHOOPS!

    g1xfUKU.png?10zfegkyoor3b.png
    Steam ID: Obos Vent: Obos
    Gnome-Interruptus
  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    i need... 1.1 to be out

    i've been staying away from the game for fear that

    A) The saves wont be compatible

    and

    B) the things I want to do make the 32-bit version lag too damn much

    Sir CarcassSynthesisPhoenix-D
  • MuddBuddMuddBudd Registered User regular
    Can I assume that you still have to do the 'each part can only have one parent' thing?

    I remember that being frustrating before. I wanted to use the quad adapters to bookend stuff.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
    crimsoncoyote
  • GarthorGarthor Registered User regular
    Right. Which means you need to either set alarms to clean it out or babysit it for extended periods in timewarp.

    That config I keep posting reduces that time to less than a day, but balances it with reduced data-to-science ratio. Personally I find the convenience and speed far more worthwhile than additional science. There's so much science out there.

    Or you go to the tracking station, hit maximum warp, and go check back in five seconds.

    It's almost as if balancing anything by in-game time is meaningless in KSP.

  • TerrendosTerrendos Decorative Monocle Registered User regular
    Garthor wrote: »
    Right. Which means you need to either set alarms to clean it out or babysit it for extended periods in timewarp.

    That config I keep posting reduces that time to less than a day, but balances it with reduced data-to-science ratio. Personally I find the convenience and speed far more worthwhile than additional science. There's so much science out there.

    Or you go to the tracking station, hit maximum warp, and go check back in five seconds.

    It's almost as if balancing anything by in-game time is meaningless in KSP.

    Well, unless you're one of those people who installs a life support mod

    those awful, horrible monsters
    it's me, I am the monster

  • MuddBuddMuddBudd Registered User regular
    I can't even imagine how I would manage that on top of everything else.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • SynthesisSynthesis Honda Today! Registered User regular
    Jasconius wrote: »
    i need... 1.1 to be out

    i've been staying away from the game for fear that

    A) The saves wont be compatible

    and

    B) the things I want to do make the 32-bit version lag too damn much

    I have a gut feeling 1.1 is going to break saves--which is why I went back to playing 1.05, honestly. I'd like to be wrong.

  • TerrendosTerrendos Decorative Monocle Registered User regular
    Eh, Life Support isn't that bad. At absolute worst it's basically just a time limit + a weight tax on your ships. The big 3 Life Support mods (USI, TAC, Snacks!) all have either extra mods or built-in components that allow for partial or complete recycling of life support materials.

    I'm still proud of that fully-sustaining USI/MKS base I built on Minmus. Admittedly, I think I lucked out and had all the resources in one biome, but it was still pretty cool. I could build just about anything completely for free.

    Gnome-InterruptusZilla360
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    I found the main consequence of life support mods was that it prevented you from timewarping months or years at a time unless you built in ENORMOUS stockpiles of life support to your stations

    This meant it was much more important to run an actual space program with multiple ongoing missions at any one time, constant maintenance launches for your stations, and avoiding timewarping, rather than simply running individual sequential missions and timewarping to transfer windows.

    I liked it, but it did mean that if you wanted to do an interplanetary mission taht you'd send it off and then it'd be a while before it arrived, and you'd have to do lots of other missions in between.

  • DivideByZeroDivideByZero Social Justice Blackguard Registered User regular
    Garthor wrote: »
    Right. Which means you need to either set alarms to clean it out or babysit it for extended periods in timewarp.

    That config I keep posting reduces that time to less than a day, but balances it with reduced data-to-science ratio. Personally I find the convenience and speed far more worthwhile than additional science. There's so much science out there.

    Or you go to the tracking station, hit maximum warp, and go check back in five seconds.

    It's almost as if balancing anything by in-game time is meaningless in KSP.

    It's almost as if I specifically mentioned "babysitting in timewarp."

    I can't speak for anybody else but by the time I'm throwing mobile processing labs around I've got a half dozen+ flights going on in some form or another and don't want to hop in and out of time warp for weeks to clean out a lab.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKERS
  • MuddBuddMuddBudd Registered User regular
    Not a ton of screenshots on this one. Last session I unlocked a LOT of the heavy rocketry and 2.5m stuff.

    http://imgur.com/a/aUghD

    Mission was to fulfill like six contracts in one go:
    -Taking 10 tourists total on trips, around Kerbin or the Mun. (Some wanted just Kerbin, some just wanted flybys, a few wanted Munar orbit)
    -Using the Twin Boar engine/fuel tank combo at a specific height and speed. (Basically launch conditions)
    -Having the 2.5m heat shield at a specific height and speed (which was basically re-entry conditions)
    -Running a test on the Mainsail in Munar escape trajectory. (Seriously this one was annoying... why would I bring a Mainsail to the Mun?)

    I had to redo that landing, as the water landing broke off the passenger sections for some reason. Ended up doing a lot more aerobraking and coming in over grassland. Was able to keep the (now empty) side engines to get a little bit of cash back too.

    Looks like passengers want to start landing on the Mun now though, so these big combo missions may be getting trickier. I may make my next mission science focused and check out Minmus. Also going to rescue a stranded Kerbal from orbit.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
    crimsoncoyoteGnome-InterruptusZilla360
  • SynthesisSynthesis Honda Today! Registered User regular
    Terrendos wrote: »
    Eh, Life Support isn't that bad. At absolute worst it's basically just a time limit + a weight tax on your ships. The big 3 Life Support mods (USI, TAC, Snacks!) all have either extra mods or built-in components that allow for partial or complete recycling of life support materials.

    I'm still proud of that fully-sustaining USI/MKS base I built on Minmus. Admittedly, I think I lucked out and had all the resources in one biome, but it was still pretty cool. I could build just about anything completely for free.

    Hey, don't forget IFI!

    No one remembers IFI.

    Actually, I suspect that IFI's "problem" is that it's designed in a realistic way (treating Kerbals as humans) to not be fully nonrenewable (even on Kerbin, you'll be able to breath, but you're going to run out of standard-issue food packs, medicine, airport novels, etc. sooner or later). It's very simplistic to manage, but you just have to have an awareness of your travel time and pack accordingly, as actual space programs would.

    Of course, for a ~200 day trip to Duna (or more), where there's very little to do, having a hibernation option is attractive.

    I like it, but I can see why it's not for everyone.

    Gnome-Interruptus
  • TerrendosTerrendos Decorative Monocle Registered User regular
    I had never heard of IFI until you just mentioned it. It looks much less cool than the ones I suggested.

  • VeeveeVeevee WisconsinRegistered User regular
    Synthesis wrote: »
    Terrendos wrote: »
    Eh, Life Support isn't that bad. At absolute worst it's basically just a time limit + a weight tax on your ships. The big 3 Life Support mods (USI, TAC, Snacks!) all have either extra mods or built-in components that allow for partial or complete recycling of life support materials.

    I'm still proud of that fully-sustaining USI/MKS base I built on Minmus. Admittedly, I think I lucked out and had all the resources in one biome, but it was still pretty cool. I could build just about anything completely for free.

    Hey, don't forget IFI!

    No one remembers IFI.

    Actually, I suspect that IFI's "problem" is that it's designed in a realistic way (treating Kerbals as humans) to not be fully nonrenewable (even on Kerbin, you'll be able to breath, but you're going to run out of standard-issue food packs, medicine, airport novels, etc. sooner or later). It's very simplistic to manage, but you just have to have an awareness of your travel time and pack accordingly, as actual space programs would.

    Of course, for a ~200 day trip to Duna (or more), where there's very little to do, having a hibernation option is attractive.

    I like it, but I can see why it's not for everyone.

    There's a mod for hibernation that works with all the other life support mods. It's buggy and still being worked on, but it looks pretty good so far

    http://forum.kerbalspaceprogram.com/index.php?/topic/112328-105-deepfreeze-continued-bug-squashing-v0202-27-jan-2016/

    Gnome-Interruptus
  • MuddBuddMuddBudd Registered User regular
    edited February 2016
    Oooh this looks interesting. I hope it gets updated.

    https://kerbalstuff.com/mod/424/ScienceAlert

    MuddBudd on
    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
    Sir Carcass
  • SynthesisSynthesis Honda Today! Registered User regular
    edited February 2016
    Hey, anyone using 1.0.5 with 64-bit--is Vessel View via Raster Prop Monitor broken for you? All I get is a green or grey screen with polygons, like VV is zoomed too far in.

    Synthesis on
  • SatsumomoSatsumomo Rated PG! Registered User regular
    edited February 2016
    Satsumomo on
    DivideByZero
  • VeeveeVeevee WisconsinRegistered User regular
    edited February 2016
    An intern at the tracking center decided to step outside and tape a launch from right outside the tracking station's front doors.

    https://www.youtube.com/watch?v=vT1yVrodV6Y

    The intern was kept, but seatbelt usage became mandatory

    Veevee on
    StrikorcrimsoncoyoteCommander ZoomZilla360Synthesis
  • SynthesisSynthesis Honda Today! Registered User regular
    edited February 2016
    Veevee wrote: »
    Synthesis wrote: »
    Terrendos wrote: »
    Eh, Life Support isn't that bad. At absolute worst it's basically just a time limit + a weight tax on your ships. The big 3 Life Support mods (USI, TAC, Snacks!) all have either extra mods or built-in components that allow for partial or complete recycling of life support materials.

    I'm still proud of that fully-sustaining USI/MKS base I built on Minmus. Admittedly, I think I lucked out and had all the resources in one biome, but it was still pretty cool. I could build just about anything completely for free.

    Hey, don't forget IFI!

    No one remembers IFI.

    Actually, I suspect that IFI's "problem" is that it's designed in a realistic way (treating Kerbals as humans) to not be fully nonrenewable (even on Kerbin, you'll be able to breath, but you're going to run out of standard-issue food packs, medicine, airport novels, etc. sooner or later). It's very simplistic to manage, but you just have to have an awareness of your travel time and pack accordingly, as actual space programs would.

    Of course, for a ~200 day trip to Duna (or more), where there's very little to do, having a hibernation option is attractive.

    I like it, but I can see why it's not for everyone.

    There's a mod for hibernation that works with all the other life support mods. It's buggy and still being worked on, but it looks pretty good so far

    http://forum.kerbalspaceprogram.com/index.php?/topic/112328-105-deepfreeze-continued-bug-squashing-v0202-27-jan-2016/

    Hah, I've already been using that (if you go back a few pages, you can see the hilarious looking hibernation "truck" I designed), and some screencaps of Valentina Kerman's crew getting frozen. It's quite good so far, and its power and unique resource demands make it hard to abuse.

    Still trying to figure out what I'm doing wrong with Vessel View....maybe it doesn't work in 64-bit?

    screenshot50_zpseeesupoa.png

    Synthesis on
  • MuddBuddMuddBudd Registered User regular
    Managed to rescue a Kerbal from orbit. It... was fairly annoying. I couldn't get a rendezvous closer that 700m or so, but managed to rescue her anyway. TBH, I think the only reason I was able to get her over to the pod was she accidentally hit it, thereby reducing speed.

    I need to research better ways to pull that off.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • InfamyDeferredInfamyDeferred Registered User regular
    Sounds like you're not matching speed. Just before you pass the rescue ship, switch your navball to target mode and burn retrograde until it reads 0. Then your orbits will match and you can take all the time you need to close in or eva. Eva'ing without matching speed is some Jeb grade stunt work.

    SatsumomoIanator
  • Nova_CNova_C I have the need The need for speedRegistered User regular
    Sounds like you're not matching speed. Just before you pass the rescue ship, switch your navball to target mode and burn retrograde until it reads 0. Then your orbits will match and you can take all the time you need to close in or eva. Eva'ing without matching speed is some Jeb grade stunt work.

    It does teach you how orbits work, though, as you have to constantly compensate for the changing positions!

    Gnome-Interruptus
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