They did the live stream of them watching the Scott Manley video. I missed it, caught it right at the end. I imagine it will be archived and up on the site fairly soon.
Building:
Launch Pad:
Launch:
In space preparing for stage 2:
Stage 1 separation:
Stage 2 aim:
Stage 2 long burn
Stage 2 not sure this is going to work Jebediah:
But it just might:
Oh yeah, now let's tighten this up:
HELLO MUN:
I watched the first couple of Project B.E.A.S.T. videos and pretty much had to hit steam and buy this straight after.
What a great fun game/sim!
I ended up staying up far too late last night after finally managing to get into a stable orbit around Mun. I think I genuinely whooped out loud when it all came good in the end.
I know this is small fry to you guys but I just had to share with some one!
I'm now tweaking my rocket with the things I have learnt on this flight and will send another to the Mun before attempting a landing with this one. I think I have plenty of fuel but I'm not sure so would like to have a smidgen extra which I should have with the amendments I have made.
I'm kind of MacGyvering this without any knowledge of the subject at hand and man achievements feel good!
Just remember that usually a rocket that looks like a real life one should work best
Yes, and don't follow the Vinny building guide book. Having things like your RTG sticking off your nose cone is a bad idea. There is drag and center of gravity in this game. Having odd things asymmetrically sticking out of your ship can really make things wonky during launch.
Watching these project beast videos from like 10 through 14, it drives me up the fucking wall the way they keep using only the SAS controls to turn that big ship all the way around, spending 5 minutes every time to wait for it to stop overshooting back and forth
If you're talking about when they were heading toward theI think I'm at this point right now. They keep using the main engine to match speed instead of the rcs thrusters. They keep go8ng back and forth, it's driving me crazy.
Edit: Why didn't they open the parachute?!
If you're talking about when they were heading toward the, I don't think it would have slowed them in time. In my current career the same thing has actually happened to me twice by dumb luck, and I lost the capsule both timesmountains
There is also matter of speed. If the capsule does not slow down enough they will be torn off. And in the mountains there is less atmosphere to brake.Don't they always open 1000m above the surface?
If you're talking about when they were heading toward the, I don't think it would have slowed them in time. In my current career the same thing has actually happened to me twice by dumb luck, and I lost the capsule both timesmountains
Just remember that usually a rocket that looks like a real life one should work best
Yes, and don't follow the Vinny building guide book. Having things like your RTG sticking off your nose cone is a bad idea. There is drag and center of gravity in this game. Having odd things asymmetrically sticking out of your ship can really make things wonky during launch.
But definitely DO keep the sick lights.
Is there a better alternative for the magical electricity wand that is more aerodynamically sound... or can I just have two, like horns? Clearly the latter is a better idea.
The Radioisotope Thermoelectric Generator is useful for purposes such as:
Traveling so far away from the sun that solar panels become insufficient.
Operating energy-consuming equipment on the night-side of a celestial body.
Removing the need to take special action to replenish electrical power stores.
Emergency backup for a stronger primary power supply.
It is able to provide power while stowed in a faring or cargo bay
I watched the first couple of Project B.E.A.S.T. videos and pretty much had to hit steam and buy this straight after.
What a great fun game/sim!
I ended up staying up far too late last night after finally managing to get into a stable orbit around Mun. I think I genuinely whooped out loud when it all came good in the end.
I know this is small fry to you guys but I just had to share with some one!
I'm now tweaking my rocket with the things I have learnt on this flight and will send another to the Mun before attempting a landing with this one. I think I have plenty of fuel but I'm not sure so would like to have a smidgen extra which I should have with the amendments I have made.
I'm kind of MacGyvering this without any knowledge of the subject at hand and man achievements feel good!
I love/hate this game. Here's why I love it:
It was a one-way trip to Duna. But, why was it one way?
HATE:
1: It runs like garbage on my Mac, and all of my support emails and logs go unnoticed it seems to official channels. I'm on a late 2012 iMac, and to get the minimal number of crashes, I have to greatly compromise my experience (despite running many contemporary games just fine)...
2: Which means I can't play with any graphical settings. To get this game to crash minimally (which is maybe 6 times an hour) I have to lower all of the specs. It looks kinda of ugly as a result. And it's really a bummer looking at other peoples' stuff because...
3: I can't play with any mods because it crashes constantly. Yes, that means graphical mods, but it also means scientific or helpful mods. I have no idea the Delta V on stages or anything because I can't install that stuff that tell you stages, Delva V, or whatever. THAT MEANS I got to Duna, Minmus, and Mun all by myself. The only "guidance" I had was watching Project B.E.A.S.T which was helpful in that it told me to turn East on launch. Nothing else was useful...
LOVE:
1: Which is something I love... I did this all by myself. I didn't download any mods, or view any tutorials (or play the game's tutorials; I just played sandbox for 24-ish hours), or read up on anything. I got from Kerbin to Duna on my own and it took 172 in-game days. Mun was becoming to easy, as was Minmus, and I could even do both on the same trip, even if I was probably brute-forcing it with dozens of solid fuel rockets, but I did it myself. And, that includes Duna. I got to Duna with almost no help. As that goddamn pod landed, I channeled my inner Cameron and shouted "I'M KING OF THE WORLD!!!"
But, now, again and I'll repeat, without any mods, I'm stuck. I have no idea how to return home. It took a lot of solid fuel rockets to get me into space, two large liquid fuel rocks to get me into orbit, nuclear rockets to get me to Duna, and my original idea was then to leave part of my ship in orbit, land, and then re-dock after landing, but I have no idea how to dock, so I lost an entire stage landing.
So, in vague terms, how can I get to Duna and back? I had good luck with the nuclear engines, but I had to burn 6 or 7 minutes to get to Duna's orbit, then another few minutes to correct it, and at that point all I had left was my lander, which I had to ditched to get the pod to land safely. Is it a good idea to use liquid/nuclear engines to get to Duna? Should I do something else? Do I need to plan my launch to get a proper alignment with Duna?
This is my stupid rocket, which I freely admit is probably overkill or silly:
Edit: I forgot to mention, but here's the crap I've had to deal with playing this game on a Mac. All of a sudden I couldn't click the fuel icon to get a better view of my fuel usage or see what is remaining; this was when I was trying to land on Duna, which is why I had to do an emergency ditch of my lander. This game is so buggy for me.
Here it is. Most important thing design - wise is using shorter tanks, I lock flow from all but the lowest and turn them on one by one as the lowest runs out of fuel. This way I can keep centre of mass at the front. Otherwise it is quite rough design. Did its job though
Whole thing:
Stage 1:
Stage 2:
Stage 3:
Lander/comeback ship
From the trip:
You can also stash stuff in side service bays. Yo can place objects center line and not be affected by aerodynamics. You really don't need RTG's for many early missions. Small solar panels and a battery should be more than enough. You can put 4 2x3 or 3x1 solar panels on a ship and it will generate over 8x the electricity and still weigh less than 1 RTG.
Edit: via kspwiki some suggested use case scenarios for RTG
One thing that's useful to learn is that sometimes less is more. You think that you can solve most problems by just adding more fuel and more engines. That's largely true (and very Kerbal), but for every kilo of fuel you want to put into orbit, you need another kilo on the ground to lift it (I don't know the exact equivalence, but you get the idea). If you build a lighter, more efficient upper stage, you can get away with a lot less booster on your lower stages.
For example, with a reasonably efficient ascent, this ship has plenty of fuel to land on either Mun or Minmus and return with a comfortable margin.
This is my stupid rocket, which I freely admit is probably overkill or silly
A 15 minute burn for Duna is possible, and I wouldn't say is good or bad, it depends on your engines and the mass of the craft. As your ship gains mass you'll need more powerful engines if you want to make a quick injection burn, but as long as you are within the delta v parameters for the mission you are ok with long burns.1: Figure out how to better get into orbit with Duna. I can get there leaving Kerbin orbit (it's like a 15 minute burn, though... is that bad?) and I make a small correction halfway, but when I get to the encounter, I have to do another massive burn to get into orbit, something like 10 minutes, and then it's a terrible orbit where I'm seemingly coming in the wrong way and I'm almost perpendicular with the orbit.
2: Land better on Duna. I had to use a lot of fuel for the nuclear engines, as well as my big "get off of Duna" engine, and that left me with very little fuel to get back into orbit. Maybe more parachutes and airbrakes will help and cause me to use less fuel? Also, with the atmosphere being so thin, do I need to worry about heat concerns and things potentially blowing up upon Duna entry?
3: Figure out how to get back home. If I leave Kerbin in a noon/9pm position to get to Duna, I assume it's the reverse to get home. Also, I need to figure out the fuel situation. If I can get 1 and 2 working better, I can probably not worry so much about this part. If I can get off Duna using just my big engine and not touch my return fuel tanks that feed the nuclear engines, I'll have 1600 liquid fuel to get me home. That may still be light, but I don't know until I get to Duna and try it out, I guess. I mean, is five tons for the engine and empty fuel tank that much weight when I'm already in orbit heading home?
At least they made it again!
Going to Eve is easier than going to Duna. The problem (big problem) with Eve is coming back from its surface, an "orbit and back to Kerbin" mission is fairly easy. Going to Moho is harder, if you don't make a very good injection burn in Kerbin you'll have to make a huge inclination fix when orbiting the Sun, taking away a big chunk of fuel.I REALLY want to go to Eve, but Duna was already really difficult to do without mods and looking things up. Maybe I can just do an orbit of it since I have trouble taking off of things. But, I really want to try and land on it. It looks so pretty from space. Maybe Moho or Dres? Since Moho is so close to the sun, I wonder if I can slap on radiators to the ship and get that to work. Dres looks kind of boring. And I know I can't get to the outer planets, so that's not on my immediate radar.
Going to Moho is harder, if you don't make a very good injection burn in Kerbin you'll have to make a huge inclination fix when orbiting the Sun, taking away a big chunk of fuel.
That's why I talked about a good or bad ejection burn from Kerbin, if you time it properly and leave from a good parking orbit you can eliminate the inclination fix, which can be way higher than 760 m/s and get in the range of 2500 m/s in a full 7 degrees scenario due to the high speed you are travelling at.If you wait for a transfer window that allows you to hit Moho at an ascending or descending node, you shouldn't need to worry about a plane change
edit: I forgot how ridiculous getting to/from Moho really is. Avoiding the solar plane change saves up to ~760 m/s, but you'll still need to have something like 13500 in Kerbin orbit if you hope to land there and return (half that for just a landing), so that plane change is relatively small compared to everything else
the hardest thing in the game
nominations, ladies and gentlemen please
Been doing career mode and just took two tourists for an orbit of Kerbin. Their little faces during launch in the inline crew cabin thing were great. Such fear, such awe but still so adorably cute!
I seem to be learning a lot about efficiency and simplicity it seems whilst I do the career mode. You really don't get very advanced parts at the start and earning science seems pretty tough. It's super fun though to think laterally around what essentially become puzzles.
The center of mass and center of thrust are out of allignment with the NASA style shuttle. You need the engines on the shuttle to be angled slightly to bring the center of thrust back in line or else it will always go out of control. Notice the angle of the engines in the pic below.
Hello everyone!
Kerbal Space Program is “Turbo Charged” by the release of patch 1.1!
After almost a year of hard work our major update is finally here! In the package you’ll find a large boost in performance due to the upgrade to the Unity 5 game engine, 64 bit binaries for Windows and OSX that will help you mod the game to ridiculous lengths, and the brand new KSPedia reference guide for all the information you need to play the game!
That’s not all though, here are some of the highlights for this patch:
All new user interface
The user interface has been rewritten from the ground up to take full advantage of Unity 5’s new integrated systems. The ‘parallel’ UI systems have been removed and the game now uses only one system, adding to the performance bonus the update already brings. Almost all interface elements have been redesigned and tweaked but have retained the familiar feel for experienced players. The most notable tweaks can be found in the map view, staging, IVA portraits and the right-click part menus.
Players can now search through parts by typing in text greatly reducing the time needed to find that one part needed to complete the rocket. The Tracking Station will inform the player of a craft’s next maneuver node time, helping players to maintain several active flights at any one time. The Space Center overview features buttons for all the buildings, making sure you don’t miss out on any part of the space program by overlooking mission control!
KSPedia
KSPedia will be the primary source for information on just about anything in the game. New players will find the basics of building and flying explained here, and more experienced players can take in information about more advanced concepts such as docking, in-situ resource utilisation and all the information they need to plan a successful mission to the next planet or moon.
New tutorials and scenarios
The tutorials have been extended and reworked from the ground up. The new tutorials will cover topics ranging from basic and advanced construction and flight, to docking and landing on Mun. Learn how to execute the perfect gravity turn, orbit Kerbin and land the Eagle.
Not only tutorials have been reworked: we’ve extended the available pool of scenarios as well, increasing it by 150%! Use a spaceplane to re-enter the atmosphere and land it back on the runway at the Kerbal Space Center, return a craft without heat shield from Duna, or beat SpaceX at their own game by flying back the first stage of a rocket to the launch pad. These new scenarios will unlock these advanced topics for any player!
A special thank you goes out to everyone involved in testing the QA, experimental and pre-release versions.
Kerbal Space Program 1.1 is now available on the KSP Store and Steam, and will soon be available on other third party platforms.
Ohhhhh shit, they threw me off, it was a secret release of 1.1.
1.1 out now!
http://forum.kerbalspaceprogram.com...s.html/kerbal-space-program-11-turbo-charged/
What are you trying to re-enter with? A Mk1 command pod should be able to handle that easily (I just tried it). A service bay has kind of absurd heat tolerance, so that should be able to take it too.Restarted career for the 1.1 release. It's been a while, but is reentry less forgiving these days or have I just severely atrophied?
Used to be that you could do a suborbital launch to like 100k and reenter with no heat shield and a single nosecone chute. Now I can't seem to manage without a shield and drogues.
1.1 Crashes on launch. Late 2012 iMac, OS X 10.11.4.
It happens so fast, but best I can tell, it is loading a sound file or something from Squad. It's probably one of the first 10 things that gets loaded. No mods or anything installed.
Any ideas what I might try?
Edit: EditorLoop01 is when it crashes.
Most OSX issues are permissions related, solve these by enabling read/write permissions on the KSP_osx folder. To do this, open a Terminal, change the directory to where the KSP_osx is and type: "sudo chmod -R 777 KSP_osx" (without the quotes).
A command pod, a Science Jr, and a couple of goo canisters. The heat does seem a lot more aggressive, but that's cool. The shield is there for a reason and I wanna say it's lower in the tree than I remember.What are you trying to re-enter with? A Mk1 command pod should be able to handle that easily (I just tried it). A service bay has kind of absurd heat tolerance, so that should be able to take it too.: