Kerbal Space Program 0.9 Career 28

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Published on ● Video Link: https://www.youtube.com/watch?v=j2iAb5bBpjY



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I'm back attempting to finish up my KSP Beta 0.9 Career game! We finish up at Minmus for now, and launch some space stations!

We start at Minmus, and make a small hop to the last location we need to collect a seismic survey at. Once landed, we take the seismic reading that we need, and complete the contract. That earns us about 240k funds and 200 science.

We then focus back on KSC, leaving the Kerbals in Minmus for now. We have 30.4 million funds, and about 2350 science. We have 3 contracts for getting space stations in Kerbin orbit, solar orbit, and landed on the Mun.

We decide to do these contracts, and to attempt to do them in one launch. We head to the VAB and build a nice 'base' station that contains a science lab, a hitchhiker canister, with a cupola module on top. Fuel and RCS fuel are below that, with some lights, solar panels, RCS thrusters and a pair of docking ports on the side. A pair of Atomic engines and some science experiments finish off the base station, with 28 parts weighing 37.5 tons.

We turn this into a sub-assembly as we want to launch three of them. Our previous biggest launch was about 83 tons, so three of this will be a bit heavier than that, but with some launch modifications, it just might be possible.

We take a copy of the 'base' station, and modify it for landing on the Mun. This will be our central station, and it will need some modifications in order to be able to land. First, it needs landing legs, and it will need more thrust to be able to safely land on the Mun. We double the engines, so that there will be 4 for a total of 240 thrust. We then add on 8 landing legs. Unfortunately, these can't be added to the side of the engines for a wider, stabler configuration, so we have all eight around the fuel tank at the bottom, and will have to make sure we are landing at a nearly flat area.

We attempt to hook two of the original bast stations to the docking ports on the side of the lander station, but we run into trouble doing so. I construct small 'docking connector tubes from a pair of docking ports and a structural fuselage, to allow the other stations to be offset further, thinking that collision was the issue. Not having any luck, I break away from the video for a few minutes to figure this out. It turns out that when you make a sub-assembly, only the part that you drag to the sub assembly window can be connected to. So off video, and reload the save of the base station, and make a new sub-assembly by dragging it by it's docking port. With this new sub-assembly of the base station, I can attack them to the 'connector tubes' and get three copies of the station connected together.

With the three copies of the station connected, we need to build the launcher. We grab the sub-assembly of our 'big launcher', and connect it to the station, removing the top 'spare' fuel tank. We are going to need more delta V from this launcher, so we make some modifications. We first add another orange tank to the center stage. This gives this final stage a longer burn time, but also give us addition room to modify the other stages without them hitting the stations. We then modify the first stage, removing the tanks on top of the 2x1 liquid boosters, and replacing them with orange tanks that have twice the fuel. we then run pipes from these to the stage they are attached to, so that we and the whole ship 'asparagus staged', so we are sure that the outer stage will run out of fuel before the inner stage. With less then 20 parts left in our build limit (the VAB is still only level 2), we apply some struts to make sure this rocket holds together.

We are now ready to launch! We have Jeb man the mun lander station, and we recruit two new pilots for the other stations. We double check the staging and make a correction with the order of the engines on the stations, but we miss that when adding the struts, a fuel line was accidentally removed from one of the engines on both outer stations!

On the launch pad, we this we are ready to go with 253 parts and 758 tons! We launch and slowly begin to climb, our thrust to weight ration isn't much greater than 1. We get up to about 190 m/s at about 7 km, at which point we throttle back a bit. The first stage runs out of fuel at 8 km, and we drop it away. However, with it drops a large portion of our thrust, and even back at full throttle, out velocity drops significantly. At about 13 km however, we begin to start increasing in speed again, after having dropped to about 105 m/s, our thrust to weight ratio having crossed above 1.0 again.


CONTINUED IN FIRST COMMENT!







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Kerbal Space Program (Video Game)
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