Hellraiser
Arcane
Index:
1) Piercing the heavens (this post)
2) Mint flavored science desu!
3) Sailor Mun banzai.
4) Fist of the Firestar.
5) Neon Genesis EVA.
6) The fist of the Firestar returns.
7) Full Moho Panic!
8) Area 88 - KAMIKAZE Squadron
9) Autumn on Laythe.
10) Chibi-Ghiddorah VS Laythe: Finaru Desu Worzu!
No actual female kerbals are present in the game, probably because the devs have better things to do for now than add female kerbal models.
Now that you have been sufficiently traumatized by deviant art's animu fan art time for the main course. A new version of Kerbal Space Program is out, this time adding a pretty major feature which is SCIENCE! and research available in the now just added nascent career mode. That and a few less profound but still noticeable changes happened in the updates since the lastabandoned KSP LP I did. A perfect opportunity for a definitely abandoned in the future LP. So without further ado:
PIERCING THE HEAVENS
Rocket ascends up,
into an empty dark void,
forever tranquil.
Kerbin lies united, the gaijin have been conquered by the fiercest samurai warriors of Kippon. They were no match for our bushido. Thanks to them the Empire of Jakan knows no borders... on Kerbin. Space is within the Rising Sun's reach but the technology to enter it is new, untested and possibly dangerous. Therefore volunteers, the most loyal and capable from the expendable conquered Gaijin population are to be sent into Space so that the Rising Sun flag can fly where there is no air or wind under an alien sky.
Thus KAMIKAZE is founded to send these "weaboos" into space. The Kippon Aerospace Miniaturization Investigation into Knowledge Acquisition and Zealous Engineering. The gaijin will bring glory to the Emperor or bring eternal shame for their families.
Disregard the overlay on Kerbin in the background, that was from a mod I promptly uninstalled.
Speaking of mods simple rules for this playthrough, Ironman, no mods apart from Kerbal Alarm Clock which makes juggling multiple flights easier and saves maneuver nodes, also keeps track of launch windows, functionality that should be in the stock game IMO. So the biggest problem will be designing vessels for missions without specific engineering data. Which means somebody will end up stranded on some forgotten rock, in orbit or on an escape trajectory out of the system sooner or later when it turns out there was not enough fuel to finish the mission. Hopefully it will be possible to save them if such events do occur.
The KAMIKAZE space center with all the vital facilities. The runway, launchpad, Vehicle Assembly Building, Space Plane Hangar, Research Center, Astronaut Training Complex and the Mission Control building that can't be accessed, yet. Let's take a quick look over the two most important matters of business before I send the first codexian japanophile into a rocket.
Available crew. For the moment KAMIKAZE Gaijin Resources are endless, although I did disable crew member respawning after death in the persistence file. No money in the game yet although it is likely the next update or the one after that will add them as part costs are in the game and are featured a bit more prominently than before.
Also I can't rename applicants, only hired members for some reason with the persistence file getting changed back after saving the changes in the applicant list.
Anyway KAMIKAZE's first lab rats are known codexian animu connoisseurs. Not sure if stupidity means somebody is smart if the level is low or the other way around. Either way those two stats are random and only affect kerbonaut reactions in the crew camera windows during flight.
Are you a japanophile yourself, do you enjoy your daily dose of DESU? Then sign up and I'll add you to the crew roster. For now 4 people is enough but when multiple missions will start taking place at the same time, or when bigger crew modules become available, or when somebody dies, I will need more weaboos.
KAMIKAZE's current tech. Enough to build a one stage basic suborbital rocket as we have no decouplers to do proper staging. There is a way around it though and there are people who can land with these parts on the Mun, but this is an Ironman playthrough so I'll keep things reasonable and avoid excessive risk rather than try to kill off esteemed codexians with obvious suicide missions. So I'll do this the proper way.
I need 5 science to unlock new parts, for now the progression is linear but as the next node becomes unlocked the tree will start branching. Outside of two new fuel tanks, one bigger and one smaller, it will unlock decouplers which will allow multi-stage rockets and a new science module allowing me to perform new experiments and acquire more SCIENCE! per flight. More on how experiments work in a moment.
The Rance-1 rocket, a sub-orbital design that will get me some much needed SCIENCE!
Random.org gave me a 3 so it's Vaarna's turn to fly the phallic contraption as he's third on the kerbonaut list. I'll use the codex's dice rolling to determine who flies when for future updates. If a person who just did a mission is rolled again I reroll, to give people an equal chance in having a near death experience in space.
Oh and flags can be assigned on a per flight basis. So you can plant as many different ones as you please. I'm lazy so I'll use my default KAMIKAZE space program flag for everything.
Anyway off to the launchpad!
It works! No fatalities or explosions yet. Not sure if Vaarna is terrified or ecstatic though, that expression is a bit vague.
Crew reports are basic "experiments" and thus a source of SCIENCE! The satellite dish icon allows you to transmit back the crew report data however the number below it shows how much of the data will make it back reducing science earned to that percentage (the value is arbitrary and independent of distance for now, often it is less than 60%). You can return the data manually with the craft to Kerbin for the full amount of science upon recovery. However only one experiment per experiment type can be stored in the respective data container, in this case the crew pod.
Also transmitting takes power and so far only the command pod has batteries and we have no way of generating it, apart from running liquid fuel engines (that generate power). I transmit the data anyway as Vaarna should still have enough of it for the rest of his flight. Power is also used to power the reaction wheels allowing the rocket to rotate and maneuver, parts further in the tech tree use electricity for other things such as rovers wheels, lights or ion engines.
"Virgin" experiments are the best source of science (the dracula principle I guess), that is experiments done in new conditions or in a new location even if the experiment type is not new. Repeating the same experiment in the same conditions later, after you have "cashed it in" gives far less science than the first time. Also crew reports from atmospheric flight over terrain are biome-sensitive, as are certain other experiment types. So a report from flight over shore and one from over the mountains have separate science yields. Biome maps have been done for Kerbin and the Mun so far, but will be added to other planetary bodies in the (near) future.
Traveling over Mach 3 now, still piercing the heavens although there is noticeable resistance from both atmospheric drag and gravity.
Reached slightly above 32,7km in altitude on a parabolic arc. Kippon cannot into space yet, but soon. Still rocket science is being done. Also the knowledge base with information on the vessel, crew and the parent body you are orbiting, flying above or landed on is available from orbital map view.
Lore on Kerbin. Will post lore on other places as I reach them, although all of it including data on gravity and atmosphere is available from the start in the "knowledge base".
Physical characteristics of the planet, there's actually a bit more atmospheric data as it scrolls down but that is not as important so I decided to skip it. Basically it was that surface pressure at sea level is one Bar and the temperature 20 degrees celcius.
Most notably every planet is about 11 times smaller than actual planets of our solar system while retaining similar gravity, both for technical issues and because you need to time warp less when the orbits are shorter. Engine power has been also scaled down to not make it too easy to fly around in space as compared to real life rocketry.
Back on Kerbin the Rance-1 engine aids deceleration via an explosion upon impact.
Other than that the landing went smoothly, Vaarna is now not far from the western mountain range. Before this flight is done and proclaimed a success a few more things need to be done.
The capsule is tipped over using its reaction wheels and Vaarna makes a new report during EVA.
He also gathers a soil sample which gives quite a bit of science.
Obligatory flag planting shot. The Emperor is proud!
Recovered the data. Note that vessel recovery by itself also gives you some science depending on where it returns from. The incentives for doing manned return missions are quite big.
Unlocked the first new tech node, 3 new ones are visible now. The top one is pretty dull, the engine is not that much better than the current one, large SRBs are fine but without radial decouplers I can't use too many of them. Seperatrons are useful but for bigger rockets where stage separation without extra separation force may result in collisions and disaster.
Stability tech gives me basic winglets (which need a new model), nose cones which now actually aid stability somehow, despite the aerodynamics system not being redone yet. Most importantly it unlocks radial decouplers which are very useful.
Next up in the middle is Survivability. Of course I care for the safety of the KAMIKAZE kerbonauts so this tech does indeed look attractive. The new small engine is very useful due to its low profile and small mass, perfect for a final stage or for some landers. Radial parachutes allow for safer landing while landing legs ensure parts don't explode upon impact as a vessel touches down.
The Rance-2 two-stage rocket is ready. Outside of being bigger and more phallic in a cock and balls configuration, it has two just unlocked "mystery goo" containers which allow you to do experiments by exposing said goo to different environments and thus learning more about those enviroments, because that's what science is all about, mostly. Let's try getting the Rance-2 into orbit.
Random.org rolls a 4, Agassi will navigate into orbit using the power of the occult and secret arcane knowledge.
Ready for launch. Note the KAMIKAZE flag on the flag pole. Also you can actually climb the pole as it has a ladder on it.
Stage separation was a success, Agassi is close to getting into space but still about 900 m/s short of orbital velocity. Does the upper stage have enough fuel for getting into orbit? We'll find out in a moment.
Well the Rance-2 got to a 151km altitude. So Jakan can into space. Still in order to get into a planned low orbit around Kerbin a maneuver adding 1043 m/s of velocity needs to be performed, that is an engine burn. Not sure if there is enough fuel to finish it.
It doesn't. Oh well at least she got into space, lets do some science before splashing down in the ocean as predicted by this trajectory.
SCIENCE! goes well. Flavor text for all experiments varies by conditions they are performed in, although some cases still use default text. This is a new system after all even if it is mostly done.
Agassi confirms she is in space now. Sends report back via radio antennas, the Emperor is pleased. Crowds of kipponese men and women celebrate in the streets by getting drunk on sake.
She goes on a space walk and notes her observations as well, this report is stored independently from the one made while inside the capsule. The text here is an example of the default text I mentioned a moment ago, but as you can see EVA spacewalks are biome-sensitive. Also the spacesuit rocketpack has limited fuel that gets replenished every time you board a capsule, it doesn't drain the vessels fuel though.
Rance-2 re-entry does indeed pierce the heavens. GYAHAHAHAHA.
I use the second canister to perform another experiment with the goo, without dumping the one in the first capsule. Low and high altitude atmospheric flight are separate experiment cases FYI so they have separate science pools.
The splashdown breaks everything but the pod and two canisters, but because they broke off the main vessel the results cannot be recovered.
The Emperor is not pleased. Engineers responsible for bad design and loss of science have committed seppuku.
Also some water samples have been collected.
Unable to have Agassi board the capsule again I recover the craft and her separately so there are two summaries:
28 science with some leftover science after Rance-1 gets KAMIKAZE 37 to spend on new snazzy rocket tech.
I get stability tech for the radial decouplers and survivability tech for the engine, radial parachutes and of course the lander legs.
The first of the new branches that opened up is seemingly fairly dull, however all of these parts are quite useful.Space Tape Struts and launch clamps let you build rockets that won't fall apart before or after launch. The tricoupler allows for some nice bigger rockets.
This one looks very good because it has the first probe core allowing the building of unmanned craft, however without batteries and/or a power source the Stayputnik mk.2 probe core won't be of much use. The space plane cockpit has better IVA visibility and looks better overall than the capsule, but it has little advantage over the capsule otherwise. The inline reaction wheel allows more responsive rotation of spacecraft so you can build bigger rockets that don't turn at a snails pace. The winglets allow for atmospheric flight control rather than just aerodynamic stability, unlike the previous ones, so they're quite useful outside of vacuum.
Science tech is , for one it adds the much needed batteries allowing for longer missions with multiple data transmissions. There's also a bigger medium-sized communications dish which I think diminishes data loss. Oh and the materials bay, a new science part that can perform experiments on, well, materials. I'll get this first since KAMIKAZE really needs all these parts ASAP.
Rance-3 has a notably improved upper stage. Featuring the just unlocked new small engine and landing legs safe return of both data and expendable gaijin is nearly guaranteed.
Because more rocket is better the Rance-3 is a 4 stage rocket. 3 Solid Rocket Boosters aid launch, then two liquid fuel engines propel it up, they separate and the central main engine fires. When the main engine is done for it gets jettisoned and the upper stage fires its engine. Remembering to properly arrange staging of parts is crucial, not doing so and relying on the default staging can in the case of more complicated rockets result in failure.
That orbit will lose its virginity to the hyper weapon now. GYAHAHAHAHA.
Also WhiskeyWolf draws the short straw. Is his body ready? We'll see.
It doesn't break apart despite not having struts. No more sudoku for the engineers it seems, so far.
Repeating the Rance-2 experiment that was lost. Also the trajectory is much better now as I didn't fuck up the gravity turn so there was less delta-v (fuel basically) wasted.
A decision is made to orbit Kerbin twice and land in the desert rather than the sea. FOR SCIENCE!
A descent trajectory is planned. A Kerbin periapsis (orbit's lowest point) of 25 km is enough to be fairly deep in the atmosphere and thus de-orbit the craft. Since the atmosphere scales up to 70km the craft will experience drag way earlier than that, which means that practically, if unassisted by engine or parachute, the craft should hit the ground somewhere in the desert.
Separation while entering the upper atmosphere. Luckily there's still one small tank of fuel full, so if any trajectory adjustements are needed they can easily be performed.
WhiskeyWolf admires the view.
Also does science in the upper atmosphere.
Re-entry, also used some of the fuel to adjust the trajectory to make sure he lands in the desert. No actual heat damage in the game yet though. They need to change the aerodynamics model first, add payload fairings and heatshields so that parts can be protected from it. Since career mode is fairly underdeveloped compared to flight mechanics, the aerodynamics changes are unlikely to happen in the next update or two as the development focus is elsewhere for now.
There is still much fuel left. Too much since even with the parachute open the craft was descending at above 10 m/s, fuel is fairly heavy and as in real life is makes up the majority of a rocket's mass. It could survive the 10+ m/s descent easily though, since the upgraded the landing legs and they no have proper suspension and shock absorbers so they don't snap off as easily as they used to during touchdown. Still, I rather not risk it and it is not like I need that fuel for anything.
Overall though I think the Rance-3 could possibly be capable of a Mun flyby, possibly even entering Munar orbit and returning. I'll improve the design with the new parts and see how far it can get. It had a bit of fuel left in the main stage during separation. You need about 800 m/s of delta-v to get from low Kerbin orbit to the Mun's orbit (without entering orbit around it though, that takes an additional 300-500 m/s IIRC). I think the final stage easily had 1000+ delta-v so I think I'll try that next time.
Anyway out brave Gaijin explores the desert.
Takes some sand as a souvenir, for science!
And plants a flag because imperialism, FUCK YEAH!
Since ladders are a technological concept that still baffles KAMIKAZE engineers WhiskeyWolf could not re-enter the capsule, so I had to recover him separately from the craft, hence two summaries again. This won't be much of a problem on low gravity planetary bodies as the rocketpack has a decent ammount of thrust allowing Kerbals to fly up to the capsule in such places.
Nearly 40 science overall, decent haul. Lets unlock some tech.
To improve science point aquisition I unlocked the mentioned earlier science tech. All of that stuff is very useful after all.
The top most nod of the newly revealed ones is a very attractive node indeed. It has surface solar panels, probe-sized inline batteries and two kinds of space-worthy lights.
The panels are a must have tech, however unlike later ones these are stuck to the craft's surface. That means that you have to be careful with their placement and rotation, because if they're all on the side not facing the sun you may lose all power and any hope of rotating the craft in space, if you time warp and forget about it. However unlike the more advanced panels that deploy and rotate towards the sun by themselves these are a lot harder to break.
The lights are good for not crashing when on the night side of the Mun and other airless rocks. Atmospheres provide some illumination at night due to light refraction, so it's not as bad on planets with atmospheres but lights are still very useful in the dark.
Ladders, unfortunately these are not the deployable ones yet, but still a step in the right direction. The thermometer performs experiments in the atmosphere by measuring temperature (duh!), it also works on the surface of airless rocks. So more science for the science god.
Not a very spectacular node. The micro landing legs are from probe landers or really small manned contraptions which I will be to make with a few more high tech parts. Landing gear is necessary for landing space planes in one piece.
Well that's all for this update. Remember, I am totally accepting volunteers to fill up the crew roster with. But you must be an obvious japanophile or prove you are oneso that lithuanian hitmen can get you, because larping in LPs is serious business.
Also weaboo name suggestions for new rockets, space stations, landers, rovers, space planes and other grorious jakanese devices that will go into space would be much appreciated. The Rance series of rockets can't be the only thing piercing the heavens.
Also I think I'll paste Rance's face on the KAMIKAZE flag.
1) Piercing the heavens (this post)
2) Mint flavored science desu!
3) Sailor Mun banzai.
4) Fist of the Firestar.
5) Neon Genesis EVA.
6) The fist of the Firestar returns.
7) Full Moho Panic!
8) Area 88 - KAMIKAZE Squadron
9) Autumn on Laythe.
10) Chibi-Ghiddorah VS Laythe: Finaru Desu Worzu!
No actual female kerbals are present in the game, probably because the devs have better things to do for now than add female kerbal models.
Now that you have been sufficiently traumatized by deviant art's animu fan art time for the main course. A new version of Kerbal Space Program is out, this time adding a pretty major feature which is SCIENCE! and research available in the now just added nascent career mode. That and a few less profound but still noticeable changes happened in the updates since the last
PIERCING THE HEAVENS
Rocket ascends up,
into an empty dark void,
forever tranquil.
Kerbin lies united, the gaijin have been conquered by the fiercest samurai warriors of Kippon. They were no match for our bushido. Thanks to them the Empire of Jakan knows no borders... on Kerbin. Space is within the Rising Sun's reach but the technology to enter it is new, untested and possibly dangerous. Therefore volunteers, the most loyal and capable from the expendable conquered Gaijin population are to be sent into Space so that the Rising Sun flag can fly where there is no air or wind under an alien sky.
Thus KAMIKAZE is founded to send these "weaboos" into space. The Kippon Aerospace Miniaturization Investigation into Knowledge Acquisition and Zealous Engineering. The gaijin will bring glory to the Emperor or bring eternal shame for their families.
Disregard the overlay on Kerbin in the background, that was from a mod I promptly uninstalled.
Speaking of mods simple rules for this playthrough, Ironman, no mods apart from Kerbal Alarm Clock which makes juggling multiple flights easier and saves maneuver nodes, also keeps track of launch windows, functionality that should be in the stock game IMO. So the biggest problem will be designing vessels for missions without specific engineering data. Which means somebody will end up stranded on some forgotten rock, in orbit or on an escape trajectory out of the system sooner or later when it turns out there was not enough fuel to finish the mission. Hopefully it will be possible to save them if such events do occur.
The KAMIKAZE space center with all the vital facilities. The runway, launchpad, Vehicle Assembly Building, Space Plane Hangar, Research Center, Astronaut Training Complex and the Mission Control building that can't be accessed, yet. Let's take a quick look over the two most important matters of business before I send the first codexian japanophile into a rocket.
Available crew. For the moment KAMIKAZE Gaijin Resources are endless, although I did disable crew member respawning after death in the persistence file. No money in the game yet although it is likely the next update or the one after that will add them as part costs are in the game and are featured a bit more prominently than before.
Also I can't rename applicants, only hired members for some reason with the persistence file getting changed back after saving the changes in the applicant list.
Anyway KAMIKAZE's first lab rats are known codexian animu connoisseurs. Not sure if stupidity means somebody is smart if the level is low or the other way around. Either way those two stats are random and only affect kerbonaut reactions in the crew camera windows during flight.
Are you a japanophile yourself, do you enjoy your daily dose of DESU? Then sign up and I'll add you to the crew roster. For now 4 people is enough but when multiple missions will start taking place at the same time, or when bigger crew modules become available, or when somebody dies, I will need more weaboos.
KAMIKAZE's current tech. Enough to build a one stage basic suborbital rocket as we have no decouplers to do proper staging. There is a way around it though and there are people who can land with these parts on the Mun, but this is an Ironman playthrough so I'll keep things reasonable and avoid excessive risk rather than try to kill off esteemed codexians with obvious suicide missions. So I'll do this the proper way.
I need 5 science to unlock new parts, for now the progression is linear but as the next node becomes unlocked the tree will start branching. Outside of two new fuel tanks, one bigger and one smaller, it will unlock decouplers which will allow multi-stage rockets and a new science module allowing me to perform new experiments and acquire more SCIENCE! per flight. More on how experiments work in a moment.
The Rance-1 rocket, a sub-orbital design that will get me some much needed SCIENCE!
Random.org gave me a 3 so it's Vaarna's turn to fly the phallic contraption as he's third on the kerbonaut list. I'll use the codex's dice rolling to determine who flies when for future updates. If a person who just did a mission is rolled again I reroll, to give people an equal chance in having a near death experience in space.
Oh and flags can be assigned on a per flight basis. So you can plant as many different ones as you please. I'm lazy so I'll use my default KAMIKAZE space program flag for everything.
Anyway off to the launchpad!
It works! No fatalities or explosions yet. Not sure if Vaarna is terrified or ecstatic though, that expression is a bit vague.
Crew reports are basic "experiments" and thus a source of SCIENCE! The satellite dish icon allows you to transmit back the crew report data however the number below it shows how much of the data will make it back reducing science earned to that percentage (the value is arbitrary and independent of distance for now, often it is less than 60%). You can return the data manually with the craft to Kerbin for the full amount of science upon recovery. However only one experiment per experiment type can be stored in the respective data container, in this case the crew pod.
Also transmitting takes power and so far only the command pod has batteries and we have no way of generating it, apart from running liquid fuel engines (that generate power). I transmit the data anyway as Vaarna should still have enough of it for the rest of his flight. Power is also used to power the reaction wheels allowing the rocket to rotate and maneuver, parts further in the tech tree use electricity for other things such as rovers wheels, lights or ion engines.
"Virgin" experiments are the best source of science (the dracula principle I guess), that is experiments done in new conditions or in a new location even if the experiment type is not new. Repeating the same experiment in the same conditions later, after you have "cashed it in" gives far less science than the first time. Also crew reports from atmospheric flight over terrain are biome-sensitive, as are certain other experiment types. So a report from flight over shore and one from over the mountains have separate science yields. Biome maps have been done for Kerbin and the Mun so far, but will be added to other planetary bodies in the (near) future.
Traveling over Mach 3 now, still piercing the heavens although there is noticeable resistance from both atmospheric drag and gravity.
Reached slightly above 32,7km in altitude on a parabolic arc. Kippon cannot into space yet, but soon. Still rocket science is being done. Also the knowledge base with information on the vessel, crew and the parent body you are orbiting, flying above or landed on is available from orbital map view.
Lore on Kerbin. Will post lore on other places as I reach them, although all of it including data on gravity and atmosphere is available from the start in the "knowledge base".
Physical characteristics of the planet, there's actually a bit more atmospheric data as it scrolls down but that is not as important so I decided to skip it. Basically it was that surface pressure at sea level is one Bar and the temperature 20 degrees celcius.
Most notably every planet is about 11 times smaller than actual planets of our solar system while retaining similar gravity, both for technical issues and because you need to time warp less when the orbits are shorter. Engine power has been also scaled down to not make it too easy to fly around in space as compared to real life rocketry.
Back on Kerbin the Rance-1 engine aids deceleration via an explosion upon impact.
Other than that the landing went smoothly, Vaarna is now not far from the western mountain range. Before this flight is done and proclaimed a success a few more things need to be done.
The capsule is tipped over using its reaction wheels and Vaarna makes a new report during EVA.
He also gathers a soil sample which gives quite a bit of science.
Obligatory flag planting shot. The Emperor is proud!
Recovered the data. Note that vessel recovery by itself also gives you some science depending on where it returns from. The incentives for doing manned return missions are quite big.
Unlocked the first new tech node, 3 new ones are visible now. The top one is pretty dull, the engine is not that much better than the current one, large SRBs are fine but without radial decouplers I can't use too many of them. Seperatrons are useful but for bigger rockets where stage separation without extra separation force may result in collisions and disaster.
Stability tech gives me basic winglets (which need a new model), nose cones which now actually aid stability somehow, despite the aerodynamics system not being redone yet. Most importantly it unlocks radial decouplers which are very useful.
Next up in the middle is Survivability. Of course I care for the safety of the KAMIKAZE kerbonauts so this tech does indeed look attractive. The new small engine is very useful due to its low profile and small mass, perfect for a final stage or for some landers. Radial parachutes allow for safer landing while landing legs ensure parts don't explode upon impact as a vessel touches down.
The Rance-2 two-stage rocket is ready. Outside of being bigger and more phallic in a cock and balls configuration, it has two just unlocked "mystery goo" containers which allow you to do experiments by exposing said goo to different environments and thus learning more about those enviroments, because that's what science is all about, mostly. Let's try getting the Rance-2 into orbit.
Random.org rolls a 4, Agassi will navigate into orbit using the power of the occult and secret arcane knowledge.
Ready for launch. Note the KAMIKAZE flag on the flag pole. Also you can actually climb the pole as it has a ladder on it.
Stage separation was a success, Agassi is close to getting into space but still about 900 m/s short of orbital velocity. Does the upper stage have enough fuel for getting into orbit? We'll find out in a moment.
Well the Rance-2 got to a 151km altitude. So Jakan can into space. Still in order to get into a planned low orbit around Kerbin a maneuver adding 1043 m/s of velocity needs to be performed, that is an engine burn. Not sure if there is enough fuel to finish it.
It doesn't. Oh well at least she got into space, lets do some science before splashing down in the ocean as predicted by this trajectory.
SCIENCE! goes well. Flavor text for all experiments varies by conditions they are performed in, although some cases still use default text. This is a new system after all even if it is mostly done.
Agassi confirms she is in space now. Sends report back via radio antennas, the Emperor is pleased. Crowds of kipponese men and women celebrate in the streets by getting drunk on sake.
She goes on a space walk and notes her observations as well, this report is stored independently from the one made while inside the capsule. The text here is an example of the default text I mentioned a moment ago, but as you can see EVA spacewalks are biome-sensitive. Also the spacesuit rocketpack has limited fuel that gets replenished every time you board a capsule, it doesn't drain the vessels fuel though.
Rance-2 re-entry does indeed pierce the heavens. GYAHAHAHAHA.
I use the second canister to perform another experiment with the goo, without dumping the one in the first capsule. Low and high altitude atmospheric flight are separate experiment cases FYI so they have separate science pools.
The splashdown breaks everything but the pod and two canisters, but because they broke off the main vessel the results cannot be recovered.
The Emperor is not pleased. Engineers responsible for bad design and loss of science have committed seppuku.
Also some water samples have been collected.
Unable to have Agassi board the capsule again I recover the craft and her separately so there are two summaries:
28 science with some leftover science after Rance-1 gets KAMIKAZE 37 to spend on new snazzy rocket tech.
I get stability tech for the radial decouplers and survivability tech for the engine, radial parachutes and of course the lander legs.
The first of the new branches that opened up is seemingly fairly dull, however all of these parts are quite useful.
This one looks very good because it has the first probe core allowing the building of unmanned craft, however without batteries and/or a power source the Stayputnik mk.2 probe core won't be of much use. The space plane cockpit has better IVA visibility and looks better overall than the capsule, but it has little advantage over the capsule otherwise. The inline reaction wheel allows more responsive rotation of spacecraft so you can build bigger rockets that don't turn at a snails pace. The winglets allow for atmospheric flight control rather than just aerodynamic stability, unlike the previous ones, so they're quite useful outside of vacuum.
Science tech is , for one it adds the much needed batteries allowing for longer missions with multiple data transmissions. There's also a bigger medium-sized communications dish which I think diminishes data loss. Oh and the materials bay, a new science part that can perform experiments on, well, materials. I'll get this first since KAMIKAZE really needs all these parts ASAP.
Rance-3 has a notably improved upper stage. Featuring the just unlocked new small engine and landing legs safe return of both data and expendable gaijin is nearly guaranteed.
Because more rocket is better the Rance-3 is a 4 stage rocket. 3 Solid Rocket Boosters aid launch, then two liquid fuel engines propel it up, they separate and the central main engine fires. When the main engine is done for it gets jettisoned and the upper stage fires its engine. Remembering to properly arrange staging of parts is crucial, not doing so and relying on the default staging can in the case of more complicated rockets result in failure.
That orbit will lose its virginity to the hyper weapon now. GYAHAHAHAHA.
Also WhiskeyWolf draws the short straw. Is his body ready? We'll see.
It doesn't break apart despite not having struts. No more sudoku for the engineers it seems, so far.
Repeating the Rance-2 experiment that was lost. Also the trajectory is much better now as I didn't fuck up the gravity turn so there was less delta-v (fuel basically) wasted.
A decision is made to orbit Kerbin twice and land in the desert rather than the sea. FOR SCIENCE!
A descent trajectory is planned. A Kerbin periapsis (orbit's lowest point) of 25 km is enough to be fairly deep in the atmosphere and thus de-orbit the craft. Since the atmosphere scales up to 70km the craft will experience drag way earlier than that, which means that practically, if unassisted by engine or parachute, the craft should hit the ground somewhere in the desert.
Separation while entering the upper atmosphere. Luckily there's still one small tank of fuel full, so if any trajectory adjustements are needed they can easily be performed.
WhiskeyWolf admires the view.
Also does science in the upper atmosphere.
Re-entry, also used some of the fuel to adjust the trajectory to make sure he lands in the desert. No actual heat damage in the game yet though. They need to change the aerodynamics model first, add payload fairings and heatshields so that parts can be protected from it. Since career mode is fairly underdeveloped compared to flight mechanics, the aerodynamics changes are unlikely to happen in the next update or two as the development focus is elsewhere for now.
There is still much fuel left. Too much since even with the parachute open the craft was descending at above 10 m/s, fuel is fairly heavy and as in real life is makes up the majority of a rocket's mass. It could survive the 10+ m/s descent easily though, since the upgraded the landing legs and they no have proper suspension and shock absorbers so they don't snap off as easily as they used to during touchdown. Still, I rather not risk it and it is not like I need that fuel for anything.
Overall though I think the Rance-3 could possibly be capable of a Mun flyby, possibly even entering Munar orbit and returning. I'll improve the design with the new parts and see how far it can get. It had a bit of fuel left in the main stage during separation. You need about 800 m/s of delta-v to get from low Kerbin orbit to the Mun's orbit (without entering orbit around it though, that takes an additional 300-500 m/s IIRC). I think the final stage easily had 1000+ delta-v so I think I'll try that next time.
Anyway out brave Gaijin explores the desert.
Takes some sand as a souvenir, for science!
And plants a flag because imperialism, FUCK YEAH!
Since ladders are a technological concept that still baffles KAMIKAZE engineers WhiskeyWolf could not re-enter the capsule, so I had to recover him separately from the craft, hence two summaries again. This won't be much of a problem on low gravity planetary bodies as the rocketpack has a decent ammount of thrust allowing Kerbals to fly up to the capsule in such places.
Nearly 40 science overall, decent haul. Lets unlock some tech.
To improve science point aquisition I unlocked the mentioned earlier science tech. All of that stuff is very useful after all.
The top most nod of the newly revealed ones is a very attractive node indeed. It has surface solar panels, probe-sized inline batteries and two kinds of space-worthy lights.
The panels are a must have tech, however unlike later ones these are stuck to the craft's surface. That means that you have to be careful with their placement and rotation, because if they're all on the side not facing the sun you may lose all power and any hope of rotating the craft in space, if you time warp and forget about it. However unlike the more advanced panels that deploy and rotate towards the sun by themselves these are a lot harder to break.
The lights are good for not crashing when on the night side of the Mun and other airless rocks. Atmospheres provide some illumination at night due to light refraction, so it's not as bad on planets with atmospheres but lights are still very useful in the dark.
Ladders, unfortunately these are not the deployable ones yet, but still a step in the right direction. The thermometer performs experiments in the atmosphere by measuring temperature (duh!), it also works on the surface of airless rocks. So more science for the science god.
Not a very spectacular node. The micro landing legs are from probe landers or really small manned contraptions which I will be to make with a few more high tech parts. Landing gear is necessary for landing space planes in one piece.
Well that's all for this update. Remember, I am totally accepting volunteers to fill up the crew roster with. But you must be an obvious japanophile or prove you are one
Also weaboo name suggestions for new rockets, space stations, landers, rovers, space planes and other grorious jakanese devices that will go into space would be much appreciated. The Rance series of rockets can't be the only thing piercing the heavens.
Also I think I'll paste Rance's face on the KAMIKAZE flag.
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