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About Servo

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    Amateur Rocket Scientist

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  • Location In the SPH
  • Interests KSP, Minecraft, tabletop games, Magic: the Gathering, and more.

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  1. I developed a comparatively simple method of controlling swing wings, and it even works! It uses airbrakes sandwiching RCS pods to actuate the wings, which are hinged by thermometer bearings. All that translates to a lot of part-on-part interaction and a lot of chances for exploding in midair. Some modification will be required before I post this tomorrow (JotD - F-111 Aardvark).
  2. I had to take a short break from my Jet-of-the-day collaboration (although tomorrow's craft still keeps exploding randomly), so I started up a new stock+ career. This was the second launch of the space program (the first was a RT-5+Mk1 pod + Parachute), Atlanta 1. It was the first of a series of RT-2 based missions. This one had a stage-and-a-half design using RT-2 thrust to explosively decouple the spent stages. It was an intended feature, I swear. These maxed out at about 50km altitude, and provided enough science to unlock larger SRBs. Able 1 was a simple proof-of-concept for using the RT-20 as a suborbital booster. All went well, and Able 2 was the first suborbital flight of the program. Able 2 was the first stumbling block for the space agency. After a number of simulations, it was determined that the only way to slow down sufficiently to deploy the parachutes was to use a "face-first" re-entry profile. It works, people. With the A-class suborbital missions accomplished, it was time to move on to the B-class orbital launches. Belltower 1 was the first attempt at orbital flight, albeit an unsuccessful one. However, it did prove the 5x BACC launch vehicle as a capable design, just one that needed steerable fins. The suborbital Belltower jaunt allowed the design was modified into Belltower 2, and the first orbital flight was accomplished. Belltower 2 spurred a series of queries from the scientific community, as well as some strange guy named Tito who just won't shut up about wanting to go to space. Belltower 3 was happy to oblige him, for a price. Another development of the Belltower program was that Kerbals can't survive indefinitely as it was once thought that they could. Until a way to store electricity is discovered, orbital missions will have to be limited to less than a day long. While waiting for the scientists to invent batteries, a new type of engine was discovered that allowed prolonged atmospheric flight. Engineers quickly designed a craft to take advantage of these strange rockets, and promptly started racing each other around KSC. Their usefulness as rovers was also noted, and several experiments were done around KSC. Finally, I leave you with this sunset. It was so pretty that I forgot to deploy my main parachutes and splashed down too hard in the ocean and died. True story.
  3. Missed a day there! There will likely be a "flashback" JotD when we get a chance to upload this one. February 1967 - LTV A-7 Corsair II The Corsair II was designed as a subsonic carrier-based attack aircraft by the Ling-Temco-Vought corporation to replace the aging A-4 Skyhawk. The Corsair II bears an extremely strong similarity to the F-8 Crusader that Vought produced. The Corsair II was built on a similar airframe, but has a shortened fuselage and lacks the variable-incidence wing of the Crusader. It also lacked the afterburner required to reach supersonic speeds. As a result, the Corsair II could carry heavier bomb loads and still operate from carriers. Pilots appreciated the Corsair II as both a nimble aircraft and a stable bombing platform. However, they often complained about the general lack of engine thrust. This would plague the A-7 in Vietnam, where the hot, humid air robbed the engines of even more power. Pilots would have to fly for twenty miles after takeoff before retracting the slats and gaining altitude, and had similar problems on carrier launches. The unsatisfactory solution of using reduced bomb loads was reached, but even then, the A-7 underpreformed. Replica Statistics: Builder: Servo Mass: 13.1 tons Part Count: 100 Crew: 1 Top Speed: 320m/s Service Ceiling: 8km Powerplant: 2x Panther Dimensions: 14.69 x 12.47 x 6.32 LWH Fortunately, this replication is just as maneuverable and stable without the takeoff issues. Download Link: Tomorrow's Craft: General Dynamics F-111 Aardvark
  4. September 1964 - North American XB-70 Valkyrie The XB-70 was a supersonic bomber that was the sister program to the F-108 Rapier. It would fly at Mach 3 and 70,000 feet to avoid interception from any aircraft of the era. It was planned that the B-70 would fly so fast that radar stations wouldn’t be able to scramble interceptors fast enough to catch it, making it effectively immune to interception. However, with the discovery of extremely capable Soviet surface-to-air missiles, the U.S. bombers were forced to shift to low-level penetration missions where SAM radar couldn’t get an effective lock on the bombers. The B-70 would have been ineffective at this role, providing only marginal advantages over the B-52 at the cost of shorter range and much higher cost. The program was cancelled in 1961, before the first prototypes were even built. Despite the cancellation, two prototypes were still built in order to test high-performance characteristics, and a third was planned. They tested high-speed, long duration flight, a holy grail of aeronautics. Of the two prototypes, one was destroyed in a mid-air-collision involving a F-104 and the second is on display at the National Museum of the Air Force in Dayton, Ohio. Replica Statistics: Builder: Servo Part Count: 189 Mass: 49.4 tons Crew: 2 Top Speed: 1600m/s Service Ceiling: 20km (Cruising) Powerplant: 6x Whiplash Dimensions: 28.15 x 18.95 x 6.42 LWH This particular recreation models the variable incidence wing found on the actual XB-70. For subsonic flight, the wingtips are kept horizontal, and in supersonic flight, the wingtips droop to increase lift and take advantage of the unique compression shock. This enables the XB-70 to harness the power of the sonic boom by using the high-pressure air in the shock cone to generate more lift. To use the wings first stage to decouple the wings, then use action group 1 to toggle the wings up and down. It’s really easy, and should work any time in the flight path. Just don’t pitch up too hard. That ends poorly. Download Link: Tomorrow's Craft: Lockheed C-141 Starlifter
  5. I'm trying to get pics to work in the original A-6 post, but it's not working. I'll drop them here instead.
  6. Navy Prowlers were decommissioned in 2015, the Marine Corps still has a three active squadrons with a total of fifteen EA-6Bs.
  7. Whoops... I'll fix that once I get home, there are pictures in the WIP design thread and on the kerbalX page for now.
  8. Good point, though from the coding side of things, I would find it significantly more interesting to have a weather modelling system.
  9. That's high praise! Thank you, and I hope we will continue to impress. Today is a short one, as I've got a bit of homework that needs attention. February 1963: Grumman A-6 Intruder The Grumman A-6 Intruder was a twin-engine attack aircraft designed for penetration, low-level bombing, as well as precision strike craft. It replaced the long-lived piston A-1 Skyraider, and served until the 1990s when LANTIRN-equipped F-14 Tomcats replaced them in all active units. The Intruder was also modified into the EA-6B Prowler, an advanced electronic warfare unit that is still in service today. Modifications included adding two more seats for electronics countermeasures officers, as well as pods on the wing and tail. Replica Statistics: Builder: Servo Part Count: 49 Mass: 9.9 tons Crew: 2 Top Speed: 288m/s Service Ceiling: 7km Powerplant: 2x Juno + 1x Wheesley Dimensions: 9.2 x 7.86 x 3.95 This A-6 is a solid aircraft that flies nicely. If you increase the thrust limiter on the Wheesley in the tail, it can actually go supersonic. It's also really conservative on the part count, clocking in a less than 50 parts. Download Link: Tomorrow's Craft Cessna A-37 Dragonfly
  10. totm

    I do love Thing Explainer, but I forgot that it was in there. A group of people from a state that sounds like "pen" were also called the brown horned animal tails, and fought in the north angry people group in the fight between north and south. They fought in the pen state and the angry people group of the water road that the most important city is on. They fought on the day that a lot of people died and on the four days that even more people died. The angry people group first met when a person told a lot of people that could shoot well to come fight with him. They all wore normal clothes and a brown horned animal tail on their hat. The people had a special person-killer that was not like the other that the people in the north used. You stuck the person-killer ball in the back end instead of the front end, something that not a lot of person-killers did.
  11. That would be great! I find prop planes so much cooler than jets, but I've never dedicated the time to getting good at turboshafts. I didn't expect you to make all of them! It's just that those are the most iconic prop planes that I'd love to see replicated. Any single one would be awesome!
  12. totm

    There is a lady from the land that has been in two parts for five times ten years. She has been big woman of that land for five years, and is the first big woman of the land in two parts, and also in all of the really big land across from the five times ten small lands in one. Ten times seven days ago, a lot of people in the land in two parts decided that they didn't like their big woman any more and wanted her to stop. This is because some of her helpers didn't play by the rules of her land. The people walked around and said things like "we don't like her" and "she doesn't play by the rules". The not-so-big-but-still-kind-of-big people in the land in two parts decided that they Also didn't want her as big woman anymore. A little more than ten days ago, they made her not big woman any more, and are looking for a new big person. I like writing like this very much. It makes me happy.
  13. I have absolutely 0% of the coding experience to design something like this, but the idea has been floating around my head if I ever make the foray into modding (sometime after I learn to code next year). My basic instict would be to work up from a fairly simple model and expand (from a coding standpoint, not actual implementation to the game). Also, a weather mod existed way in the past, so it's doable. For all I lack in coding experience, I have a pretty good handle on how stuff interacts, so I'm pretty sure this would work. Step one: Temperature models. This seems to be pretty simple, and at its core it is. Basically have a temperature map for Kerbin (and other planets, I guess, but that's tertiary), which can interact with other cells. Different biomes would add modifiers to the temperature, and it would vary day-night. The cells would interact with their neighbors, attempting to average their temperatures, and random shocks could be added to keep things interesting. The number of cells that are rendered would be a very easy way to change how CPU-intensive the setup is. Farther-off cells could be grouped together, while closer ones (to the active vessel) could be subdivided for more accuracy. The interactions could also have a game-of-life system built in, so that they interact with each other, creating a dynamic system. I modeled a very basic (4x4) weather system on a short scale, and very simple algorithms work very well. Ways to increase the accuracy (and complexity) of this model. -Set the loser to the average of the two temperatures instead of the winner's temperature. -Favor warmer temperatures over the ocean, at the equator, and during the day, and cooler temperatures at the poles, over land, and during the night. -Introduce extremes by having large blocks of warm cells spawn a few hot cells, and a large block of cool cells spawn a few cold cells. This would mostly eliminate the need for shocking the system to reintroduce diversity. All three of these are also scalable (play into the increased/decreased number of cells), and require comparatively little algorithm to accomplish. An example of how I would design the code is below. From there, everything else is comparatively simple. Step two: Wind Wind is basically the flow between temperature blocks. This would be extremely easy to implement, as the basis for everything is laid out in step 1. Wind would be a static force on the craft, which I'm sure somebody who's actually coded can figure out how to do. The magnitude of the force would be determined by the difference in temperatures between the cell the craft is currently in, and the temperatures of the surrounding cells, and direction would be found in a similar fashion. Sea/ocean breezes and mountains could also be factored in in more advanced versions. Step three: Cloud Fronts Fronts form along boundaries between temperatures, much like winds. I don't imagine that it would be too difficult to render a line of clouds above where temperature gradients were larger than normal. Higher-altitude clouds or some scattered clouds could be added to places where there aren't fronts to keep things interesting. Step Four: Precipitation Where there are fronts, there is (often) precipitation. Type could be determined by local temperature, and apply a weather filter to obscure vision, and coefficients of friction would be decreased. Adding in to temperatures, precipitation causes local temperatures to drop, so that would be factored in. I'm not saying that it would be easy, and it sure as heck wouldn't be simple. I'm just saying that it's doable if its broken down enough, and a good base for the entire model is built (in this case, the temperature gradient).
  14. You've made the Hurricane, why not complete the iconic WWII fighters? P-51 Mustang, Supermarine Spitfire, BF-109, Fw-190, Zero
  15. I was flying my XB-70, and decided to turn around and fly home. Half of the plane agreed with me. These were taken pretty much immediately after one another. The plane just decided that it was having none of that "yaw" business. The pilots survived, somehow, despite breaking up at 1200m/s and 16km altitude.