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Found 5 results

  1. Contract Pack: Giving Aircraft a Purpose 1.2.9 Requires Contract Configurator 1.20.3 or higher from https://github.com/jrossignol/ContractConfigurator/releases Giving Aircraft a Purpose (GAP) is an Aerospace Exploration (development and testing), Coast Guard Rescue (and retrieval), and general Operations (charters, flights, cargo drops) contract pack compatible with all stock and modded careers (except RSS). Purpose: To provide a useful purpose for the existence of aircraft in a Career game, and promote the use of stock runways and helipads. Spiel: Runways and helipads are meant to be used, not just sit there and look pretty. This pack provides a small set of repeatable contracts for early career aircraft, and thus provides the career player with a predictable source of income, science, or reputation return (depending on the type of contract) using a standard fleet of aircraft you design. It beats having to design a science car, or one-time use craft, or send a probe to nowhere, when all you need is just a little bit more cash, science, or reputation to advance your space program. Of course, you may have so much fun flying things around that you may forget you have a space program, but if so, then I've succeeded! All contracts and vessels included in this pack are completely playable in stock KSP (except the BDArmory expansion), but I highly recommend these mods to enhance your gameplay with GAP: Take Command Continued (Launch and Spawn into Command Seats) (Allows GAP to recognize Command Seat only aircraft...think Wright Flyer!) Kerbal Aircraft Expansion (KAX) (Minimalistic set of stock-alike propellers and helicopter parts) (GAP recognizes KAX parts) Kerbal Rotor Expansion (Additional rotors for contract completion) SM Chute (give your Kerbals parachutes for use with GAP bail and skydiving contracts). Waypoint Manager (For better waypoint management and navigation) (GAP uses a lot of waypoints) Wider Contracts App (Increases the width of the contract checklist for better readability) To complete helicopter or part retrieval missions, I also suggest these mods: Kerbal Attachment System (KAS) (For attaching winches, fuel ports, and parts to parts on EVA) Kerbal Inventory System (KIS) (For carrying the above parts while on EVA) I recommend that you consider taking the helmet off your Kerbals when flying in the open air in a command seat: TextureReplacer with Cetera's Suits (get both on CKAN!) (Non space suit Kerbals while on Kerbin, smell the fresh air from your Command Seat flying machine) To complete the BDArmory expansion, BDArmory and KAX are required (but not required to play the rest of GAP): BDArmory (Adds guns, canons, turrets, radar, missiles, bombs, AI, and more to the game. Think WWII massive dogfights, or modern air to air missile engagements) Kerbal Aircraft Expansion (KAX) (Minimalistic set of stock-alike propellers and helicopter parts) (GAP recognizes KAX parts) If You Stream or Record While Playing GAP: You sir/madam are amazing. Please post a note in this thread or PM to let me know if you use this mod in a recorded play through or mod review as I and others would love to watch! If your recording and play is fairly decent and will help players get familiar with GAP, I would love to reference it in this OP! Featured Reviews: LupiDragon - Twitch: https://www.twitch.tv/lupidragon/profile million_mights - Twitch: https://www.twitch.tv/million_lights Allohmon - YouTube: GAP Episode 1 Contract Pack Goals: Prepatory missions to test prototypes and setup locations. Regular repeatable stunt, tourist, charter, and scheduled passenger and cargo flights to those destinations. Rescue missions to retrieve adrift sea and undersea crews, downed test pilots, spent stages, crashed craft parts, the first splashed down space crews, and more. A small set of boat and submarine contracts to provide context for the above. STS Challenges and rescue missions Fully compatible with new and existing stock and modded careers. To Get Started: After installing, the Join SSI Aerospace! starter contract will be the first contract you will see. You must join SSI to gain access to the GAP contract tree. A membership fee of 10% of your starting funds is required since there a number of perks provided by SSI to its member organizations. SSI Membership gives players: 1. Access to the GAP contract tree 2. Access to purchasing basic aircraft starter prototype technologies 3. Access to the SSI Venture Capital Fund for bank loans The first immediate contracts are not contracts at all but rather GAP: Economy contracts that are originally intended to give starting players basic parts from which to fully enjoy playing GAP. Originally intended so that Wright Flyer type aircraft could be built, the part contracts were free in previous versions of GAP, but now require funds to purchase these prototype technologies. The economy contracts are designed to help bypass any need for GAP to recommend a tech tree for starter technologies. There are four contract trees each with starting contracts: The Kerbal Space Program: Drive a Tour Bus at KSC! contract will appear when you've acquired a Command Seat and any wheels. The KSC Island Tours: KSC Shorline Tour contract will appear when you've acquired wheels, and an air breathing engine. The Wright Aeronautical: Build and fly your first glider! contract will appear when you've acquired a Command Seat, and any flying control surfaces. The KSC Coast Guard: Coast Guard Rescue Certification contract will appear when you've acquired wheels, and an air breathing engine. All other contracts are part of these trees and some have inter-dependencies with other trees in order to appear. See the Current Contracts map below for details. Agencies: These are the agencies in the pack that will offer regular or semi-regular contracts, and special missions: SSI Aerospace - An engineering cooperative focused on developing and testing aerospace assets. (Used for initial flight tests and unlocking mission stories that lead to regular repeatable contracts) KSC Island Tours - Providing air, sea, and undersea tours of the beautiful KSC Islands and surrounding areas. Wright Aeronautical - Offering airplane rides to the public, and provides air show stunt contracts. Kerbal Space Program - Led by Gene Kerman, authorizes, launches, and commands the world famous space program at the Kerbal Space Center. KSC Coast Guard - Our motto is Always Ready - Kemper Keratus! Providing air, land, and sea rescue and stage recovery. (Used for occasional rescue and recovery opportunities, mostly near KSC ocean) KSC Airlines - The official airline of the Kerbal Space Center. Space Transportation System Space Shuttle Mission Control managed at KSC 2. Current Contracts: Download & Installation: Get it on CKAN! (Recommended) SpaceDock GitHub Changelog: https://github.com/inigmatus/GAP/blob/master/CHANGELOG.txt DEVNOTES (Future Planned Features): https://github.com/inigmatus/GAP/blob/master/DEVNOTES.txt Early craft testing, barnstorming, hang gliding, wingsuits, skydiving, bases, STS missions, and much much more to come! It's my first ever mod for anything, anywhere, so go easy. Let me know what you think! Look at the DEVNOTES and let me know if you have other ideas you'd like to see! Your feedback is appreciated! Let me know if you have any recommendations. You can see thecurrent reward and penalty balance chart here: https://docs.google.com/spreadsheets/d/1vmZkfWamAaeuTsKL1_yes4l-eoMTrmJZ9zvgp3NkjaM/edit?usp=sharing KNOWN ISSUES: This pack is in active development. Please mind the GAP. Please raise any and all issues or enhancement requests on the GAP GitHub issue tracker. DO NOT recover any prop that is spawned by GAP (Jebediah's Barn, KSS Rixx, etc.) unless you want to break the contract and a ton of funds to your account. (KSS Rix alone can be recovered for several million funds). Props are automatically destroyed by GAP on contract completion to clean things up for you. Recovering a vessel via the Space Center View or Tracking Station will not complete a contract if it requires recovery of a vessel. Work around is to simply recover all vessels in flight mode view. https://github.com/inigmatus/GAP/issues/7 Failing a contract may not always clean up any extra Kerbals used for the contract. If you can't revert, or don't wish to, then to clean up, simply recover the affected Kerbals, and then simply remove them from your roster. All failed contracts will reappear in Mission Control eventually. Use Alt F12 and access the Contract cheat menu to decline multiple contracts quickly and force regeneration of any contract that fails to appear, if necessary. StageRecovery users only will have a custom dialog box show up when they release Coast Guard buoys, reminding them to stick around the area (within physics range) to ensure buoy splashdown and use for science recovery later in the mission. CREDITS: Thanks goes to the following individuals for their contributions to this contract pack. Without them, none of this would have happened: @nightingale - creator of Contract Configurator. tirelessly responsive and an amazing coder and modder without whom this mod would not exist. @seanmcdougall - creator of Take Command mod @keptin - creator of Kerbal Aircraft eXpansion @maculator- creator of Kerbal Aircraft Builders, for inspiring me with his pioneering example into aircraft based contracts @severedsolo - always a great resource for contract development @pandoras kitten - designer of a number of craft seen in the series above @RixKillian - designer of the KSS Rix aircraft carrier @Speeding Mullet - designer of a number of props for GAP and dozens more who have contributed craft files for use in the pack (they have been honored by having crew members on the KSS Rix named after them). I'll post an updated list shortly. This Contract Pack is CCF Certified - guaranteed to work with any Community Career Framework based career games!
  2. STS-7 Space Shuttle STS-7E (With Solid Boosters) Space Shuttle STS-7 (With Liquid Boosters) Space Shuttle Epic STS-4 Showcase Film: Introduction With the plethora of space shuttles on Spacecraft Exchange, you might ask, "why another?" Inspired by Westi29's, Rune's, and Naito's shuttles, this shuttle is the best of all worlds. NASA realistic with monoprop OMS, as easy to fly as Westi's, large as Rune's, and capable of full orange and yellow tanks to orbit plus hardware well above 120km like Naito's, it also can return abort and land with a full orange and yellow tank in the bay! And if that was not all... you can turn around and fly an empty bay back up only by removing fuel from the lower external tanks and liquid boosters. Easy to load and fly. So easy to fly this craft should be stock! (Hey Devs, how 'bout it? This shuttle is free for anyone to use! No credit needed!) Convergence of shuttle technology was inevitable. I think I reinvented the wheel several times. 282 part count when empty, and easy to load and fly, this is my non-shuttlecraft magnum opus. I hope to maintain this as well as Mulbin has with his Munbug, each version being a new STS number. Anything you can fit into a large Mk.3 cargo bay, this thing will lift into orbit without a fuss, and no tweaks except fuel. I wanted to design one of the most beautiful space shuttles ever seen in KSP, while keeping part counts low, and handling and cargo capability practical to the real thing. This design is my first space shuttle, and it has exceeded my wildest dreams. Special thanks to Claw and Starwhip for rescuing the orbiter from a persistence file when I inadvertently lost all my craft files. You can check out Claw's amazing InflightShipSave mod and save any in-flight vessel as a new craft file. Pretty neat. This shuttle would not have continued development if not for this mod. If you fly it, take a pic and share it here! Let me see what cargo you're loading up into orbit. Also, if you want to use this shuttle in a youtube video or series, feel free! I made it for you! If you make a video, post it in this thread so I can add it to this OP so everyone can see it! [table] [tr] [td][/td][td][/td][td][/td][td][/td] [/tr] [/table] Can you fly the STS Space Shuttle? Then Check out our Challenge thread and EARN STS Forum Badges! UPDATE Nov 9, 2015: Certified for flights up to 300km orbit carrying 42 tons in KSP 1.0.5. Re-entry is more harrowing - you have to retro burn 1/2 orbit away, and when you start to see plasma, pitch up to 33 degrees - just like the real thing - all the way through the plasma until you see mach effects. Hit up your key of 6 for the split rudder air brake and glide to a solid finish. Whatever they did in KSP 1.0.5 fixed EVERYTHING I didn't like before. This machine is a dream to fly. No rebuild was necessary, though I look forward to a rebuild in 1.1 if they are saying it's coming as soon as they say. Enjoy! Craft & Subassembly Files All crafts and subassemblies are stock KSP unless otherwise noted. STS-7E Space Shuttle Ranger (UPDATED 6/14/15) - SRB Varient Dry Part Count: 297 (comes with included STS Elevator and STS Fuel Pod, total part count is 407) Cargo Capacity: 0-42 Tons Maximum Cargo Rated Orbit: 42 Ton - 400km Notes: MechJeb Friendly! FAR Compatible! Career Cost: ? Craft File KerbalX: STS-7E Space Shuttle Craft File Mediafire: STS-7E Space Shuttle STS-7 Space Shuttle Yorktown (UPDATED 6/14/15) Dry Part Count: 243 all stock parts! Cargo Capacity: 0-42 Tons Maximum Cargo Rated Orbit: 42 Ton - 400km Notes: MechJeb Friendly! FAR Compatible! Career Cost: ? Craft File KerbalX: STS-7 Space Shuttle Craft File Mediafire: STS-7 Space Shuttle STS Spinoff Vessels (Official and User Submitted) STS Astrovan KerbalX Angel-125 - Kestrel Shuttle Trainer Aircraft Download Columbia - Shuttle Carrier Aircraft MediaFire MattJL - Ares I Launcher (Cargo Rating: 10 Tons to LKO) Dropbox MattJL - Ares V Launcher (Cargo Rating: 12 Tons to Duna) Dropbox MattJL - Unmanned Shuttle Derived Heavy Lift Vehicle (Sidemounted Cargo Carrier) (Cargo Rating: 11 Tons to LKO) Dropbox MattJL - Ares Vc Launcher (42 tons?) Dropbox Scathalh - Space Shuttle 3 Filedropper Third_OfFive - Space Shuttle Enterprise (STS-4 Modified with Mk.3 Wings and Landing Gear for KSP 1.0.4) KerbalX Subassemblies Official STS Subassemblies (Stock) STS Elevator KerbalX A stock elevator with rover car for ferrying up Kerbalnauts from ground level to the STS orbiter. STS ComSats (STS-5) (8 Tons) KerbalX | Mediafire Launch a pair of spinning communication satellites to geosynchronous orbit modeled after the NASA STS-5 mission. STS Fuel Pod (42 Tons) KerbalX | Mediafire The heaviest rated STS cargo, and the standard Heavy Plus cargo of the Space Shuttle Orange Tank to Orbit challenge. A self contained orbital fuel depot. Orange Fuel Tank and Yellow RCS Tank, docking, and maneuvering hardware. Fill all STS tanks and launch it! STS Operations Module (5 Tons) KerbalX | Mediafire A standard orbital operations subassembly. Contains an ISS style docking port with Mk2 crew cabin, and two modified Hercules Mk8 MMUs. STS SpaceHab (STS-107) (11.2 Tons) KerbalX | Mediafire For science! Last flew on STS-107 Space Shuttle Columbia. A science gathering and processing subassembly that fits neatly in your bay. Official STS Subassemblies (Mods Required) STS ComSats (RemoteTech) (12 Tons) KerbalX | Mediafire Three Remote Tech enabled communications satellites for a starter constellation. Requires 6 STS Space Shuttle crew members, and either the STS Operations Module or STS Service Module. Both modules contain a necessary dish antenna to point at your satellites to maintain control of them to their final Kerbin geosynchronous orbits. STS Service Module (11 Tons) (Requires: Infernal Robotics, Kerbal Attachment System, and Kerbal Inventory System) KerbalX | Mediafire An STS Operations Module extended to add a modded robotic arm Canadarm style, Kerbal Attachment System winches and attachments, and Kerbal Inventory System containers with default equipment in case you forget to bring spare parts. For all your orbital satellite and station servicing needs. User Submitted Subassemblies (Stock unless otherwise specified) borisperrons - Teleoperator Retrieval System KerbalX Mods Required: Tweakscale A remote control station or satellite orbital tug based on a NASA design. ExplorerKlatt - Space Telescope (10.4 Tons) Mods Required: CactEye 2 Orbital Telescope BETA 5, Kerbal Attachment System (KAS) 0.4.10 Dropbox A telescope... in space! Great for taking distant pictures of astronomic interest. Daze - Orbital Carbon Observatory 2 (OCO-2) (Tons?) Dropbox NEW! A stock replica of the Orbital Carbon Observatory. Jackvony - Shuttle Crew Cabin (Tons?) KerbalX Turn your shuttle into a crew transport. Carries 48 Kerbals. Jackvony - ICBM (Tons?) KerbalX An Inter-Continental Ballistic Missile. Speak softly but carry a big stick. Military hardware. Jackvony - Sherman Assault Drones (Tons?) Mods Required: BDArmory kerbalx.com/jackvony/Assault Drones/ Multiple independent assault drones. Military hardware. Jackvony - USAF Spaceborn Laser (Tons?) Mods Required: BahamutoD's Armory A spaceborn laser designed for shooting things on the ground or higher. Naito - TDRS-A with Booster KerbalX Redshift OTF - RCS Pack MMU Mediafire A small part count MMU, highly recommended (may be included in future STS subassemblies) Rune - Kerbal Maneuvering Unit I (KMU) Mediafire A smaller MMU for your STS Operations Module or STS Service Modules. SaturnianBlue - Centaur G Prime KerbalX A famous satellite/probe booster replica. Awesomely designed! Yukon009 - Inertial Upper Stage (Tons?) Dropbox xoknight - STS Hubble Space Telescope (10.5 Tons) Mediafire All stock parts, solar panels require EVA using supplied MMUs to assemble telescope in orbit. Controls 1 - SSMEs 2 - OMS 3 - Cargo Bay 4 - Cargo Bay Forward Lights 5 - Cargo Bay Rear Lights 6 - Tail Air Brake Toggle 7 - Ladder G - Tail Air Brake Extend, Landing Gear Backspace/Abort - Disconnects Shuttle from External Tank Flight Profiles Your mileage may vary depending on ascent profile and payload. I offer these two profiles, since they represent the minimum and maximum payload ratings for the Space Transportation System. For medium payloads, you will most likely only need to fill the central External Tank, and leave the bottom empty. 0 Ton Cargo Ascent (Default Craft) (UPDATED for KSP 1.0.2) Fuel Load: Empty center and bottom external tanks, and empty bottom booster tank (if liquid booster). A. Turn on SAS. B. Solid booster variant requires a starting reduced throttle throttle of 1/3rd as throttle is used to control pitch during launch. Liquid booster variant requires start at full throttle. 0. Spacebar to drop STS Elevator if attached. Again to launch. 1. Roll straight up to 15k, tail facing ocean. Solid booster pilots throttle up after roll. 2. Liquid booster variant pitch to 45 degrees by 25km. Solid booster variant pitches by itself to 45 by about 20km so don't touch your controls much after roll else you will cancel out SAS and could dip. 3. Separate boosters when empty and cycle to them to deploy their parachutes and then cycle back to the orbiter. 4. Pitch to 0 degrees by 50km. 5. Drop tank when empty or desired apoapsis. 6. Monopropellant OMS to orbit and deorbit. 42 Ton Cargo Ascent: (Carrying the STS Fuel Pod subassembly) (UPDATED for KSP 1.0.2) Fuel Load: Fill all tanks A. Turn on SAS. B. Solid booster variant requires starting game throttle of 2/3rds. Liquid variant requires starting at full throttle. 1. Somewhat immediately after liftoff (or after you stop gawking at the sheer power of the scene) but before 3km begin your roll program, tail facing ocean. 2. Liquid booster variant requires you to pitch to 45 degrees by 20-25km, before they run out of fuel. Solid booster variant requires you to go full throttle up just after or even during your roll program, but after this, no major control on your part is needed as long as you have SAS enabled and leave your controls alone for the most part. The solid boosters will naturally curve your trajectory to 45 degrees by about 18km, at which point you can ditch them in a beautiful separation ballet. 3. Cycle to falling boosters and deploy chutes separately then cycle back to shuttle (should maintain heading fine). 4. Pitch to 30 degrees by 40km. 5. Pitch to 10 degrees by 50km and roll belly down then pitch up immediately to 15 degrees. 6. Unlike an empty cargo flight, you will actually raise your periapsis to orbital target altitude while keeping your starting apoapsis marker in the atmosphere (65km or less). Control your pitch to accomplish this by focusing on building speed after reaching 50km, not height. 6. Drop tank when empty or desired apoapsis. 7. Monopropellant OMS to orbit and deorbit. Craft should easily make 400+km orbit with fully loaded STS Fuel Pod in the bay this way. Descent and Landing This Guide is by Frannington: 1) If you're using automation, ignore "Spaceplane Guidance". Instead, use "Landing Guidance" and select the KSC pad. Cancel it once the crosses meet. 2) Come in hot and high. Nothing is as useless as the altitude you don't have. ::Edit:: She's aerodynamic. So if you let the crosses meet, she will overshoot. That's what gives you the wiggle-room when you reach KSC. 3) Use S-turns to get yourself down where you need to be (in other words, do it like NASA did. It's a credit to inigma that this thing behaves so well, though I can't speak to its accuracy having never flown a real Shuttle...) 4) She will want to dive and has an alarming descent rate, so use SAS/thrusters to hold the nose up to bleed off the speed and keep her actually flying. 5) Land her like an airliner, with procedural turns. It's actually easiest to fly past KSC a couple KM to the left of it, then do a base and "upwind" turn. 6) If you get it wrong, the OMS engines have just enough grunt (and fuel) to extend your glide. Use them. 7) Don't hold the nose too high on landing. If you're carrying too much speed, go off the end of the runway. Descent rate is (in this simulation) more important. Those are tiny wheels and won't take anything above 10m/s when they hit the deck. Videos: If you make a video using this craft, post it in this thread so I can list it here, and others can watch what can be done with the STS. No credit needed. Just share your vid here! Latest Video (by totalitor): STS-1 Launch of STS Fuel Pod Payload (42 Ton Payload) STS-2 RTLS Abort with STS Fuel Pod Payload (42 Ton Payload) STS-3 Space Shuttle Columbia Memorial Flight Angel-125's Shuttle Missions! Episode 1 - Episode 2 - Episode 3 - ExplorerKlatt's Orbital Challenge Episode 1 (STS-3): Episode 2 (STS-4): Nansuchao's FAR and DRE Run Fanwork by Columbia: This was designed and built in memory of the real STS-1 Space Shuttle Columbia, and its last flight STS-107 Feb 1, 2003. Render by esinohio Rick D. Husband William C. McCool Michael P. Anderson Kalpana Chawla David M. Brown Laurel Clark Ilan Ramon They flew to the stars, and came home to rest in the clouds. May they rest in peace.
  3. Give Aircraft a Purpose doesn't work with Galileo Planet Pack. When GPP is installed, GAP doesn't show up at all in mission control, but the flags still do. Is there any way to make GAP work with GPP? such as with a MM patch? http://imgur.com/a/QMd71 The two screenshots are from the same install of KSP 1.2.2, one with GPP and the other without. GAP and all dependencies were installed through CKAN, GPP and all dependencies were manually installed.
  4. From the GAP (Give Aircraft a Purpose) contract pack: GAP contract: Speed 100 (or, How it started out so well) Craft: K-35-100 Flounder (KerbalX link) Operation: Stage to ignite lower engine, which has plenty of power for takeoff and supercruise, and is probably the safest and most efficient way to fly the plane. Stage again to ignite the upper engine and fly it the Kerbal way. Conventional landings are possible, but dangerous. Due to the high thrust of the engines, they must be completely throttled down before enough airspeed can be bled off to safely touch the ground. And then the plane tends to do donuts on its wheels before coming to rest. Facilities: Level 1 Crew: Pilot Kerman is recommended for SAS. Mass 7.66t Cost 12,322.0 No. of Stages 3 Crew Capacity 1 Part Count 16 Built in KSP 1.1.3 Size 8.99 x 3.88 x 9.06 Edit: I really wish there was a way to resize images in this editor.
  5. hi all crashateers, Since 1.0.5. ive just messing bout making contraptions til 1.2 arrives, when i noticed a big gap between floor and a parked vehicle on flat ground, looks terrible!! i havent noticed this before til now, havent really looked to be fair or played that much, but like i say, looks amateurish. its not just me is it? have a check and see how detached a vehicle seems from the ground to you. im 1.1.3 btw steam & 17 mods, this isnt bug report as i dont think it is a bug or mod effect, probly collider of those wheels......anyhoo Ive attached some pics in both db & imgur, if neither work let me know https://www.dropbox.com/home?preview=20160822210747_1.jpg http://imgur.com/a/Hpqcr what dya reckon? Aah, i embed wrong image lol this ones doing 11m/s, but i have jpg same vehicle parked, brakes on honest.