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Moesly_Armlis

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Everything posted by Moesly_Armlis

  1. Here is the post that started the caveman EVA from space. Gathering this EVA science data without upgrading the facilities was very exciting and allowed for harder careers. This for me was an interesting approach to gathering science. Bob went out to both moons and gathered EVA science from space. The non physics time warp would cause Bob to drift away and then he had to use his jetpack to reach the safety of the service module. After Bob climbed inside and shut the doors the vessel would then complete a maneuver. Towards the end of the journey Bob's propellant was less than one unit which made every jetpack thrust done very lightly. Bending around the restrictions makes this career choice fun for me. Even constructing vessels on the lawn to circumvent the VAB/SPH and launch pad limitations has totally changed how this career is played out. Now the new wheel physics should make hauling an 18 tonne booster a little tougher. And to make the construction phase even more difficult the dessert launchpad could be used for the final assembly and launch. Too bad fuel refining and transfer can not be done on low tech levels and non upgraded facilities. To answer the OP question if this career is doable and the answer would be yes.
  2. This post in the ADNR Caveman Challenge is a mission log and details how to switchback up this mountain. There was a feeling that it is going to be near impossible but the cave responded. The ability to have EVA science from space cleared a path. That is true even visiting all the other biomes on Kerbin. When the science form EVA in space is achieved it becomes interesting. You have the potential for amassing science and risk the kerbal to do so,. Just finished a primitive kerbal korral design. The testing went well and looks promising for venturing into outer space. Album This design ensures the relative safety of the kerbal
  3. Took a break from trebuchet engineering , but, I have just watched the film Barbarossa. Anyway I have now completed the speed run in 2 hour 30 minutes. Pillaging science points from KSC made the speed run very quick. I decided to run again and avoid the KSC area for science. I enjoy the speed run, this is practice for the harder difficulties. There are some new innovations to disclose. These have not much use unless playing at the harder difficulties. The Science Roller is an old design. A bow tie of Mk1 Command Pods and a Materials Bay along with a Mystery Goo. Now in the new version the Materials Bay will explode when trying to rotate above 5m/s. Solving the issue using the small radiator panel to shield the science equipment. The idea of connecting two parts using something akin to a trailer hitch. This needs more testing and exploration of it usefulness. The best so far is to use it like a poor mans docking port and hitch tugs to cargo. Speed Run Non KSC This run went well. Completed in three hours and 25 minutes. Had planned a munar fly by and landing but instead went to the north pole. One place I like to visit in the beginning is the oasis in the desert. Missed the landing. Score more science when also splashed down. Another excellent spot for splashed down science. In this location the grassland, shore and tundra biomes intersect.
  4. Trying to improve the bearing by increasing the diameter of the pin. Results were terrible. The pin being closer to the sleeve would pop out of the Structural Fuselage and rotation almost would stop. The wobbles then would be next and the whole thing is then a mess. Having the contact point smaller than the sleeve is the best so far. The free style counter weight was tested. This did not use any of @pTrevTrevs advice and since the testing went well the next build should have more of those fine details.
  5. Bearings are not Borings This has the MK0 fuel tank and an adapter for smooth operation. RPM = not slow. Best guess over 2400 revs. Smooth and not jittery like the girder was. The focus should have been on the command chair and then the RPM could have been determined. The panels are deforming and separating at high RPM. Craft File Not recommended for kerabal attachment. Bueller Smooth Considering the part potentials; the MK1 Command pod and the structural fuselage are next for testing. These parts might provide omnidirectional operation with higher impact tolerances.
  6. The idea of a a square peg rotating in a round hole seems to just grind my gears a little. The potential parts that need investigation for pin and sleeve combinations. I am about to try the MK0 Fuel tank and the Structural Fuselage. Reports will follow.
  7. Sustained flight did not happen. More like very slow falling. Sustained flight might happen if the craft can get near 3km altitude. That means a launcher will have to become mobile. The research into the pin and sleeve bearing is using up a lot of my time. On the other hand I now have a Bueller on the tarmac. More details in the trebuchet thread. The root of this Bueller might make a splash today.
  8. That is some very under clear guidelines. Thanks. Having more than one pivot point was tackled. Also maximum torque has to be further investigated. The multi point rotation was up for examination and testing went well. However, now there is a Bueller on the tarmac. Here is the craft file. Bueller Warranty void if used with kerbals.
  9. The title refers to a show my nurse watches. When she was reading trebuchet to me she so cutely said tree bucket. Laughing and the first thing that popped in my mind was "it's pronounced bouquet". I immediately replied, trying to mimic Hyacinth. Then my lovely nurse just laughed. Here are some images of the bearing assembly. Currently been testing the bearing by stressing angular momentum. It cranks very fast and stable. Keep in mind testing has only been in the horizontal placement. Was this bearing style able to function back in 1.0.5? Is this magic? Did the change over to Unity5 open up this bearing possibility? What name should it have? Pin and sleeve is how I have been referring to it. @pTrevTrevs Thanks for that explanation. My siege warfare experience within a computer sim was back a few years ago and that was the closest I have ever been to this style of equipment.
  10. This is interesting. My experiments led me to use the flex that are on each part. The longer "kickbacks" make for stiffer sections , the "thumper" for mid flex then the girders for the most flex. The three point pivot should make for some interesting engineering. As long as no kerbals are hurt I totally approve. Plus I am about to finish off a design for kerbals to ride inside, called the "Bueller". The design has a feature based on another experiment performed with the new bearing.
  11. I was checking out what you have done earlier, very impressed and was ready to give up on stock Would you want to convert yours to stock? Place it here. Had never used this structural fuselage part ever before and was not sure that placing parts inside would not summon the kraken. Can some one check and see if this is possible in 1.0.5
  12. This is the outcome of creating a larger trebuchet. Come to think of it a trebuchet has a pivot for the counter weight so this is more catapult. The craft file is linked over on the trebuchet thread. Enjoy.
  13. Been improving the design and having too much fun. Here is the craft file. File to edit Trebuchet Ion Glider. File to just launch, already positioned. Warranty void if unpackaged.
  14. The trebuchet was something I never built before. A pivot point seemed to be missing. The first attempt used launch clamps and a whole lot of struts. While it did function problems were stability and transportation. Started searching for bearing and most involved wheels and now with 1.1 those ideas seemed unlikely. @Majorjim thread was the idea for using thermometers and which now had inspired me to push further. The need for a pivot that could handle hundreds of tonnes of mass started me to ponder on using different parts. After shopping through the part list it was staring right at me. The structural fuselage. Now to find a suitable pin for the sleeve. The choice was the Modular Girder XL. + = AWESOME! The sleeve is attached temporarily to the girder using a stack separator. Then using the translation tool to place in into position. Once in the field the separators are staged and there are now two separate craft. This was the first version that functioned. The Ion plane Research Challenge was were it all began. Go for broke edition. Animated gif of functioning glider launcher. http://i.imgur.com/iYac5ZR.gifv For the longest time during this process it seemed the trebuchet was ordered from the acme parts catalog and I would hear meep-meep as another failure happened. So here another chapter begins. The creation of a functioning trebuchet. It will be portable, re-settable and be able to chunkin pumkin. This thread can also be for further research into using this pin and sleeve bearing. As you can tell this bearing can support some mass and the uses of a proper bearing are countless.
  15. Was about to tro out @Majorjim idea of thermometers and just as I entered the SPH the idea of using other parts became front and centre. The heavy mass might not be supported. The first part I selected looked suspiciously like a sleeve it was the newish part the Structural Fuselage. Combined with again my first choice a Modular Girder Segment XL and I was off to the races. + = AWESOME! The two items were constrained and the weight rotated around the axis. The ends of the girders have panels and the structural fuselage was temporarily held with separators. The bearing sleeve is held in place by launch clamps This is the beginning of something different and will start a new thread and provide more detail. Bearings it seems are not as complicated as I thought it would be. ... yada yada yada .the trebuchet was increased and the ion glider was attached and flew pretty far. http://i.imgur.com/iYac5ZR.gifv
  16. No bearing at all. Just the power of struts and launch clamps. Warm beverage has been poured and I am just about to launch KSP and investigate your newest research into thermometers.as hinges.
  17. There was some progress in creating an improved trebuchet The earlier problem seemed related to struts that would be ok in the SPH butt then stick out at odd angles and into free space when on the launch pad. Changing root parts and then translating the device through the roof of the SPH made it difficult to catch. Solution was to reduce struts and build on the one side then copy in mirror. The trebuchet also now uses stack separators instead of launch clamps which makes it easy to identify when shuffling stages. It is fun building this but certain the ion part of the glider is not contributing other than for its mass. The latest revision has improved the strength too much and now the pivot doesn't break nor bend. The ion engine is somewhat useless under 5km altitude. The prior testing revealed not enough force was created to achieve anywhere near that altitude. Somehow this apparatus would need to be mobile and that would then exclude launch clamps. The pivot point is the key to this puzzle and some pointy hat ksp players seem to have made rotors and bearings. Never have studied that type of magic before but seems astonishing what can be accomplished in KSP. edit Now that did not take too long. @Majorjim Thank you for posting. Maybe another trebuchet challenge should be started though.
  18. This was created using all stock KSP 1.0.5 parts and used Kerbalkatz mod to adjust the physics delta time per frame and view the corresponding physic time ratio. Very helpful changing the PDTPF to 0.18 when moving so many parts and testing the trains stability at higher velocities. The train has well poor acceleration and at speeds above 10m/s would veer and twist. Learned that if the mass was not balanced and properly distributed over the wheels was the cause of the instability. Then changing PDTPF during filming for 1/3 frame rate which was the best the computer could manage. The trick I used was to playback the songs at 1/3 which would cue the scene's zooms and pans. Also the panning or zooming rate of change was based on the 1/3 playback music as well. The raw footage was then altered to 3x playback and the songs were then added. Now with the new 1.1 update a mod for cameras might be needed. I am suspecting higher frame rates and filming and driving the train might end in wreckage. Scatterer was used for the first time. The effects added were inspiring. Would always uses that mod for any of my future movies. @Freshmeat Thanks. I watched the video again today and just realized that there was some kind of dancing going on down at the beach.
  19. Beautiful cave-tech craft! @GoSlash27What altitude are you cruising at and what is your velocity at cruising? Was just thinking last night I need to do a caveman career speed run.
  20. Made this video for the hype train last month before the new 1.1 release. This video is a continuous shot of a Mobile Assemble Packaged Erector Launcher delivering its payload to Rocket Away beach. The train makes its way through the KSC to pick up passengers and then heads for a scenic route by the hills and by the shore. Arriving a Rocket Away Beach the rocket is assembled then erected. Beach party until blast off. Launch is in the evening. There were many train wrecks engineering this reliable train, but it was all worth it. Probably do something like this again now that the game runs smoother with many parts. The cutaway for the interiors could also show the 160 passengers enjoying the train ride.
  21. Trebuchet is an unruly monster. When this attempt with an ion glider made 91m/s with a 2.5 tonne craft I was excited and hopeful. Nearly made it to the end of the runway. Now for the past hour my attempts are pathetic. Not sure what changes (only change I made was reducing mass on the glider) I made to make this worse because now the trebuchet is tearing itself apart and explodes. Cannot even launch the glider. What is weird is the trebuchet kinda works on the first launch and any revert to launch is then ending in failure.
  22. Trebuchet style launch The craft for now is a and two swept wings with a guidance uinit 9.72 tonnes with 30m/s velocity The pivot point is not strong enough and is failing. The decoupler used was set to zero ejection force. Decoupler ejection force is not banned for this challenge and maybe it should, Seems cheaty to stack hundreds of these decouplers to propel the vessel.
  23. I am pondering a trebuchet launch method to attain altitude and velocity.
  24. Too bad I missed this during my childhood days. Would watch episodes recreated within ksp though.
  25. Finally a legit entry for the fourteen day challenge. Part Action menus are a must and pinning makes this so much easier. I find that launching with low TWR cause issues. To prevent problems I leave SAS off until the vessel TWR raises above 1.25. There is some drift and without SAS the engines are always firing straight down Setting thrust limiter on the letter "r" is forty two percent. Very easy to target. After twelve days the fuel transferred to a 200 km circular orbit was 6356 units of fuel and 7769 units of oxidizer. There is room for improvement. The rig was able to produce another 1860 units of fuel and 2274 units of oxidizer before the sun set on the twelfth day.
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