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whoshotdk

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  1. I made a near-enough replica of a fictional seaplane. The original was prop driven but as I’m sticking to stock parts, this one has jet engines. Designed for low atmospheric flight. CONWING L-16 “SEA DUCK†Congratulations on your purchase of the Conwing L-16. Also known as the “Sea Duckâ€Â, this twin-tail aircraft was flown by Baloo in the 90’s animated show Tale Spin and entered the record books as the first plane ever to be flown by a Bear. DOWNLOAD You might need to right-click that link and use 'Save As' or similar. STATISTICS Subject to change. Tonnage: 14.31t dry Parts: 155 Kerbin TWR: 1.70 Delta V (Recommended Fuel): 68,618 m/s Delta V (Max Fuel): 117,135 m/s Flight ceiling: 12,900m approx Maximum water landing speed: 50m/s CONTROLS [6] Toggle Internal lights [7] Toggle External lights [8] Toggle Ladders NOTES FLIGHT CHARACTERISTICS: The aircraft has a slight tendency to roll right when pulling up. It’s not so difficult to correct and SAS will help. FUEL LOAD: A lighter plane is easier to fly! Your new plane will be fueled with its recommended load. See diagram below for details. TAKEOFF FROM GROUND OR WATER: Start the engines and pull back on the stick immediately to get airborne as quickly as possible. GROUND TAKEOFF: Too much time on the ground at full-throttle can lead to front wheel wobble. Aim to get airborne as quickly as possible. Engaging SAS before starting your takeoff run is recommended but not required. WATER LANDING: Landing speed should be no more than 50m/s. Approach water on a shallow glide slope with engines at idle / off. Easy enough with recommended fuel amount, not so easy with maximum fuel load. LADDER INGRESS: Climb to the top of the yellow Telus Mobility Enhancer. At the top, quickly let go and re-grab. You should automatically grab the horizontal wing mounted ladder and from there you can walk to the cockpit hatch. Ensure ladders are fully retracted before flight. Thanks for looking!
  2. There are some real nice bases here! Heres a few of mine; In order of appearance; Lion Base on Laythe Duna One Base on Eeloo (nah, kidding) Procyon Base on Mun Lion Base was inspired by a base done by Nimaci, as here: http://forum.kerbalspaceprogram.com/threads/58558-Planetary-bases. Using a 'drive under and lift' type rover, assembling the parts on Laythe was a lot of fun. Especially pleased with my Laythe Jet terminal. Part count is ridiculous though. Procyon Base was the hardest as I had to launch it in one go as I couldn't get the structural strength I needed with docking ports. Pretty happy with my Munar shuttle landing pads! Duna base was delivered all in one go but assembled on site using the front loading cranerover you can see in the pics. Think I found a pretty scenic spot.
  3. Hope you have fun! Building a decent seaplane is certainly a lot easier than I thought. I think you can use any parts you like for the floats, so long as their Crash Tolerance is high (i.e 80m/s) and that they keep more fragile bits out of the water. One thing to watch out for is that the floats will move the Center of Mass downwards which can play havoc with the flight characteristics of the plane. Placing the wings a little lower helps. Heres a daytime screenshot of the Aquamarine...
  4. Here's a few of mine. Each were launched in one massive piece (so many boosters! so little frame-rate!) except for Mir, which I did right. Dave
  5. DOWNLOAD http://www.whoshotdk.co.uk/KSP/Ships/SPH/AquamarineMkI.craft You might need to right-click that link and use 'Save As' or whatever. STATISTICS Tonnage: 5.6t dry / 8.9t wet Parts: 75 Kerbin TWR: 2.57 Capable of landing on water or land. CONTROLS [6] Toggle Internal lights [7] Toggle External lights [8] Toggle Ladders [9] Toggle float intakes * * Intake air isn’t required from the floats so drag can be reduced somewhat by closing them. NOTES She has a computer controlled SAS unit (no pilot required) as she’s a little unwieldy without it. Water landing speed should be no more than 80m/s. You can glide in unpowered at approximately 30m/s minimum. On landing, you can use the bow facing RCS jets to help slow down and come to a stop. The best way to take off from water is to get up to approximately 50m/s, then sharply nose her down then back up to bounce her out of the water. Fuel tank sits in the center of the plane inside the fuselage so refueling will require the TAC Fuel Balancer mod or ninja mouse skills. She has a Docking Port Jr on the bow keel to connect with a fuel tanker or whatever. Getting up and off the extending ladders (Telus Mobility Enhancer) is tricky - I’ve found the easiest way is to climb to the top of the Telus, then quickly let go and re-grab. Your Kerbal should grab the horizontally mounted ladder so that you can climb up onto the wing. Hope you like the craft! Dave
  6. Hey I'm looking forward to getting this mod working properly! I've spent the past few days learning blender and have made a stock-ish looking Jump Device; this way you can build your own Jump Gate / Beacon out of your own parts rather than being stuck with just one model. You can also place multiple devices on one vessel so that it becomes a sort of intergalactic train station Still got one final problem to fix: the jump beacon you start from is still getting its orbit changed when the teleport completes. I've still no idea why this is happening but I'm working on it. If I do get this thing working properly I'll post all the code with comments someplace and link it here!
  7. I fixed it; I found that the problem was two-fold; First up, I needed to set the orbit of the vessel like I did in the second section of code I posted above. However, the line: activeVessel.orbitDriver.orbit = newOrbit; was doing too much; I only needed to copy certain properties of the orbit, not all of them. So that line is replaced with: activeVessel.orbitDriver.orbit.inclination = newOrbit.inclination; activeVessel.orbitDriver.orbit.eccentricity = newOrbit.eccentricity; activeVessel.orbitDriver.orbit.semiMajorAxis = newOrbit.semiMajorAxis; activeVessel.orbitDriver.orbit.LAN = newOrbit.LAN; activeVessel.orbitDriver.orbit.argumentOfPeriapsis = newOrbit.argumentOfPeriapsis; activeVessel.orbitDriver.orbit.meanAnomalyAtEpoch = newOrbit.meanAnomalyAtEpoch; activeVessel.orbitDriver.orbit.epoch = newOrbit.epoch; activeVessel.orbitDriver.orbit.referenceBody = newOrbit.referenceBody; In addition to copying the orbit, I also needed to set the vessel position and velocity; like so: // Add distance between player vessel and target jump gate (this is temporary, needs something more intelligent really) Vector3d offset = new Vector3d(10, 0, 0); // Set position and velocity of player activeVessel.SetWorldVelocity(targetJumpGate.orbit.GetVel()); activeVessel.SetPosition(targetJumpGate.GetWorldPos3D() - offset); Since getting this to work I’ve majorly refactored my code so the above is not quite what I’m using right now. However I thought it’d be helpful to have this here nonetheless. If/when I upload my Jump Gate plugin I’ll add a link to the full source here. Dave
  8. Thanks for the reply Sashan, I am already looking at the HyperEdit code; specifically here: https://github.com/Ezriilc/HyperEdit/blob/master/Model/OrbitEditor.cs In particular the 'HardsetOrbit' method. However, I must be missing something as when I use very similar code to what I find in HyperEdit, I still have the problem I mentioned above. I'll try looking over HyperEdit code again and see if I can disseminate the procedure it uses to get a stable orbit.
  9. This is my first foray into plugin development and I know there are many plugins that do teleport stuff already, but this is a learning experience for me. Even after checking code from other plugins, I’m having issues getting this to work… I’ve built two ‘Jump Gates’ - Jump Gate LKO (in 100km orbit) & Jump Gate HKO (in 1000km orbit). Each of these has a Jump Gate Device part attached. I have player Ship in Kerbin orbit close to Jump Gate LKO. Jump Gate Device on Jump Gate LKO has been assigned Jump Gate HKO as a destination via right-click menu. With Player Ship active, I right click the Jump Gate Device attached to Jump Gate LKO and click ‘Jump’. What is supposed to happen: Player ship instantly teleports to Jump Gate HKO, matching its orbit. The player ship should teleport, the Jump Gates should not. What actually happens: Player ship does teleport to HKO, but the orbit is not set correctly - Player ship is now on escape trajectory. Furthermore - and this is the *really* strange bit - the Jump Gate HKO has also had its orbit changed; it’s also now on an escape trajectory too. Jump Gate LKO is fine though. Heres the relevant part of the code (part of ‘JumpDevice : PartModule’ class: [KSPField(isPersistant = true, guiActive = true, guiName = "Target")] public string targetJumpGateName = "Not set"; [KSPEvent(guiActiveUnfocused = true, externalToEVAOnly = false, unfocusedRange = 50f, guiName = "Jump")] public void JumpEvent() { // At this point, targetJumpGateName has been set to a destination; i.e ‘Jump Gate HKO’. Vessel targetJumpGate = findVesselByName(targetJumpGateName); // Check the Jump Gate target vessel exists if(targetJumpGate) { // Check the Jump Gate target has a Jump Gate Device - i.e is it actually a Jump Gate if(hasJumpGateDevice(targetJumpGate)) { Vessel activeVessel = FlightGlobals.ActiveVessel; activeVessel.GoOnRails(); // I probably need to add some distance between ship and jump gate so as not to collide, but for now they’re not activeVessel.SetWorldVelocity(targetJumpGate.orbit.GetVel()); activeVessel.SetPosition(targetJumpGate.GetWorldPos3D()); activeVessel.GoOffRails(); } else { // Target vessel does not have a Jump Gate Device part } } else { // Target not found (might’ve been deleted) } } public Vessel findVesselByName(string _name) { List<Vessel> allVessels = FlightGlobals.Vessels; foreach(var vessel in allVessels) { if(vessel.GetName() == _name) { return vessel; } } return null; } The positioning code is based on plugin source I found here: http://forum.kerbalspaceprogram.com/threads/16684-Hyperjump-System-Work-in-Progress-Models-wanted-Demo-Attached?highlight=teleport+orbit I’ve also tried creating a new orbit (see below) but I get the same problem (though this time its a sub-orbit straight into Kerbin, and the destination Jump Gate HKO still gets moved too, which it shouldn’t): Orbit newOrbit = new Orbit( targetJumpGate.orbit.inclination, targetJumpGate.orbit.eccentricity, targetJumpGate.orbit.semiMajorAxis, targetJumpGate.orbit.LAN, targetJumpGate.orbit.argumentOfPeriapsis, targetJumpGate.orbit.meanAnomalyAtEpoch, targetJumpGate.orbit.epoch - 1, // In theory this’ll give us some distance so the ship doesn’t collide with the destination Jump Gate targetJumpGate.orbit.referenceBody ); activeVessel.orbitDriver.orbit = newOrbit; activeVessel.orbitDriver.orbit.Init(); activeVessel.orbitDriver.orbit.UpdateFromUT(Planetarium.GetUniversalTime()); That orbit code is based on what I could find & understand of the HyperEdit source (https://github.com/Ezriilc/HyperEdit/blob/master/Model/OrbitEditor.cs). So I need help with two problems really: 1. Getting the ship into a correct orbit nearby the destination Jump Gate 2. Getting the destination Jump Gate to keep its damn orbit Any help would be much appreciated! Thanks Dave
  10. Direct ascent; you mean straight from Kerbin and back? Yeah I am wondering if I should've stuck with that; I blew my 700k budget on the station and have yet to reap a reward. My lander actually has 4x goo, 4x thermometer and 1x science junior (all the science tech I have right now) so I aim to collect science with those from every biome on the Mun. Once thats over I guess I'll use the station as a re-fuelling stop-off on the way to other planets so hopefully it'll repay me eventually.
  11. Holy crap, I didn't know that! Now that I think about it though it does seem obvious. I kinda ended up in a more-or-less 0deg inclination when I arrived (having launched into a similar orbit round Kerbin first) so I just left it. Funnily enough, I usually DO end up in a high inclination orbit (not on purpose however) whenever I aim for another body but this time I was happy to keep my planes (Kerbin, Mun, Station) in approximate alignment. Now I know better; perhaps I'll try to push the station round to a more polar-esque one. I'm more of a no-belt-brown-trousers kinda guy when it comes to suicide burns, but Mechjeb's suicide burn countdown timer is very helpful. Thanks for the info!
  12. Thanks very much for all your kind replies; I installed Mechjeb and am now fighting an internal battle not to use it to do everything for me However, its custom panel feature is awesome and I can now see all the important stuff like weight, delta-v and planetary angles all in a single window. Smart A.S.S and auto-executing manoeuvres is so helpful. The best - absolute best - indicator I’ve found though, is the ‘suicide burn’ countdown. MechJeb should totally be built-in by default in my opinion! So, my lander had a delta-v of nearly 1300 (vac) - maybe doable by some but certainly wasn’t enough for me. I was able to get some time last night to take the lander back to Kerbin and re-build it. Not launched yet as I can’t afford to launch the bloody thing, but now at least it itself has 3018 dV. I’m quite confident now that even I’ll be able to get down to the Mun and back from 75Km oafman: thanks for the suggestion, I have indeed flown the lander back to Kerbin to do an upgrade. mhoram, radonek, kerbart: thanks for the minimum delta-v requirements; its great to have a figure to aim for without having to trial-and-error it. Jimbibble: thanks for the heads-up on the time warp issue; I didn’t think of the pain-in-the-ass that would be. pecan, michaelhester07; great info on what delta-v actually is - ill be honest I was basing everything on the isp of my engines; though that is another number I’m not totally au fait with yet. bakanando: so many times I've had to resort to RCS thrust to complete a burn properly and in some cases I’ve even had to get out and push Unfortunately I’d decided to go down with only 40 units of mono-propellant so even that wasn’t enough this time! cantab; i was so ready to consider a bail out upon your suggestion but luckily i was able to retrieve a not-too-old save from my backup machine, hence I could start the game from where the lander hadn’t gone down to the Mun yet. If that hadn’t been possible I would definitely have given it a go. padishar, streetwind: I had no idea i could stuff my vessels chock-full of batteries, ox-stats without fear of increasing the overall mass or de-centering the center of mass. Now I can keep the lights on Thanks again for all your help; can’t wait to get back to the game!
  13. Hello wonderful community, I'm thoroughly hooked on KSP now and am working my way through career mode. I've managed to get a behemoth of a space station with Science Lab and dock-able lander into a 75km circular more-or-less equatorial orbit around the Mun. However, in true Kerbal style I didn't bother to test it out and so to Jeb's chagrin, the lander has enough fuel to get down to the Mun but not back again to the station at 75Km. I would've thought 200 units of fuel would be enough, but the weight of all Jeb's snacks is just too much. Or, more likely, I'm simply burning fuel really inefficiently. I'm unable to get back into the game until the weekend and this question has been bugging me, so I'm hoping some kind member can inform me before then. Basically, I'd like to know - if I lower the orbit of the station to say, 15Km, would that reduce the fuel requirements of my lander? My first instinct is that of course it'll have lower requirements if the destination orbit is lower. However, I then realized that a lower orbit probably equals a lot more speed I think. Fortunately the station itself is chock full of fuelly goodness, so moving it is most definitely not an issue, even if I have to stick the engines down to 5% and gently fart it into a new position (the center of mass is so far off as to be still back on Kerbin ) Any tips? Thanks!
  14. What I had was a decoupler on the station only. This decoupler was joined straight to the stack with a single (actually 4 overlapping really) strut. Are you saying I could omit the decoupler from the station part and that the strut will decouple itself without one? Sorry I dont quite understand what you mean. Thanks
  15. Procedural Farings mod looks awesome! I'm very much aware of the weakness in small diameter joints... my initial prototype didn't include that bracket, so the rocket just kinda snapped in half on the launch pad. The reason for that single point of re-enforcement rather than say a symmetrical 4-set was simply that I did not want to clutter my pristine station with explosive-release-node thingies. Circular orbit at 250k was pretty easy actually as I had a crap-ton of liquid propellant. Having said that, I got my apo/peri's matched to within 1m with only a smidgeon of fuel left...and now of course I'm stuck in orbit with a spent stage-two floating gently away from me - I'm scared its gonna come round the planet and cause problems Thanks for all the suggestions, explanations and kind comments.
  16. Hi, I've been playing Kerbal for several hours straight now and have managed to loft a modest space station into a more-or-less spherical orbit around the planet. Tutorials helped a bunch! I took a screenie on the way up, because I wanted to show the real botch job I did on sturdily securing the stupidly massive payload to the rocket/delivery mechanism. [TABLE=width: 800] [TR] [TD][/TD] [/TR] [/TABLE] I was wondering if it was possible to enclose your payload into some kind of bay or wrap a shell/cowling around it? Perhaps launching something as large as this is a bit much, I don't know... but I'm gonna build a Soyuz and don't particularly want it going up bare ass to the sky Cheers Daev
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