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Posts posted by Hotel26

  1. Have had a KISS space station in a western equatorial orbit with the original 8 crew members for 2y 258d now.  Sent a Milkrun (not pictured) up to exchange crew but found there was already a Milkrun (the bottle looking thing) docked.  Unfortunately, it had spent so long in space (playing dodge in the east-bound traffic lanes!) that its docks had 'frozen'.  [click + arrow => slideshow]

    FCL8obz.jpg   MVP1qld.jpg   60F3is3.jpg   muXeQ9i.jpg

    Did some research; found an old 2013 article; donned an oxy-acetylene mask and did some craft file editing.  Imagine the satisfaction to cut this baby loose and score a win...  :)


  2. This is Spike 2:



    30 docks (large & medium).  24 kerbals.  267,000 kallons LF/OX.

    I launched it on a 3-stage Dreadnought.  The third stage, a Rhino, may be retained for transfer to site of duty.  Refueled in LKO, Spike has 6.7 km/s dV.

    Time will tell how robust the construction is...


    Smaller brother, Spike:



  3. On 10/4/2022 at 3:50 AM, Mouhand said:

    sry for the quality in 1080p, i dont know whay it looks like 480p!

    The Auto quality setting came up by default at 480p; viewer uses Settings (lower right) to select HD 1080p (which was available) and it looked all right.

  4. Reporting my experience, as a long-time devotee of Haystack Continued, to my switch to Targetron...

    I rated Haystack in the top 3 mods for indispensability.  Like anything really good and/or indispensable, the few minor things wrong get magnified subjectively; they are still only minor things.

    In the case of Haystack, I found the UI clumsy (too many clicks to do one thing); the sort-by-distance did not seem to work accurately; moving the camera angle (while Haystack is active) was painfully slow.

    In addition, I always wondered whether Most Recently Used, Bookmarked, Body categories et alia might be worthwhile.

    In any case, here's my initial 'gap analysis' of Targetron (which I have found instantly appealing).

    1. cannot rename own vessel; or any vessel without flight control (e.g. debris)
    2. cannot target bodies; e.g. Jool
    3. not in Game View (KSC)
    4. cancel button for search string?
    5. minimized banner at bottom should stay there
    6. (On Linux), only the left lower corner of the display box is draggable for resize (document)

    In general, I find the selection by Category that Haystack, Targetron and KSP itself use (Probe, Ship, Flag...) a clunky way to discriminate and have used a systematic craft-naming scheme that encodes body and category.  It's all just a name search then to find what one is looking for.

    Nevertheless, naming vessels however one likes is really valuable.  For example, as debris falls to Kerbin, one of my last actions is to augment its name with an 'SOS' ornament and its probable resting coordinates for the benefit of ASR.  Haystack allows you to rename ANY vessel, including one's own.

    #3.  I sometimes use Haystack in the KSC 'Game'(?) View to go instantly to a particular ship; this is analagous to using KAC to go to the first ship in the alarm list.

    #4 is the kind of micro-UX annoyance that bothers me after a while: click in the box, Ctrl-A, Delete, to restore unfiltered craft display in the main, proximity window.  A small button would be fine.

    #5 is trivial.  I don't really see the point anyway of minimizing the Targetron display, since it's a single button-push in the Toolbar to restore it.  I'd you have Targetron placed at the bottom of the screen and minimize it, the minimized title bar will be positioned where the top of the Targetron display was, rather than where it is remembered you'd moved it.  Thus, you cannot move it once, also to the very bottom of the screen, in a convenient location to re-maximize.

    #6.  Documentation is really quite good.  This one appears simply to not be quite the same on Linux.  Not worth fixing.  Just a document note.

    I have converted to Targetron whole-heartedly.  It's very satisfying.  I have kept Haystack installed due mainly to issue #1 cited.  When/if some of these issues are resolved, I will uninstall Haystack.  (Note that Haystack has the ability to Destroy vessels in the same manner that the Tracking Station view has.  It's more convenient for cleaning up large numbers of debris items.  But I wouldn't miss it and I make no suggestion it be added.)

    At the moment, I'm preparing to be able to build Targetron (for Linux) with the hope to be able to contribute some code changes to submit for LGG's appraisal.

    I thought it was worthwhile/right to make this public so anyone can comment.  I am particularly interested in other people's views, especially those of the longer-term users of Targetron, and of the maintainer.

  5. I had in mind to post a review of Targetron from the perspective of a HaystackContinued user, for the benefit of those who might like to consider switching.

    In addition, that review would list some of the few shortfalls in Targetron with the idea that plugging those ought to make Targetron a proper superset of Haystack.

    This as a prelude to perhaps offering some help in the execution of any of those changes that seem palatable to the maintainer (LGG).

    And before doing that, an attempt to build Targetron to see if I can manage it.  Alas, I am on a Linux machine (e.g. no texttransform.exe) and the build fails.  I would guess it might simply be a matter of making a Linux build configuration within monodevelop, stripped down...

    Any advice before I proceed?

  6. "What??  You want to see my 'EVA Repair Kit'...?  Fine.  Here it is...     [jerk!]"


    sed -i "s/isDamaged = True/isDamaged = False/g" saves/Orbit/quicksave.sfs

    Time management and accurate goal setting at its finest.  :)

  7. OK, I see I have never had runways for NyeIsland, Polar_Alpha, HazardShallows, Harvester or SandyIsland.



    Pasting your code does not repair things.

    I have however been able to place my own 1700m runways.

    I am probably going to have to snapshot KerbinSideRemastered and then re-install it.  Then re-apply my custom edits, but this time, write a script to automate that process.

    (The C-k list of instances does not show the runway at all, so it somehow did not get connected into the data structures.)

    I may also first insert a 1700m runway here and then hand-edit it with any specifics from your .cfg above.  If that works, I can always install the latest KSR elsewhere and then pull the details...

    By the way, I desperately wish for a 600m (1830') paved runway...

    Thanks for the help!

    EDIT:  I wonder if this is because there is of some kind of renaming of KK_1700m_runway to KK_1700m_C_runway, or vice versa?

    Yes, renaming the 'pointername' from 'KK_1700m_runway' to 'KK_1700m_C_runway' fixes it.  I may have gotten unlucky in the far past with the timing of the KSR download...?  Problem Solved.

  8. On 1/24/2021 at 1:34 AM, Caerfinon said:

    Hazard Shallows Naval Air Station

    Hopefully, I have the right topic for this...

    Is it my imagination or is the runway missing from this airport?

    (If anyone has a suggestion for which kind of runway was here originally, I can add it back myself.)

  9. 1 hour ago, tater said:

    I almost never put high beams on, so I'm trying to figure out how to turn this off before I blind someone.

    This hits either a chord or a nerve with me.  ("Easy, boy, easy!")

    (You are completely right (and a gentleman besides).)

    "If you can see their headlights pointed at you -- no matter what the distance -- they can see your headlights[1]I am now quite clearly referring only to the 97% of cases in which the road between you is straight and you are head-on.

    So, now the question becomes: at what distance do your headlights become uncomfortable for the other driver?  And the answer is, "you can never know what only s/he can know".

    (Road laws generally stipulate a distance, but how well can you judge that distance, and at night, and given the distinct possibility that the regulations are out-of-date with advanced lighting technology?)

    I would further argue, you do not need your high beams on at this point, since your low beams will show you enough about the surface of the oncoming road and the lights of the opposing car will show you where the general direction of the road is.  Therefore: it's highly preferable to dip one's headlights, immediately another car is directly oncoming -- at any distance.

    Obviously, personal prudence may override any general rule of thumb and specific terrain/surface/driving conditions impose their own dictates in less usual circumstances..  Drive safely.

    [1] i.e. your headlights are now in their eyes!

  10. Snippets from the Mad Scientist Journal


    Back in January (2022), I posted Batwing Mk2, an aerial Mars Duna exploration vehicle, to KerbalX.






    Very pleased to be able to announce that the first (long-forgotten) Batwing Mk2 has finally arrived at Mars Duna and is preparing for LDO circularization to occur in 15m.






    That's a Mule nuclear transfer tug  preparing for the retro burn.

    And, yes, now that you're wondering why it's taken 8 months to get here: I do play in "real time" (a regulatory limit: "no warp longer than 30m; find something better to do").

    And, yes, I do play KSP something like 6h per day.  :)  Mad scientist that I am...


    Those who have been following the highly-sporadic Mad Scientist Journal will recall that I've started  an independent space initiative based on a very southerly island nation (about the size of Tasmania), necessitating 60-degree inclined orbits.  I made some remarks recently about synchronization of launches to assemble a space station; so here's one more observation, for those also inclined to attempt such a thing:

    1. make your first launch during full daylight
    2. note the UT (Universal Time), e.g. 04:00:00
    3. your launch site (on Kerbin's surface in rotational motion) will be positioned again, under the established orbit, every 6h, at 04:00:00 every day.  Easy.


    KSC High Command has announced Rule Changes for ASR operations.  The current rules:

    1. any vessel/debris de-orbiting over Kerbin must be followed to the surface and/or destruction.
    2. Marked with approximate coordinates in the craft name: e.g. 'SOS 157E PFA-366 Hunter'
    3. for recovery (unless within the precincts of the KSC 'green'), a manned ASR operation must be despatched to the crash site and landed within target-switch ('[', ']') range
    4. for sunken debris, a submarine ASR operation must be despatched and likewise positioned within target-switch range once all sunken debris has fallen to the ocean (lake) floor.

    have been amended to additionally require (since the adoption of Targetron, which gives a 1Hz proximity update), target selection of the stricken vehicle is not permitted.  ASR pilots must find and locate the target strictly by homing on the target-distance read-out.

    Here's another (real) example: 'SOS 87/49 SE X-97'.  It gives the map grid indices which gets you in the direction to within 10 or so km.  Then the homing commences...

    (Ah yeah: now you're asking "whyyyyy??!")  It's actually a fun little game!  :)

  11. 11 hours ago, Krazy1 said:

    Why ALT-F12? You can just set the location before launching from the VAB...right?

    Good point.

    I'm an old-timer playing 1.11.2 (who may never convert to 1.12, since there is no more reason now to "keep up with versions").  So I mentioned it only because it's the vanilla mechanism.

    And, also, the free choice of your exact launch location.  I do enjoy -60.5/39.2 because it's an island nation.  Reminds me of Tasmania.  ;)

  12. Two items:  1. a new airport under development: Wadi Haifa; still indulging a "minimalist' style...  this one has a little more evolution to do.

    HMW6ohn.jpg    1t7TONe.jpg

    (I hadn't been able to figure out how to get the Krita color picker to report the desert tundra color, but was moderately pleased to mix it by hand/eye/slider coordination and get it that close.)

    2. Two, new, Terkestani launches from Olympia, 60S, both shown moments before circularization into  orbits aligned with the new KISS-II space station being assembled (in a 60-degree incline)::

    UJ9bY3J.jpg    slIyAIf.jpg

    I mention this subject again because I've gleaned a new perspective from this experience, so far:

    while I had thought that timing the launch window for synchronizing with a 60-degree orbit would be quite difficult (or beyond my own knack, anyway),

    it's become apparent that any 60-degree orbit spends more time quite close to 60S (and 60N), meaning the launch window on the ground (which is moving along a 60S track is quite long in proximity to the desired orbit.

    What seems to be important is -- not to insist on a 90E heading upon launch but -- to use approximately the course the target would be using IF it were overhead.  And to make that simpler, and capitalizing on the flexible launch window, one may simply wait until the target HAS passed overhead and is now tracking down-range, but still in a very visible position on the navball.

    While it is also true that the target moves very quickly through  the most southerly part of its orbit, conversely, the launchpad (on a different trajectory) moves through it quite slowly.


    Here's a take-away, then, for anyone feeling bored with KSP 1 (and desperate waiting for KSP2!)!

    Do a play-through, however you like, but restrict your launches to one launchpad, choosing from, say, Dessert Strip (6.5S), Baikerbanur, (20.6N) or Woomerang 45.3N.  (I'm using TSA15 in KerbinsideRemastered.)

    I recommend becoming proficient with Alt-F12: Cheats: Set Position to move your vehicles from the KSC VAB to your launchpad.

    If you're playing for funds, and attempting vehicle recovery, target the KSC as usual; it's just gonna be harder!

    You are also going to have to solve the conundrum of how to get into the ecliptic, which is actually pretty easy:


    sot I am not going to spoil it for you!  :)

    And remember the Golden Rule: have fun!

  13. My thanks also.  Just installed and instantly warming to it.

    Haystack has always been in my top-3 "goto" mods but its interface has screamed skyward for improvement and, when on screen, it can really bog down camera manipulation.


    It seems also like it might be a better base for some wish-list items:

    1. in addition to the space dimension (ascending distance), a time dimension (most recently-used)
    2. bookmarked (or "pending") -- I currently put a timer on in KAC and let it quickly expire, so that these are available at the top of the list for things for later attention, or sometimes just set a reminder timer, but clunky).
    3. by project maybe a (more sophisticated, hierarchical) form of bookmarking: e.g. Moho operations; maybe a single bookmark on a key vessel and then proximity would accomplish this with the above?

    I've cloned; if I can build, maybe I can help...

    So, thank you!

  14. 41 minutes ago, Nazalassa said:

    If I understood correctly, only "members" can participate.

    It can't be a Club without Membership, but membership is open to everybody (which is also Forum rules!).  To become a member you just have to agree to abide by the rules, principally 'don't talk about Kayak Club' (which is a rule I am right now flagrantly violating -- it's kind of more of a joke on 'Fight Club', I suppose: secret clubs are just more attractive to join, don't you think?)  And, technically, make one trip, either Exploration (discover new place) or Visit (find a location posted by someone else).

    And the 5 visitors is just a scoring limit.  It doesn't stop anyone going there and posting a trip report.  At that point, the location is no longer even secret and its coordinates can be published to help others.  The scoring is totally not-the-point of Kayak Club, of course; just the fun[1] -- and promotion of our beautiful planet!  (Did I mention you get a badge?)


    [1] the fun and, some say, the opportunity for me to reverse-engineer airplanes posted in the reconnaissance photos...  which, yeah, might have happened a couple of times.


  15. Just concluded an intensive 10-day project to post KISS-II to KerbalX.  It is a redux of the original Kerbal Interplanetary Space Station[1], refactored to include launchers for each component and for simpler assembly.


    It was a lot of work, combined with a lot of fun, and lots of testing.

    The component launches are:

    1. Asterisk
    2. Observatory
    3. Cupola
    4. Orangutan (not orange, though)
    5. Lab/Hab
    6. Solar

    oXV7bXX.jpg    EtRF1w7.jpg    KRKyjGP.jpg

    hS2iZmu.jpg    5KNCKuW.jpg    O9xMHSr.jpg

    As I progressed, I found that the Minimus launcher (pictured top-left, docked with Asterisk payload), could be used to launch all components, and that became a fun theme.

    Also featured, is Finch (pictured top-middle under the Asterisk and Observatory (already assembled).  Finch acts as the Fetch & Assemble tug for the operation.

    And Puffing Billy (seen in top and bottom right) which acts as second-stage for the Cupola and Solar launches.

    I did a "take 2" on this project because I am about to launch a KISS into a 60-degree inclined orbit from my new Olympian launch base, located at a secret location, 60.5S, somewhere.

    "That's all I can say right now about that because I am reading from a teleprompter".  OK then.


    [1] as my first componental space station, everyone in the VAB knew quite well KISS was really an acronym for "Keep It Simple, Stupid".


  16. 6 minutes ago, Caerfinon said:

    automatically on at night

    Check your screenshot over Uberdam above: seems suspiciously sunlit to me...  ;)

    Well, you said "occupied", so OK, but this seems like a very familiar 'tic' to me.  :)

  17. (After a long and torturous week, when I need to relax, I either go kayaking or I build an airport.)

    This is Kotter Municipal Airport.  It just sprung up in the middle of nowhere.  (0/164.6 W, to be exact.  90 degrees before KSC...)    [click + arrows => slideshow]

    MyMQPm3.jpg   BWeOCWw.jpg   GzyDMyO.jpg   VEcNZKO.jpg

    Of course, I had to strap into the Seiza (Constellation) and take a quick spin in the pattern to test it (the airport)...

    What I favor about the layout of this airport is that you can land at the far end and finish your roll at the terminal; departing straight back onto and from the near end, to pour the kero...  on a windless day, anyway.  ;) :)

    kfn3Joa.jpg   n2zLMaj.jpg   yE8Flvz.jpg   Kt5kuwm.jpg

    Kotter is another "slide rule" airport, in which I place 5x 300mx300m 'decals' along the runway bed (endpoints, a midpoint and two quarterpoints), causing the minimum environmental disturbance and minimizing earth-moving as well.

    Slotting pieces together and getting them level is always a tedious time-consumer, so I can see myself soon automating that, especially for this kind of "cookie-cutter" airport.

    "Your coordinates, please --and, of course, the check, if you will....."  STAMP.  "Your airport, sirs..."

    It's been a pleasure, as we say in the business world.


    There's, truthfully speaking, no municipality here in Kotter; not yet.  (It's just a waypoint for returning space vehicles.  (Space Agency paid for this one!))

    Build the airport, though, and the people will come.



  18. Working on a stowable rover for a Mk3 cargo bay.  (It might still be too wide.)



    44 m/s on the flat.

    I'm thinking about squeezing a couple more wheels amidships (non-extensible) to get more drive.

    Code-name is Insecticide.

  19. Just now, swjr-swis said:

    "Don't complain to us about the 30 m/s drop in orbital dV. Some test pilots apparently prefered to have a ladder..." - overheard in the SPH corridors

    "You hang around jet engines all your working life...  you start to whine, you know."  It breaks the routine.

  20. "What did you do in the kerbal Space program today??"

    Flew.  Pretty much.  You know...  the usual test pilot stuff.

    Comin' home after a long day in Space...  Some of it pretty routine.


    (It's not easy being a Test Pilot.  "No ladder"; I'm noting that in the Test Flight log.  They won't change it though...)

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