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Hotel26

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  1. I've been watching Triop's latest madcap adventures (and he won't mind me saying that as long as I give him a plug... ) ...and suitably inspired, I've been flying a Mink XT around the equator. Mink has the range for about 60 deg on Kerbin, so it's a good yardstick to measure out fuel depots for short-range craft migrating to their intended theater of duty... Well, I have to say that Mink's quad-cycle gear coupled with the long tail boom (XT = "extra tail") is a real hazard for unaware pilots (like me). It just needs love, though, and the key is to touch down at exactly 45 m/s, which is also Vr (rotation speed). I really have not wanted to tinker with such a delicate package... Then, it hit me ("what would Triop do??"): Mink XTD!! (XTD = "extra .. tail .. dragger ..) In one stroke, I have solved all the problems of nailing a quad-cycle (with a high CG and very small base) onto Mother Terrain -- and replaced them with the legendary challenges of tail-draggers!! But avoiding the main problem, under heavy braking, of flipping over, Mink is now a JOY to land and even touch-down (way back on the power curve) seems even slower than it was. By the time it's performed the standard three-pointer, Mink has NO further inclination to fly. A reliable delight! Vr is now 50 m/s simply because the CG is bracketed so rigidly and XTD depends on the angle it sits on the ground for lift-off. (Some further tuning here, but I have to protect that big boom...) That's not the only benefit accruing from "cheering Triop onward". I think a Pegasus IV is in the works. A fast, long-range, heavy, mobile fuel base that will bring its own "fuel truck", based on a kind of cross of Chrysalis and Gryphon. I fear I'm going to obsolete a big swath of my fleet -- but it will be worth it.
  2. Remember when jalopies had fins and spoilers? Improved handling and does 100+ m/s, straight & level. Toll bridges backed up? Take the express lane... (Wernher couldn't resist this one... (This is all reverse engineered, btw))
  3. Still experimenting with fuel carriers - this one is Aquarius, using a double Mk2 cargo bay. It's lacking in range yet, however.
  4. NerfJet 2019 Craftyard Four Of Diamonds Salamander Description 1: engines 2:dock 3:ladder 0:gimbals An executive spacejet called NerfJet 2019. Built with 90 of the finest parts, its root part is mk3Cockpit.Shuttle. The all-new, 2019 model of NerfJet is here! 50% less engines for better m.p.g., lower emissions and replete with cockpit airbags/oxygen masks for pilots taken by surprise by NerfJet’s eco-friendly, reduced power. The major feature of the redesign is the elimination of the Mk3 cargo bay. NerfJet comes herein, packaged atop a Zephyr booster to get you into space pronto (but, certainly, remount it on your own, preferred delivery vehicle). NerfJet is equipped with leather seating, plush wall-to-wall carpeting, smoke suppressors and a fully-stocked bar. It was designed to roam the orbital lanes carrying top space agency executives in comfort and provide in-flight conference facilities. Its perfect also for navigating the inner Kerbin system (Mun, Minmus). Land gear-extended on the tail on a lunar surface and then tip it down onto its gear for easier pax egress. (Just ensure there is a nearby hill/incline to use for departure…) Built in the VAB in KSP version 1.6.0.
  5. I *heart* this idea! Wow. Very, very nice. Particularly since the unavailability of a particular docking aid has forced me to learn how to dock using a method other than the "fire pole" method, and one that is very MP-efficient, so needs only the smallest corrections. Also, like that it is so unobtrusive, particularly for e.g. spaceplanes.
  6. A very practical question on a useful topic. As mentioned, the only truly level sites will be: KSC (green) the Island 'drome Baikerbanur the poles (on the ice) the oceans/lakes Nevertheless, finding sites that are straight and level enough for airplanes, potentially heavies, would seem like a pretty important subject for pilots/explorers. I thought about a mod that offers a device carried on a low-flying plane that scans the terrain and applies an algorithm to identify/indicate potential landing sites... I don't think mods such as Scansat can render the kind of resolution required to keep a finicky pilot satisfied. However, a mod like Kerbal Konstructs might be able to artificially construct artefacts such as large aprons on which you could work. I don't know much about its capabilities.
  7. I've been looking for an update to Docking Port Alignment Indicator, too. It's been the last hold-out mod for 1.6. Well, guess what? I've learned to dock without it! I've been using Snark's favorite/recommendation: I had this one installed side-by-side for some time, anyway. Now that I have to use it, it's revolutionized my docking procedure and in such a way that very little thrust correction is required. It's easy to "drive around" to the dock face side. I just let the nose swing to the target and then stop short or go on to the "space side" of it (rather than the "vessel side"). Once parked "in the funnel", the following approach picture is possible (because the angle between dock axis and required motion is not so great it won't fit onto the visible part of the navball]: You can see the docking Sparrow (top) is not on the Krux space station dock axis (partially shown) -- that is to say, it is approaching on an oblique line. As long as the mustard 'V' attitude marker is in the red dock axis symbol and the target-relative motion (yellow circle) is kept on the pink target indicator and some forward motion is shown -- it's gonna dock. [Yes, I know 50% of everybody already knew this, but 50% still don't and I only just got the memo, so my question is "why didn't I get the memo either then, hey?!" Anyway, you can tell I'm excited and just had to tell someone! ;)]
  8. (The narrator does feel compelled, however, to mention that Tanul forgot to repack the device chutes on the ground before attaching it to the transporter. Even if they had been packed, there would have been no clean way to trigger them after cutaway, not without a probe controller -- nor a Kerbal -- onboard the gadget. The chutes had been automatically triggered when the Harp deposited it on the green, next to the runway... oh well; (one more charred, smoking crater in the KSC green.) No one cared, though, and everyone still bought Tanul round after round that evening in the staff lounge! Hurrah for beer!!
  9. "...BUT why wouldn't it work?!", snorted an indignant Tanul Kerman for about the thirteenth time. "You simply taxi a Peg 2 over the device and then... well... just sit on it!" In the end, the boys in the hangar had to give Tanul the keys to a Pegasus 2 parked out on the apron just to quieten him down. It didn't quite work out the way Tanul imagined... The Gryphon attached itself to the underbelly of the Pegasus like a limpet mine; however its weight made the Pegasus sit back on its tail when Tanul re-lowered the gear... But the smoothly co-ordinated application of heavy brakes and heavy thrust, gingerly juggled, put the Pegasus back on all three -- which the triumphant Tanul quickly converted to a take-off and a victory lap around the KSC precincts. Hurrah for Tanul Kerman!! Hurrah for Gryphon and Pegasus!!
  10. Ha ha, good question! When 1.4 came out in March 2018, I was on 1.3.1 and predicted then that it would take me until the end of 2018 to upgrade. Well, it finally happened, January 2019 and I skipped 1.4.5 straight to 1.6. I guess I'm just a slow learner!! [And I recall that it was actually @RealKerbal3x who gave me the final shove to upgrade. Thank you very much. It has been OK, so far.] In any case, one thing about publishing craft from 1.3 is it gives access to a wider audience. But I am on 1.6 (.0) now. I think you might know that KSP will happily convert older craft versions for you. So I haven't set a schedule for the next upgrade. I guess all the mods that work for 1.6 will also work for 1.6.1. I did actually download it a few days ago...
  11. and we shall call it ... Medusa ... !! yeah?
  12. Gryphon Craftyard Aquarius Manta Description 1:engines 2:chute 3:ladder 5:release/chutes A stock transporter called Harp Gryphon. Built with 42 of the finest parts, its root part is probeStackSmall. Gryphon is an aerial fuel resupply device, bearing 445 kallons LF and 55 OX; perfect for resupplying rovers on long-distance treks; the initial, long-range deployment of short-range aircraft; or simply to aid distressed aircraft, stranded outfield, but still with sufficient fuel to taxi to a Gryphon dropped nearby for fuel resupply. The chutes and claws will deploy upon release from the transporter. The HORZ claw is useful for rovers, while the VERT claw can be used with almost any size aircraft. If necessary, park a larger craft over the VERT claw and then simply retract its nose-gear. Gryphon comes packaged herein with my trusty Harp transporter, but you may easily, of course, detach the two and use either as you will. I trust they will be useful in your adventures!! Built in the SPH in KSP version 1.6.0.
  13. That's what you call a "JUMP SCARE!!" (Serves you right, by the way: always keep your eyes on the road and your hands on the wheel -- and put that cell phone away!)
  14. It'll come off as "debris" and in the Settings you have a Debris limit. I doubt Triop would do such a thing as set Debris to Zero but it's exactly the kind of prank that Wernher likes to pull. The other possibility with any airdrop is that if you fly out of physics range (you already know this) while the debris is still "airborne", it will get wiped. (Gene, this time.) And, yeah, I don't blame you not using Acme exactly, as it's butt-ugly, I admit. [Am I allowed to say that?!] And overkill for refueling just a rover. UPDATE: temptingly, I've just noticed that the Acme is likely retrievable by the right kind of transport craft. It would simply drive over the device and then sit on its VERT claw to re-attach it to the underbelly.
  15. This one is for you, @Triop: the Acme Drop Tank: It features: 535 kallons of LF 165 OX 2 chutes for the paradrop a HORZ claw for docking thirsty rovers a VERT claw for distressed aircraft of any size to 'kneel' on via retraction of the nose-wheel All-up weight is 4.5t and may be more aerodynamic flown with the HORZ claw open. I stacked an FL-T100 under the VERT claw to a) fill the gap under the claw and b) provide a stable base for the tank resting on the ground so that it doesn't roll over; however, the VERT claw may need to be clipped downward somewhat to provide adequate clearance for very small aircraft (which have the option also of trying the HORZ claw). I put an EVA seat on it to provide a very cheap probe control (i.e. a Kerbal) to open the claws, but that will probably eventually work out to be a nuisance for refueling probes. And if your stranded vehicle is totally out of fuel and unable to maneuver to the Acme drop tank, then the Chrysalis device is the next best bet. Pictured in operation:
  16. Salamander Craftyard NerfJet 2019 Super Paxjet Description 1: vert thrust/dir¨2: horz thrust/dir¨3:Dart¨4:Puff reversers¨5:bay doors/fuel cell¨6:dock/ladder¨Executive lunar conference jet. An Executive lunar conference jet, named Salamander, built entirely with KSP 1.3.1 stock parts: a lunar personnel-carrier for 12 VIPs plus 2 crew. To lift-off and fly away: Engage Vert mode [AG1] and select SFC Radial Out; apply thrust to clear the surface Turn to heading; touch ‘F’ to select SAS Hold; engage Horz mode [AG2]; raise the nose to climb attitude hitting ‘F’ to Hold the attitude Deselect Vert mode [AG1] but then hit AG2 twice to re-establish full Horz mode Go full throttle Sub-orbital is the most efficient way to get around but this craft is loaded with oxidizer for the vertical thrusters to allow low-altitude (a couple of km for ground clearance) scenic cruise. De-orbiting to land can use retrograde horz thrust (including the Dart) to get low. Then re-establish level flight and/or hover. A stock spacejet called Salamander (formerly XP Luna Luxury Liner). Built with 45 of the finest parts, its root part is mk2Cockpit.Standard. Built in the SPH in KSP version 1.3.1.
  17. The first diagnostic question I'd ask is whether 1) you're not able to reliably touch down lightly (KSC runway, straight and level), or whether 2) your airplanes fall to bits even when you do? (From the way you've worded the above, I'd say it's the first...?) If it's 1, I'd assure you it's possible (if your craft is sufficiently maneuverable) and "practice makes perfect". Get lined up far enough out and at the right altitude... Or is it 2...? (You may need some tips about making your craft more rugged.) How do you do with the pre-built, stock aircraft?
  18. I've been just lazily kicking the tires on KSP 1.6.0... A mission to Moho: from left to right: Goblin (mining base/lander), Beep (2x 3-relay constellations), Mule (course/arrival) and Escort (recyclable transfer booster). MX1 Mun station (Krux) with Sparrow (tug), Goblin lander/miner and a NerfJet for personnel. No major quibbles with KSP 1.6.0. A worthy successor to the venerable 1.3.1! Thank you, Squad. And thank you, modders.
  19. "Not enough wing to stay in the [very thin] atmosphere...", methinks... I've never built a centrifugal habitat and I admired the look of the Lone Star... (Nicely done!) I have a question about the Twin Star, tho... about which axis does it rotate? I looooove your imaginative naming. (It had to be said...)
  20. Valkyrie Hobgoblin Craftyard Pandora Description 1:engines 2:drop 3:chute 4:ladder A stock aircraft called Valkyrie Hobgoblin. Built with 99 of the finest parts, its root part is mk2Cockpit.Standard. A supersonic transporter to airdrop a heavy-duty mining rover at any location on Kerbin. Built in the SPH in KSP version 1.3.1.
  21. Hobgoblin Craftyard Goblin Description 5:drill 6:mine 7:gen A stock rover called Hobgoblin. Built with 37 of the finest parts, its root part is fuelTank2-2. This is Gimlet upgraded from 2 drills to 4. Use Valkyrie Hobgoblin for airdrop delivery... Built in the SPH in KSP version 1.3.1.
  22. There is an 'opportunity cost' here. I play Sandbox religiously. I have just detected that KSP 1.6 has effectively changed the default Advanced Setting, "All SAS modes on all probes", to OFF. I am not amused. (Because my investment has failed.) This is just pure Fetch-Quest to me, and completely deadening for creativity. Compare the beauty, simplicity and elegance of Go with chess: in the latter, professionals spend two decades learning the "play book" for the opening gambit. It's all nailed down. Decades of rote learning (all now obsolete to machine learning). The more onerous rules you lay on a domain, the more you constrain the degrees of freedom within the system... KSP is probably renowned for how creative its community has been. (Ask the authors how much they've been surprised by the kind of exploits KSP's users have made of it -- unexpected purposes to which it has been put. E.g. submarines... None of it, 'realistic'! But, O, so surprisingly and deliciously creative...) Fetch Quest. Cargo Cult. "Make it look like NASA and it will fly." Otherwise, no. Fooey.
  23. Really like the "Silk Road" concept! I wonder what Bon Voyage would make of the bridge, too? You've also got me thinking about ferries for vehicles to drive onto. (Bridge is more efficient, though.)
  24. It's an excellent question. For me, KSP is not a puzzle game: "solve all the puzzles and you are done". (I actually detest puzzles because they're hard work and because they're what I do at work.) KSP for me is about exploration and colonization. My objective is to set up a plausible system-wide transportation network. So that Kerbal 'K' can travel from 'A' to 'Z'. It could take years (or the rest of my life). Obviously, there is no 'reset' here. Thank you for the suggestion re 1.6! I've been kicking its tires. The only squawk I have so far is that "flags disappear". I've just had my second disappear. It's not fatal but I think this is the re-presentation of an old bug and that's irritating. (If it happens again, I'll remove WorldStabilizer...) But 1.6 does look like a good release. (I haven't tested mining yet.)
  25. What a journey!? I appreciate the extensive and well-written answers already submitted within this topic. However, I still had recurring difficulties. I think I am now able to delineate the specific problem I was experiencing. In the context of splicing two assemblies, a retrograde-facing dock may be used on one of those assemblies. Taken from the toolbox, it must be inverted to do this. I always use 'S' twice to do this, but that unfortunately is a 180-degree rotation around the transverse (pitch) axis. This is the problem when this component is used as the attachment point because it defines the frame of reference for the assembly being attached. Pitch leaves the pitch axis invariant but it moves the all-important vertical axis by 180 degrees, thus inverting "up". Joining two assemblies at respective parts that have different senses of up creates one winner and one loser. If both assemblies have control points, these parts have to be mated with identical frames of reference. I corrected this experimentally by then performing 'Q' twice to roll the vertical axis back to where it should be in the VAB. Obviously though, instead using 'A' twice (rotate 180-degree around the vertical axis) leaves the vertical axis of the frame of reference untouched. You can perform an experiment in the VAB to see this. Take a RC-L01 RGU and perform the following separately: space, 'S', 'S' space, 'A', 'A' You will observe, from the top view of the RGU, that the orientation of the integrated circuits is 180 degrees different. And in the VAB, it is in this plane that the sense of "up" lies! In my assembly, (Spunk and Superhawk), at the splice point, I notably have a Clampotron Sr, an AE-FF2 fairing and a heat shield[*], all of which were mounted in the retrograde direction and had been inverted by me prior to assembly. The bottom line is to use 'A' twice to invert a part, not 'S' (unless you really have something unusual in mind). * confusion on my part about heat shields and which face is prograde; it should not have been inverted One feature I'd really appreciate having in the SPH/VAB is to be able to select a potential control point part (e.g. Okto2) for staging with an action of 'Control From Here'. When A and B are spliced, one uses Reroot to select which vehicle will control and thereby inherit control after separation, Unfortunately, when returning to the other vehicle, it's control point has been, by default, set to the nearest part to the former attachment point that can take (or define) control. If this is a rear-facing part, like a fairing, there is low utility. I hacked around this in this Spunk Superhawk combination by inserting a redundant, prograde-facing dock
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