Jump to content

Hotel26

Members
  • Posts

    2,282
  • Joined

  • Last visited

Posts posted by Hotel26

  1. 9 minutes ago, linuxgurugamer said:

    full availability of th ed source code 

    Thank you, sir.  And thank you for your interest.  I had promised the source code at github/Hotel26/Telemagic and, uhm, it's #1 on my priority list right now.  I'll confirm with you and @JH4C personally when it's there (this weekend).

    (Sorry, I am an inveterate procrastinator and know better...)

  2. 2 hours ago, wile1411 said:

    Just as a heads up

    Thank you very much for this!

    Telemagic is now a true KSP plug-in: https://forum.kerbalspaceprogram.com/index.php?/topic/175340-131-telemagic-1318-spring-release/

    In principle, Telemagic only requires a kind of look-out >= 8m from the ground.  It should accommodate any kind of design that accomplishes that.  Currently, Telemagic recognizes stock parts, and the cupola in particular.  But it should really work with anything that moves in the same spirit.  And I'd be very happy to work with other mods.

    At the moment, I'm preparing to support KSP 1.4 and make a few other essential enhancements.  After that, further extension really just depends upon demand, which I am truly hoping to see.

  3. My first township landing in my Orbit (production) world.  It's located about 230 km NNE of KSC.

    I've named it Gemski after the leader of the settlement party.  Next step is to site a local airport and fly in a Jeep for local use.

    yfzmcYT.png4T8s1HU.png

    It's designated hub airport will be KSC itself.  Mayor Gemski will get an alarm set in KAC to travel once every 60 days...

    Meanwhile, still obsessed with building a minimal, working sub base...

    BhJ7pRX.png

    (Not there yet...)

  4. First shot shows my Aquila lifter loaded up with 7 pairs of Hitchhiker cabins...  Ville Aquila!

    Boost it into a random orbit...

    apkO4lS.pngqTu40lE.png

    ...and then make a small city rain down on some habitable segment of the globe!

    Find a nearby site for a regional airport and bring in a couple of Jeeps to provide service to the airport...  Commence flights via the nearest hub airport.  Then wait for the travelers to come!  :)

    [How to make a small fortune in the airline business?  Start with a large fortune!]

  5. 4 minutes ago, Geonovast said:

    if the gear got ripped off during landing, which is way, way too easy to do

    @DeltaDizzy also. Thank you both for the correction!  (Can't say I am at all familiar with Science parts, either!)

    Yes, those wheels are very, very tempting.  I recently rev-eng'ed a Long-EZ with the strutted versions.  And...  promptly replaced them with retrac...  Sooo treacherous.

  6. 2 minutes ago, Geonovast said:

    I named it the "What Vertical Landing Arrangement"

    I spy, with my little eye, at least two chutes (wing and fuselage), with symmetry indicating perhaps 3 chutes arranged in a triangular fashion, centered around the imputed location of the CoM.  They might be for stopping on the runway, but they'd also be sufficient to bring it down vertically under chutes.  I don't have my reverse-engineering monocle fitted to eyeball socket at the moment, so I could be wrong.  In any case, a beautiful aeroplane such as this has to have a much better name, Geonovast!

  7. 8 hours ago, Geonovast said:

    A few days ago I decided to start a career, yet again.  Started over three times before I got the difficulty settings where I wanted.  1.4.3, basically stock.  Just KER and VAB Reorienter installed.  Gonna keep my modded install at 1.3.1 until they stop patching 1.4.

    Made it much further than I usually have in career.  Actually have something on the way to the Mun.  Rather happy that I got an encounter on the first try without having manuever nodes available yet.  Did lead a bit much, but this'll work.

    2cescreenshot17.png

    plane built that I'm happy with.

    a72screenshot18.png

    Very pretty.  Love the vertical landing arrangement, too.  :)

    What did you name it?

  8. 2 minutes ago, Alchemist said:

    was more about direction of meridians.

    OK, so to be clear about this: my original scheme was that you taxied to the departure end of a runway and its flag said R0.  That meant it was on the 180E meridian 500m south of the North Pole.  Departing that runway would send you over the pole and down the 0E meridian.

    So part of the conundrum is whether you want to look at the flag at the end you will push the throttles forward at, or the flag at the other end that you will fly over that is really on the meridian it says.  I guess it doesn't matter as long as everyone on the field (or approaching it is clear).  I'm going to reverse what I've done, though.  So on departure, the flag at the OTHER end of the runway denotes where you are headed.

    Hmm, reading yours above (about airports near, but not at, the pole), maybe your idea was the same as my first?  Yeah, I think it is...  (Correct me if I'm wrong!?)

  9. I woke up this morning realizing I had a slot in my fleet for a missing plane.  Huzzah!!  A new plane to build (and all-day meetings in which to think about its design!)...

    Nemesis is a medium-range, VSTOL, Mach 4+, rescue jet with rugged construction for specialization in bush work.  It's a bit light on fuel but rotation is just after 30 m/s and the 4th screen pic shows a freshly-landed Nemesis and I admit I popped the chute on round-out...  ;)

    [Click first for full-size slideshow]
    EYiY2NS.pngHOvPqUi.pngtzeAp0b.png5SkpkMU.png

     

  10. OK.  So meridians is actually the system I had used.

    However, I stuck to the old convention that the flag at the take-off end of the runway gives you the meridian you will depart upon.  Alchemist didn't actually specify which but it's sensible to assume he/she meant "the meridian the flag is on".  This is opposite of what I did but actually way less confusing.  So I am going to switch my system.

    In the normal case (not at the poles), the arrival heading is the same as the departure heading for a runway designation.  No such luxury in this case and, since I had already opted for an exceptional convention at the Poles, might as well go the whole hog.  [So I'm glad I raised this question actually!]  The upshot is that your arrival flag is on your same (approx) meridian.  Your departure meridian is indicated by the flag at the FAR end of the departure runway.

  11. There's Something About The Poles...  something very sinister...  and very freaky...

    So, this evening's mission to set up an Air Force Base at the North Pole started badly with the loss of a Cruise Aquila launch on a northerly heading that I tried to finesse to go straight into a 90-degree inclination.  (The rotation of Kerbin gives a lesser inclination even on a 90-degree launch heading...)

    Pilot/payload came down under chutes at 59N 82W and was slated for rescue.

    Second launch was nominal with a 70x70km polar orbit achieved but using a more conservative inclination adjustment after securing orbit.

    Here's the pictorial and click the first for a full-screen slide-show.  De-orbited the Cruise vessel at the south pole via a 30km perigee (at the north).  Slight overshoot before re-acquiring positive control of the vessel but Cruise probably has about a 1,000km range so operator error is easily absorbed/compensated for.  Shot 4 shows how things went pear-shaped.  On the night descent into the rescue location, gear extension revealed a very strange deformation of the left rear landing gear.  The dangerous nocturnal emergency rescue mission was hastily aborted and the wounded Ursa transport was routed back to KSC.

    BYW5n3v.pngccWle5u.pngmF1Vkfg.pngv0ZyBpU.png

    Under the capable command of Flight Lieutenant Barton Kerman, the stricken Ursa was nursed back to safety and very gingerly set down on R9 with no further mishap.  Crew aboard the Prospector rover were unloaded and the same strange polar problem was noted in the cant of its rear wheels.

    uUCphBj.pngnL0u5jZ.png4USqPdP.pngkx3O0uc.png

    Very strange.  :)

  12. Here's a conundrum to think about, if you care to.

    I've just built an Air Force Base at the North Pole.  2 runways, each 1000m in length and demarked by 4 runway threshold flags.  Each flag is 500m south of the Pole; the runways intersect at 90 degrees and the center-point of each runway is, of course, precisely at the North Pole.

    Technically, of course, they are all "North Pole R0", since the approach heading is North.  (Conversely, at the South Pole, they would all be denoted as "South Pole R18".)

    This isn't going to be very useful for the ATC controllers, the pilots, nor for the fire truck crews.

    I'm making a special case for the Poles and using a different system of denotation there.  So the question is, "how would you denote the runways in this situation?".

    There may be only one [obvious] answer to this but I won't take that for granted!  Let's see what people think...

  13. For those giving Telemagic a quick try out, I recommend the following:

    1. move the file GameData/Telemagic/Cruise Aquila.craft to the Ships/VAB folder of the world you are going to try it in.
    2. perform a puny launch in which you separate the payload from the lifter at some low altitude, e.g. 10km
    3. with the aim to bring the tower down somewhere on the KSC green (and NOT rain any debris down on the KSC itself)
    4. mark out four flags in the vicinity of the tower such that you have a long (>1000m) and a shorter (>800m) runway at right angles to each other
    5. ensure you have a Kerbal in the cupola of the control tower.
    6. run a rover up to within 30m of the tower and apply its brakes
    7. press the Telemagic button and verify that the rover's resources (e.g. battery charge) is replenished.

    After that, I would recommend flying an expedition to Tobruk, at:  1 35 26S 106 13 04W, and marking out 2 runways with 4 flags ensuring that the flags are all within 10m of the same altitude.  (It'd be highly preferable if the runways were pretty much flat and suitable for landing high-speed aircraft, or at least the long runway, anyway.)  Then launch Cruise Aquila into a 70x70km orbit.  Separate the Cruise vessel and then use the Twitch engines to deorbit via a perigee of 30km(?) over the target area.  Let re-entry continue the descent to about 15km.  Fire up the Wheelseys and fly at or below 6.5km altitude to your target.  (I park a rover in the general location for the control tower site.)

    AG0 to discard the engines and wings.  Pop the first set of chutes.  AG8 to cut those chutes and enter a controlled free fall toward the target.  Pop the second round of chutes above 400m AGL.  AG9 to deploy panels/antenna.  Don't forget to station a Kerbal in the cupola on duty for refueling.

    Good luck!

    UPDATE: Alternatively, to make things easier on yourself, try a polar orbit targeting either of the Poles for a hub airport.  You will find that the Cruise vessel has quite a long range in level flight, so you only have to re-enter in the general area to secure success.  Once down, the ice cap is completely flat so the surveying part of the job is dead simple.

  14. 9 hours ago, HebaruSan said:

    This should be appearing in CKAN within a few minutes

    Thank you for both suggestions and for your help!  Suggestions will be implemented in an imminent update.

    @kataeochi

    1. The fuel is supplied to you at KSC rates, so it does cost funds.  You don't have to mine it.  All resources, including xenon, is refilled unless the resource flow-state is locked off.  Chutes are repacked.  I was working on also ensuring that every crew-member was given at least one flag but hadn't cracked the code by the deadline.  This will be in a future release.
    2. Telemagic provides a single button (courtesy of @JadeOfMaar).  Press the button and the genie will come.  Or it will deliver some kind of meaningful excuse, e.g. "MiG15b engines are not shutdown".
    3. Telemagic does not support any other mods at this moment, HOWEVER: what you describe sounds entirely within its purview.  I.e. it's what you'd expect Telemagic to do.  I would be willing, in principle, to work to support this after finishing several essentials (BKB launchpad; 1.4.x support; CKAN support; publishing up-to-date sources on github; eradicating the 'shakes' problem during teleport; replenishment of flags).

    Thanks for your interest!

  15. 8 hours ago, Kronus_Aerospace said:

    the tail was not it.

    Just departing the end of the runway: could this simply have been an unintentional tail-strike?  (You particularly do not want to contact the VASI lights or whatever system the runway end markers are...)

  16. I missed my deadline for the "April Fools' Day" release of Telemagic (I guess we know who the fool is then!) but just now released Telemagic as a fully-fledged KSP plug-in, the "Spring" release of Telemagic.

    So I am actually now sipping some champagne to celebrate a goal done & dusted.  :)  Actually, I have a rather long laundry list of "improvements" to it that direly need still to be made.  But I'm mainly feeling "released" to go on with other things in parallel to supporting Telemagic.

    Tag-line: "Telemagic will make you believe control towers can fly!"  :)

    Big thanks to JadeOfMaar, Li0n and Bewing for their intrepid assistance in making this happen!

    UBLbuto.png

    ...depicting a BeechJet that just refueled on the refueling apron (within 30m) of Tobruk Tower, situated on the tip of the Kerbara desert to the west of KSC...

  17. Since the Dawn of Creation [as depicted in Stanley Kubrick's 2001: A Space Odyssey], the fundamental question faced by Mankind has been: "what do we do until the next planetary transfer window opens up?"  The best answer so far: set up a global aviation network and make money by moving 100K's of tourists around...  :)

    Inspired by https://forum.kerbalspaceprogram.com/index.php?/topic/172690-kerbal-express-airlines-regional-jet-challenge-reboot-continued, the Telemagic mod facilitates you building your own global aviation network on Kerbin.  Or indeed, anywhere in the Kerbolar system!  "Hub" airports are identified by a control tower that allows aircraft (and spacecraft) to refuel and continue on.

    Telemagic is NOT a cheat!  It's a real challenge.  Find airport sites that are flat enough to land high-speed aircraft!  Then use smaller aircraft on the regional commuter routes to service your "bush" landing strips.  Transport a control tower (usually thought of as a building with concrete/glass and no wheels, engines or wings) to the new site!  It's all not-so-easy.  Then refuel aircraft (parked within 30m of the tower) with the press of a button.  Telemagic even repacks chutes so you don't need to forget!!  It'd probably wash your cockpit windscreens if it could.

    If you use Telemagic, this topic is a thread to register the sites you find for hub airports and share them with other intrepid aviation magnates.  I'll start the ball running in the first reply.  (See the Telemagic link above for more information, if you're interested.)

    I've named this airport site "Tobruk" and it is located on the tip of the Kerbara desert, west of KSC, at:  1 35 26S 106 13 04W

    UBLbuto.png  035LWVT.png

    The second shot shows the runway marker flags for R19 and R25 with runways 1008m and 808m respectively.  [Click the first for a full-screen slideshow.]

    Please feel free to share your new airports here!  In the next few days, I'll put up a few more, including one surprise location!

     

     

  18. https://spacedock.info/mod/1627/Telemagic

    [MIT license; source is [UPDATE: @linuxgurugamer, @JH4C now] at https://github.com/Hotel26/Telemagic and builds in the Release/Any CPU configuration.  A post-build copy of the resultant DLL is expected to fail harmlessly for others.]

    The "Spring" release is finally here!  Telemagic is now a fully-fledged KSP plug-in.  Currently only supporting KSP 1.3.1 but 1.4.x support is planned as well as CKAN support.

    Briefly, Telemagic facilitates the following:

    1. deployment of aircraft and rocket vehicles from KSC to Baikerbanur [promoting BKB to a first-class space center]
    2. refueling of aircraft at KSC and BKB
    3. refueling of vehicles at recognized "hub" airports

    The objective is to promote regional aviation networks and thereby promote exploration and colonization.

    A hub airport is recognized when:

    • a control tower is landed.  [Not immersed in water (>= 0AGL); obviously not on Kerbol nor Jool]
    • possesses a cupola with Kerbal crew (1) present and awake!
    • cupola is >= 8m above the ground.
    • no wheels or docks in the craft.  [an airport must be immobile]  Extensible landing struts are OK!
    • precisely 4 flags within a 1.5 km radius of the tower will define dual runways
    • altitude of those 4 flags and the tower all within 10m of each other [flatness]
    • runways (would) intersect at an angle not less than 30 degrees [they don't actually have to intersect!]
    • major runway is at least 1000m in length
    • minor runway is at least 800 in length

    Refueling at KSC and BKB takes place on the fuel aprons depicted:

    WQbOVFS.png  mj38W6F.png

    You must have engines shut down and brakes applied.  Then press the Telemagic button to summon the genie:

    skCr5qAt.png

    Bonus:

    Please find included, in the GameData\Telemagic directory, one reference design for the Cruise Aquila craft.  This is an example of a Telemagic "control tower" slipped into a Cruise payload shell (wings/engines) mounted atop an Aquila lifter.

    Please see https://www.youtube.com/watch?v=ssGQp8Cepjc for a demonstration of a technique to launch a Telemagic control tower orbitally or sub-orbitally for re-entry and then "cruise" flight (sustainable altitude 6.5kms) to a pinpoint landing at your proposed "hub" airport site.


    Current limitations:

    1. teleporting from KSC launchpad to BKB is not yet supported
    2. your first teleport (from the runway) to BKB will probably go well.  Subsequently, aircraft are known to get the "shakes".  Please immediately Esc to Tracking Station and then select back to your teleported craft.[1]
    3. "wheels not permitted" message indicates your vehicle (probably the cockpit) is not located within the refueling apron
    4. if refueling does not appear to complete (usually because of continuing electrical discharge) simply release your brakes

    Feedback, suggestions, difficulties: please contact me here in this topic.

    Status: please check here for status especially about current problems.  If you are experiencing a problem mentioned here, feel free to contact me also by PM as I may be assisted by taking a copy of your craft file(s) or by your specific information.

    • larger craft may experience the message "wheels not permitted" or "dock not permitted".  I'm investigating a case where this error prevented refueling.  I'll indicate here when an update with a fix is available.

    Related: https://forum.kerbalspaceprogram.com/index.php?/topic/175341-telemagic-airport-registry/

    [1] this will be fixed as top priority, Kraken willing.

    Acknowledgements:

    Hotel26 is indebted to @JadeOfMaar, @Li0n and @bewing for their invaluable assistance.  Bravo!

     

  19. In this scene, an Ursa cargo plane [pictured background] has delivered a WORM [Worm Outlanding Refuel Mission vehicle] to a distressed Mink seaplane (which had gotten hopelessly lost in the dark whilst itself conducting a rescue mission to retrieve Wilson Kerman[1] from a desert island, upon which he had been stranded for about 4 years (due to the ineptitude of the KSC Rescue Mission controller (me)), kept company that long sojourn only by a basketball).

    KQnIrgV.png

    My larger point being that: I am discovering that sand flats near water very often make excellent potential, future Telemagic [2] hub airport sites.

    [1] Yeah, the strandee was actually Matmin Kerman but everyone (including his Mom) is now calling him "Wilson".
    [2] I hope to publish the proper KSP plug-in version of Telemagic in the next day or two -- for KSP 1.3.1, anyway.

    Welcome home, Wilson!

  20. This is really inspirational stuff, especially as I dabbled with some experimentation recently.

    So here's a question to you: what do you think is the minimal amount of ore mass to get a viable minimalist drilling rig down to the undersea bed.

    So one drill plus infrastructure (power plus radiators) fuel tanks for storage plus one habitat module (e.g. Hitchhiker) plus a dock for a sub (possibly via Klaw)?

    With two ore tanks (total 3,000), I found just extending the radiators caused it to lift-off from the bottom.  And apparently, drills do not in any way anchor the base to the sea floor...?

  21. 2 hours ago, sarbian said:

    like Assembly-CSharp.dll is not actually linked

    @Damian Storm  yes, sometimes a small yellow exclamation mark appears in the References list on a DLL to indicate some problem (in the path).  Open the references section in the project in the Solution Explorer and check again that the library is references and also does NOT have this little exclamation mark.

    If you hover over it (when there's the '!'), VS may show you the specific error as a tip.  Usual best thing is to simply delete the reference and add it again and verify no error.  Lastly, and I think this is true for VS 2015, when you add the reference, if you use the dialog that has a Browse button, if the library you want is conveniently shown in a list, ignore that selection but use the Browse button instead to navigate specifically to the location of your reference.  It works better.

  22. Thanks to recent help from Li0n, I have enough now working to be able to make a release this month.

    I'm going for the icing on the cake regarding KerbalEVA and AddFlag.  The question is in two parts:

    1. The vesselName "Tiger Kerman" isEVA():true.  It has a Part, "kerbalEVAfemale (Tiger Kerman)".  I want to add a flag if it has no flags, but I cannot see how to convert to KerbalEVA (to AddFlag); nor do I see any relevant Parts or Modules.
    2. In the other case, the vessel is some kind of ship and it may contain 1 or more crew members.  In this case, I want to add a single flag to any Kerbal that does not already possess a flag.

    So, in the first case, a lone Kerbal on EVA is having its flag supply replenished to a level of 1.  In the second case, the Kerbals in question are crew members embedded within the vessel.

    How to proceed in each case?  (I will be deeply grateful and will be acknowledging contributions in the credits upon publication.)  Thanks.

×
×
  • Create New...