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Everything posted by Hotel26

  1. Ice Station Zebra: Narita Airport (48/128 SW):
  2. Airport: Bombing Range[archaic] (BOM) Download: Bombing Range to ./GameData/<your name>/Airports/Bombing Range.zip and unzip. Body: Kerbin Lat: 2.54N Long: 74.81W Elev: 510m Description: Official name is Grassy 'Drome, but it used to be used as a bombing range, conveniently situated 28km N of KSC. Notes: Please do not approach this area carrying armaments! The locals have already filed numerous lawsuits against Kerbal Space Command! This "'drome" [ rhymes with 'drone'] deserves some additional comment. If not actually the cleverest airport KSC has designed (even though it's not at all clever), it's certainly a pretty interesting abuse of Kerbal Konstructs, yes?! It's quite a challenge simply to find it!! Naturally, with aerial bombing still ongoing (purely by accident), the wartime instinct for camouflage continues to this day. The first image above (taken by a low-orbiting satellite) depicts the aerial view (our surveillance experts believe they may have identified an Invader jeep down in the lower RH corner of the field). Airport dimensions are "classified". A local newspaper shot (second above) shows there is just one building at Grassy 'Drome (caption: "please stop bombing us, please!"). Two other corners are marked by a radio tower and a water tower. The fourth corner is completely incognito, so use good judgement when landing! And the very best of British to you, attempting that... ("We've changed all the street names, you know!!")
  3. Reading this (enchanted), I had been hoping for a happier ending: "So, two loving hearts had married and bliss ensued". Oh well.
  4. A fuel truck, JET-A. Reversing its claw under a plane to dock is fun. But I wish I had never done it: Robotic Roulette still scares me to death! And a new "Lego" airport, Salisbury. I've been switching parts around for a day or so, now... This one is about as big as I ever want to build.
  5. (Thanks for the KSP Visual Calculator "plug". That's a really well-crafted site!) I play in Sandbox (with Tracking Level III). 228Gm seems like an enormous requirement! Is that legit...? Is a single RA-100 going to be enough? I'm looking specifically at the Kerbin polar station and the Minmus station. I see Commnet lists RA-100 under Tier III as "158.11Gm" -- meanwhile KSP Visual Calculator with an RA-100 just comes into range with Kerbin at 15.8 Gm. (I know these things are combinatorial but... why off-by-10x?) I think for these micro-challenges, given each challenge specifies the orbit, the minimum comms equipment list would be the simplest specification? (It did cross my mind first that you are talking transmission rates... but that's huge, too.) @adsii1970 over... xcchhhkk
  6. Sunday Morning comix... Ridfren goes on a mapping expedition in the nearby Western Mountain Range. [click + arrows = slide show] Sometimes, on a westerly departure, you want a nice flat climb to build to supersonic speed:
  7. Took my new Pegasus 8 for a long-range spin to see what it could do: 466 m/s @ 8km and, though it has the range for the other side of the planet, I found I had to throttle down to 425 m/s to manage heat. (Who knows, though; it *might* have been OK?? ) Pegasus 8 is another in my series of Break-A-Part planes -- at the destination, it disassembles (dynamite) to leave a 10,000 kallon JET-A tank, plus a Pushback service vehicle to aid ground refueling. (Should I mention also that Peg 8 is another in my series of Pegasus transporters?)
  8. A robotic arm with a Claw Jr (similar to Krew 5) gets the most reliable grip on any size aircraft but leaves you with the push back problem to get clear. Pushback "solves" that problem. But, frankly, I think I've solved this problem (less than completely satisfactorily) so many times over, I prefer a mod for this.
  9. Initial indications are: Kazam works, straight out of the box... @Geonovast, right on the money. UPDATE: one thing I didn't like about Kazam (and haven't tried to work-around), is that I can't hear the game audio at all while it is recording. So I went back to simplescreenrecorder and applied the Easy fix listed in this, which is to execute these two command lines, one before recording and one after: before: pactl load-module module-loopback after: pactl unload-module module-loopback It does mean you hear your own voice echoed as you record...
  10. Or did. (Now I feel jilted.) I believe OBS has self-updated without notice and without permission. So now it claims my "video drivers" are out of date. Cheeky, if true. I restored my system to an earlier time and OBS worked for a few minutes while I tested it. I set up the video shoot again -- back on strike: video drivers out of date. Tried simplescreenrecorder: no game mike even though it's configured by default. (I read the article on how to solve this (pulseaudio?) problem and immediately called a prevention hotline...) I am truthfully starting to believe that "computing" has moved beyond the capability of the human mind and/or future generations will have no incentive to learn this shinola. Maybe that's a good thing?
  11. Stinger was a joint collaboration between swjr-swis and myself that began with my Hornet. As usual, swjr-swis executed the final instalment and the Stinger you're flying is completely his hand-writing. I'm really glad you like it. It is a real handful to fly!
  12. "Love the way you think." I have a base called Capetown just there and for just that reason. And have also experimented with Wheesleys: Spearhead 2 If you post your craft, I would be keen to give it a whirl!
  13. Airport: Lands End (END) Download: Lands End.zip to ./GameData/<your name>/Airports/Lands End.zip and unzip. Body: Kerbin Lat: 8.51S Long: 83.20W Elev: 55m Description: A pleasant jaunt 125km SW down the coast from KSC Notes: Features ocean views at each of the runway! Great Sunday lunch.
  14. And the winning entry would be... Nice job, @swjr-swis, going Mk-1 on this one!
  15. What a classic jet!!? I'd be thrilled if anyone can identify this one (author/title)! It's beautiful -- that's for sure. M1.74 @ 7km
  16. Can we get this (LImpet): into this (Victor IV) with a double-length Mk2 cargo bay?: Yes, we can!!:
  17. Two ships become one. Resources (including kerbals) may be exchanged. (I have my "difficulty level" set at: Fun & Imagination.)
  18. Fascinating direction. There's a simple mod in here somewhere bursting to get out (as a last or simple resort). Pity i don't recall any of the three of us being keen on gratuitous mods, but it might make a lovely experiment. A mod like that could also add the "missing tweakables", principally the things that can only be toggled but not set to a particular state.
  19. I can't throw much light on this, but perhaps a little. Let's say that positive control with a horizontal reference is the most accurate way to control the aircraft including in the hover. I think it is. While hiking up a mountain in Japan, clothed in fog, I witnessed a medivac hovering very precisely, absolutely motionless about 10 meters perhaps over the surface of a track, presumably, just above the trees. I presumed someone had had a heart attack and were being treated and possibly about to be evacuated. The helo hovered for what might have been ten minutes. This is an awfully long time for a pilot to control the hover -- and yet: it was quite obvious that the helo was Parked in autopilot. It didn't move a centimeter from where I could tell, including not in the vertical axis. Due to the fog, I could not see any activity below the helicopter, not even on a ladder that might or might not have been there. So my point is as follows: if you are in a hover, controlling a motion to a target, go ahead and do it and probably a horizontal reference (and standard controls) is a good or the best way to do it. No contest. But if you want as near as you can get to hands-off, divided attention hovering, SAS Radial Out gives you auto-normalization and will hold the hover. You can adjust the descent rate with the throttle. You can 'jink' easily with short taps. And you can get a faster descent with the Falling Leaf technique, all the while dividing the workload with SAS, which will be working tirelessly to bring your craft back into the hover. This works because you don't have precision goals other than to be making some progress toward your target touch-down. The odd man out is only Yaw, with which you will have opposing control. I'm equally at home with both control schemes with the only confusion being "which one I am in" during a transition. 3-2-1-Fly makes the state obvious in the single-push of a button and that has worked really well in my mental workflow. (Lotsa credit to swjr-swis here!) Bottom line is that you are Not Compelled to use Hover [3] if you don't require it or do not choose it. It's always nice to have the option on standby, I do feel. And I will add that I very much save Hover for the real Hover and not the approach to a Hover; I regard it as almost a labor-saving device only. An alternative scheme following the suggestion (don't use a vertical reference) rigidly would just be a subset and I wonder whether eliminating Hover (and usage of one key) would actually simplify the scheme sufficiently to justify the deletion? Especially when you are building VTOL craft for others to use, offering Vref (in a superset) seems wise. As a coda (should have mentioned it above), the ascent during a vertical departure is the perfect example in which Radial Out is absolutely all you require since it's purely a simple climb followed by a flat pivot onto the departure heading. I doubt there is any material disagreement here.
  20. I am intending to standardize my VTOL craft on this scheme and so will document it here. I would be quite happy to hear comments from others and also encourage those aviators who use & recommend other schemes to outline them in this thread as well. 3-2-1-Fly, a VTOL control scheme (adapted from a @swjr-swis concept) Definitions: Vt and Ht engines form two sets, providing vertical and horizontal thrust respectively. Vr and Hr define control references for the vertical and longitudinal axes, respectively. [1] Flight Mode: conventional flight utilizing lift from wings and powered by Ht engines. Vt is inoperative. Hr is selected. [2] Transition Mode: [3] Hover mode: craft is not moving quickly in any direction across the ground but may be ascending, descending or simply keeping station. Only Vt is operative and Vr is selected, most usually with SAS Radial Out assisting the pilot by keeping the hover attitude. [4] Shutdown: all engines on the VTOL vehicle are shutdown. Flight <-> Transition <-> Hover Vertical Departure and Transition to Flight Use [R] to open the hover bays (if any) to prepare for a vertical departure. (Otherwise, your lunch will quickly being to cook...) Select [3] Hover mode to start the Vt engines and select Vr control reference. Activate SAS and engage Radial Out. Spool up the engines to ascend and clear obstacles. Be absolutely sure to tap [F] to clear Radial Out/select SAS Hold slightly depress the nose to commence forward motion quickly tap [2] to engage Transition mode, which will start the Ht engines (keeping Vt operating) and select the Hr control reference. Keep the nose down while airspeed builds. as soon as flying speed is attained, tap [1] to shutdown the Vt engines and ensure the Ht engines are running. you may now close the hover bays, if any, with [R] Transition to Hover: as you approach the landing target, still retaining sufficient forward speed to coast to it, begin the transition with [R} to open the hover bays, if any. tap [2] to engage Transition mode, which will shutdown Ht and engage Vt. You can begin ramping up Vt power to compensate for anticipated decline in wing lift and to maintain the coast (speed) and glide path as desired. tapping [2] repeatedly now toggles Ht on and off as you need it, should you have misjudged your initial approach speed upon entry to the Transition. Hr is still engaged during the transition because KSP control surfaces can react erroneously while Vr is selected and this often leads to fatal consequences when there is significant airflow over those surfaces. only engage Hover mode when the horizontal speed component is much closer to 0 than it is to 30 m/s, which is the speed that true hover control becomes nigh impossible. complete the transition by tapping [3], shutting down Ht, leaving only Vt operating and engaging the Vr. Quickly then select SAS Radial Out. You are now in the hover. Use the [WASD] joystick (with [QR] opposing yaw) to momentarily 'jiggle' the attitude away from the neutral hover attitude to control descent to a spot landing. with roughly TWR=1 Vt operating, use the Falling Leaf technique to hasten and control quicker descent to the ground for a safe landing For anyone who wishes to try this immediately in practice, I think my Hexapen Deluxe machine is currently equipped with 3-2-1-Fly and is an ideal trainer for VTOL. Good luck!
  21. Experimenting with a "passenger terminal". A Mk-3 cabin with a short Mk-3 LF fuselage. Some comms aerials coz... and a ladder for pedestrians. A little harder to see, in the shadows under the airplanes: docking stations.
  22. Airport: Capetown (CAP) Download: Capetown.zip to ./GameData/<your name>/Airports/Capetown.zip and unzip. Body: Kerbin Lat: 0.54N Long: 42.03W Elev: 44m Description: Major, equatorial ASR base 592km downrange of KSC Notes: Air-Sea Rescue and capsule/booster recovery center
  23. Thank you, @JorgeCS. Sometimes you see a post in KerbalX that makes you say, "hey!!" Your K.450 Koleoptere was one of those. And you know that "mimicry is the sincerest form of flattery"... I had actually worked recently on a couple of attempts at a vertical lander for personal transport. Your landing arrangement is perfect for it! So, here is Torque Wrench II:
  24. Yes. Approach the target with good speed to adopt a zoom into the vertical. SAS Radial Out. If you attempt to side thrust too aggressively once in the hover you will lose the vertical. I go into a bit of a free fall because the Panther is virtually instant-on and coz TWR. You can fall at 90 m/s OK[1]; then use boost for a suicide burn to finish the landing quickly. It's easily maneuverable in the hover for a spot landing. The trick is simply going vertical initially -- you need enough kinetic energy to zoom steeply/long enough that you have canceled your horizontal component. [1] that descent speed might have been after my Kerbals cut the annular ring away using oxy-acetylene. After that surgery, it's super-fast. I really like your landing arrangement though. I've built a series of vertical landers and none had such a nice arrangement. I'm about to augment the wings, though, so that the pilot can board without a ladder. I'll show you the result when done. (Hint: it won't look like a coleoptere. The first thing I did was try to put some AoI into that ring. Would probably need to have the control surfaces flat as well, rather than beautifully curved.) I know this screenshot is "off-topic" but it's a super-fast plane (M2.1 @ sea-level (dry) and M2.89 boosted) and my kerbals love it! (To be clear, I did land your original. I'll make a vid if you can't duplicate the technique.)
  25. A fascinating aircraft. I ran it in stock 1.11.2 (no FAR) and it clocked M2.22 @ 7km altitude. Pretty thirsty like that, though. (I guess you meant dry...)
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