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zolotiyeruki

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Everything posted by zolotiyeruki

  1. Hmmm, my copy of CKAN shows 1.4.0.2 (the one that includes the cfg file). You might want to refresh the repo.
  2. Yup, it appears that copying the PluginData directory, with PreciseEditor.cfg, corrects the issue. I've created a new release with the updated zip file.
  3. Did the parachutes not deploy on these fairing halves? Seems like if it was just a missed catch, they'd still be intact, if water-logged.
  4. Good catch--I'll have to fix that as soon as I have a chance.
  5. Krazy1, I'm really sorry, but I can't allow Fuel Switch (c'mon, Squad or whoever is developing it now, we need 2.5m LF tanks!), since it violates the "stock parts only" constraint. That said, you may find it of comfort to know that the 2.5m-to-3x1.25m adapters are terribly draggy, and you'd be better served by using Mk1 fuel tanks. Nantares, you get points for style. Which division would you like to enter with that pass?
  6. I imagine if an engine has a gimbal failure, it would be shut off, so the other engines would not need to compensate for that engine's errant thrust. Of course, they'd have to compensate for the loss of thrust from that engine. Let's say the engine at 12 o'clock gets stuck with the bell towards the center, and it gets shut down. The other center engines would have to push their bells toward the 6 o'clock direction to realign the center of thrust with the center of mass. That's _away_ from the failed engine. Alternatively, you could just shut down the engine that's radially opposed, and then the rest of the central engines don't have to compensate at all... Realistically, the only time I'd expect any significant gimballing would be during the landing burn. I imagine that the boostback and entry burns have a large-enough margin for error, and are long enough, that smaller gimbal angles would be required.
  7. That is correct--the clock stops when your plane's velocity hits 0. Nicely done, GDJ. And in a nice-looking plane as well! You have been added to the list. Feel free to enter either of the other two categories!
  8. If there are 7 central engines, that leaves 21 around them, which doesn't agree very well with 4 legs. If there are 8 central engines, then yeah, you're right.
  9. I'm not sure what sequence of button presses you're using, but for altitude, you need to: make sure that axis of the autopilot is disabled* select the mode you want (Alt, Pitch, Rate) Enter the value you want in the box click the button to the left of the text box The same procedure works for the heading--select a mode, enter a value, click the button to the left. * If it's engaged, and you switch modes, it'll take the current position as the setpoint for the new mode. I.e. if you're in vertical speed mode and climbing at 5 degrees of pitch and passing through 10k meters, and you switch to Altitude hold mode, it'll try to stick you at 10k meters.
  10. I appreciate the input, Krazy1. I think many of the issues you raise fall under the "spirit of the challenge" rule, but some clarifications are in order. With those clarifications, and because it's been a long time, and parts and physics have been tweaked, I'm starting a fresh iteration of this challenge, here: I've entered you as the first contestant. Congrats, you've got the fastest time!
  11. The Kerbin Circumnavigation Challenge 1.10 So, things have changed a great deal in the game since I took the mantle of this challenge. So it's time for a new leaderboard! The Challenge: Fly all the way around Kerbin in an air-breathing craft, without landing, refuelling, etc. Rutan Voyager style. The Rules: Please use KSP 1.10.something. The aerodynamics and thermals in the game seem to tweak from one major revision to another, so we all need to be using the same model. Stock parts only [Mechjebs AR202 is ok] Your craft must carry a kerbal in a cockpit or capsule. Command seats don't count. (Rule change thanks to Foxster) No mods that change physics/aero/thermal are allowed. Autopilot mods (like Pilot Assistant) are allowed. Informational mods are allowed [Mods that give you Delta-V, TWR, mass, ect.] Only jet engines are allowed for generating thrust. RAPIERs are fine, as long as they only operate in air-breathing mode. If your craft has 1 or more R.A.P.I.E.R engines, as well as a tank with Oxidizer capacity, you must show your resource panel before takeoff to confirm you are not bringing any Oxidizer. No physics exploits, like intakes inside of fairings, infiniglide (is that still a thing?), kraken drives, sticking nose cones on the back of engines, etc. No electric propellers. Debug menu settings that change the physics of the game will be at default. Informational debug settings are allowed. A runway takeoff is required (You may use VTOL's and STOL's.) You must land back at KSC (runway landing is not required, but you must land within 1.1 Kilometers of it). When your Circumnavigation is finished, show an F3 screenshot for the details of your flight. Do not offset parts to be separate from the craft [They must visually connect] Your aircraft must stay perfectly intact the whole flight [No drop tanks, burn-offs, or otherwise lost parts] You may only do an equatorial or polar Circumnavigation only. None of that 89 degree stuff [Just kidding, but don't deviate too far] No part clipping in order to exploit the game engine. Anything that ruins the spirit of the challenge is also not allowed. Smokey Yunick rule(*): If you find a creative way around the rules, kudos! I'll allow it once, but since other players won't get to use the same loophole, you'll get an asterisk on the leaderboard How to submit your entry: If you are going around (Standard or Velocity division), you'll need a screenshot from just before takeoff, a second screenshot somewhere on the opposite side of Kerbin, and one more after you touchdown and come to a complete stop. If you're going around more than once, please also include a screenshot roughly once per circumnavigation. Imgur is an easy place to stick your images Reply to this thread with a link (or embed) of your screenshots. If you're entering the Velocity division, include your time. If entering the Voyager division, include the number of times you went around the globe. There will be three divisions, each with its own leaderboard. If you complete it, feel free to use the appropriate badge in your signature. Standard Division Make it around Kerbin once. You win by completing it! Winners: GDJ Voyager Division Fly around the globe as many times as possible without stopping or refueling camacju - 27 circles jinnantonix - 12 circles swjr-swis - 11 times around. With no autopilot!! Krazy1 - 8 times around Velocity Division Make it around as fast as possible! Lowest time wins! jinnantonix - 38:36 Bob_Saget54 - 38:54 linuxgurugamer - 38:54 MakerTribe - 39:47 GDJ - 40:13 KingDomino - 40:44 linuxgurugamer - 42:39 Bryson - 43:54 Mars-Bound Hokie - 53:35 Krazy1 - 55:59 (posted in the old thread) Nantares - 59:43 Mods which you might find useful: ...for those multiple-circle attempts ...for tweaking your craft for maximum performance. And, so that you don't have to babysit your craft:
  12. Alright, it's set up in GitHub, including source code and license: https://github.com/zolotiyeruki/PreciseEditor/ I haven't created a release for it, but you can find the zip file here: https://github.com/zolotiyeruki/PreciseEditor/raw/master/PreciseEditor.zip
  13. By golly, you're right--the original image is no longer available. The challenge is still active, although I'll probably need to start a new leaderboard, since aero and heating has been tweaked several times since the challenge started. I've been messing around in 1.10, and I think I might be able to beat the record of 14x around... Does anyone happen to have a copy of the original badges?
  14. Nah, I was just pointing out why you wouldn't want to put your LNG plant in the same hull as your launch pad. The size of SH+SS only reinforces that reasoning. 1000' would definitely not be a safe perimeter. A half dozen km *might* be.
  15. Fair enough--I'll get everything set up on github and repost tonight, if I have time.
  16. For the same reason the fuel tanks at LC-39a are 1000 feet away from the pad.
  17. They'd never put the methane plant, let alone storage, that close to the launch pad, for the same reason that the fuel tanks at LC-39a are 1,000ft away from the launch pad.
  18. For those who wish to participate, I highly recommend these two mods: First, for those interminable flights, an autopilot: And second, for fine-tuning the AoA on your wings to maximize L/D: (I'm not trying to toot my own horn here--both of these mods were authored by others. But they're so useful, I became the maintainer of one, and uploaded a 1.10-recompile for the other)
  19. I didn't check to see if the latest-posted version works for 1.10, so I did a recompile, and uploaded it here: [Link removed by moderator due to not following the add-on posting rules]
  20. What are they hoping for with SN6's 150m hop that they didn't get with the previous hop? It seems like "same song, 2nd verse" to me. Or is it just practice?
  21. That's a great point. Of course, he's not saying whether the "you" is SpaceX as the supplier, or the customer.
  22. I got the urge to play KSP today, so I pull this project up, recompiled for 1.10, and created a new release. It's available via github here: https://github.com/zolotiyeruki/Pilot-Assistant/releases I'll work on getting it updated in CKAN soon.
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