OrbitsR4Sissies

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About OrbitsR4Sissies

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  1. Ben Feist...that's right! He also contributed work to the Apollo 11 feature film recently released.
  2. That's exactly the "problem." The site recognizes US Daylight Saving Time and similar changes in other places. But yeah, just click on the timeline anywhere and enjoy, synching up to it later.
  3. I was a beta tester for this website experience. Every video, audio and photo is there, synced from the second, from hours from launch to splashdown, even sleep cycles. This version (there's an older Apollo 17 version) includes the Mission Control flight controller loops. Click the "Now" button and it time warps you to the very moment (based on your time zone) today, the 50th anniversary of the launch, which is at 9:32 EDT.
  4. OK, Foxster, while I couldn't load your particular craft to play (should've added it in a sandbox and not my career save) I was able to see what I appeared to need first: What and where to add parts for control in the action groups. So you got me from complete ineptitude to this point of joy: The little test craft does want to spin, which suggests that I should add four more rotors that are counterrotating. It also wants to drop from the sky as it begins that spin about itself, but this is a good starting point. I'm using propellers and not helicopter parts if that is important. I did map the authority limiter but, honestly, have no idea what to do with that. If I can understand that fine-tuning, I'll have a fighting chance to send something like this to Laythe. I guess that the authority stuff will help me fly it level but straight ahead as a drone truly does, rather than having to tilt the whole craft as much as some copters.
  5. Thanks for the tips so far. I made a simple craft with four small rotors, set their props to deploy. Here’s where I’m probably wrong fundamentally because my rotors don’t even spin. I read to set the rotor RPM to the main throttle action group. The PAW shows the RPM moving with the throttle but no spin of any rotors. I haven’t felt this noob since I picked the game up over a year ago. Rockets be easy compared to this, and I’ve been everywhere with rovers or landers.
  6. (Moderators: I likely posted this in a less desirable place, so please move to the better thread.) With Breaking Ground's latest goodie, propellers, I've been dying to develop a small quadricopter probe for Eve and especially Laythe. I've landed on both worlds (probes) only a few times because of their natural challenges that match the actual moon of Titan (high gravity, thick atmosphere; large seas). But I love rovers, and this Dragonfly-style way of navigating these worlds would be optimum for both. I have a design in mind already. But... My problem is have too little information on using the new electric-only rotors and propellers. I can put some on, I know enough to just set them to "deploy." But from there, the newer action and axis groups to learn how to throttle them up and down escape my understanding. The propeller and rotor settings are a bit perplexing. We're really missing game information on how to use and set these up, although I forgive Squad for this since they've done a lot of work in just getting these new features available in the first place. I'm searched rather extensively and am aware of older threads such as And I know of one build on KerbalX that played with the idea. I've also found a somewhat useful post that tried to explain the mechanics, as well as NASA mission discussion threads. Does anyone have some examples or resources on the fundamentals of how to set up drone-type rotors and propellers and how to configure them for VTOL flight with the usual control keys and action/axis groups if applicable or easier? I don't need lots of bells and whistles and can certainly complete the build the rest of the way. I appreciate any advice you have.
  7. I'm a little disappointed about this, too. But when playing at maximum science, one scan is a LOT of science points. I'd prefer a per-biome science yield (with lower data as more are found, one per biome) as traditional experiments have done. Different types of collectible stones (that is, adding more to the game) would also be an alternative. I'm all for more of these things to find. Still trying to work out the Deployed Science's result, which also appear to be one-per-planet. Getting the seismometer science (by designing my cruise stages as probes and slamming them at the Mun) has been IMMENSELY SATISFYING (Chatterer and all kinds of stuff go NUTS like a jackpot payoff with the system messages flashing and I can't stop laughing when it happens). I'm playing at the lowest science (10%) throughout, but things are working out OK. I like traveling. While the surface features are one-and-done, they are generally one-and-done per rover arm type. CRSY will give some science, SPRT a bit more and OP-E will give a bit more on the same object. While sending more than one rover seems pointless, I've used several. First, I'm refining my rover tech. And they are a great help in finding collectible stones or other items far faster for Kerbals to pick up for contracts. I find one, and park the rover right next to it as a landing target. You can also use the rover this way (with an Experiments Storage Bay) to collect science along the way for a Kerbal to retrieve.
  8. It took me a little bit of fiddling with camera, but I've had two contracts to find and retrieve Green Sandstone and a Mun Stone with no issues in completion. This was a new game save for 1.7.1. The Mun Stone was found by one of my rovers, who sat by it to mark it out for my crewed lander to find it. To pick one up with a Kerbal, you have to basically make contact with it--as in stand atop it. My Mun Stone was located in a biome outside of the contract's recommendation, which still satisfied things. My terrain scatter is set to very low, to the point where hardly any appear. Helps a great deal. Half-res on graphics settings and also bumped up ambient light. No use of the Cheats. Just my Mark One Eyeball. On Mimmus I found lots of the larger rock piles (guessing those are the Olivine). And even climbed one. It would be nice that, if you have a Kerbal atop a surface feature it cannot pick up, that there is some informational message that suggests that more specific tools may be needed to get more data. Or, at least, the Kerbal is told what the feature is, although that yields no science but gives you an option to mark it on the Map for later study.
  9. We're all new at this, of course. I just made a test rover this morning. To activate these parts outside of Action or Axis Groups preset in the SPH/VAB, be sure to add the KAL-1000 controller part to your craft. This will allow you to play back the recorded movements you've made. I'm still learning how to make a one-time activation that doesn't loop. But that should get you to a working start.
  10. OK. Now I understand the use of the servos. Wow. Vertical takeoff and landing (VTOL) is going to be a game changer not only for SSTO fans, but also for non-atmospheric landers.
  11. Yes. If you look at the high-res link, it shows items for Dres and Eeloo. So I would expect this on most of the bodies, if not all.
  12. That was great work there in your 'craft. You'll still have some takers who don't move to the new DLC.
  13. Very, very welcome update. I love the nod to the Apollo ALSEP style for the experiments. Classy. I also like the scientist/engineer requirements for more effective. It compels us to be creative in getting more than just a single Kerbal to the surface. We expected hinges and rotors...but the hydraulics, cylinders and servos is so, such much a win for diverse new spacecraft. KSP players I've seen have been creative with synthesizing features that weren't meant to work together. I can't wait to see what these players make (and what I can make, myself). The various surface features will be great if--IF--they are numerous enough per biome. I love driving my rovers but for some, they'd rather get to them. Perhaps finding these will be integrated into KerbNet, as are anomalies? Wow...three models of rover arms? You couldn't make me more happier if you paid me. Looking forward to all of this.
  14. "OP-E" Seems like a small nod to a really durable Mars rover that only recently succumbed to the dust Kraken. Nice. I was hoping that there would be two arm sizes so as not to be locked to using the RoveMate (which requires a lot of points to get). A small robotic arm will allow all kinds of fun initial science and more diverse rover designs. I'm all about rovers, so this makes me happy. The animations are great.
  15. True skycranes for Duna rovers appears a bit closer, although some creativity in design may be needed. Which is why I play KSP. I can’t wait!