Jump to content


  • Posts

  • Joined

  • Last visited


68 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Year 1, Day 26: SR-2 "Extended Eaglet" revisited Another launch, another — not, not really failure, much less debacle. Yes, SR-2 did not make it back, and valuable scientific and engineering data was lost. But SR-2 did fly, it did reach space, and it almost made it safely back to Kerbin. That gave the society the confidence to not only try another SR-2 launch in almost the same configuration, but to accept another challenge by the Experimental Engineering Group: Fly a vessel to space and recover it safely. After all, they had almost done it before. The only difference to the first SR-2 mission was a slightly steeper launch angle, because telemetry from the earlier flight indicated that the time spent outside the atmosphere had been a bit too short to complete the materials experiment on board SR-2. Hopefully, the steeper launch angle would ensure enough time in space. So, ten days after the first SR-2 flight, another SR-2 has been rolled out to the launch pad: It almost starts to seem like routine... But alas, about thirty seconds into the flight: and some seconds later: Almost two minutes later, SR-2 safely touched down not far from KSC. Another failure! But at least not without a silver lining: At least the flight data and engineering experiments for the early flight phase had been recovered. And after a quick inspection, the Eaglet actually proved out still flight worthy. This made it possible to quickly mount it onto another booster, and attempt another launch on the same day! Not without sacrifices, of course. Lunch, first and foremost — there was barely time to grab some snacks on the run as the whole society scrambled to mount the recovered probe on another booster and roll it out to the pad again. But early in the afternoon, the re-built SR-2 is ready for launch again. This time, everything went smoothly. Booster burnout at T+00:59. Payload separation at T+01:43 (as before, the flight plan demanded to hold onto the spent booster after burnout for the added stability provided by the fins). Apoapsis at T+03:07 and 97708 m — another first! Nothing kerbalmade ever went farther from Kerbin! As on the first flight, the Eaglet probe acquired a slight rotation in the flight plane, which changed to moderate oscillations around the retrograde direction on reentry. These dampened out quickly after deployment of the parachutes in drogue configuration at T+06:10, and were negligible when the parachute deployed fully at T+06:41 And finally, at T+07:13, on 001/26 10:17:59 on the spot, the Eaglet probe safely splashed down into the sea, roughly halfway between the mainland coast and Welcome Back Island. Finally. Success at last. The undeniable proof that it was possible to reach space in a rocket, and safely come back to Kerbin again (and another big prize from the EEG, which certainly helped to further the societies' goals).
  2. Year 1, Day 16: SR-2 "Extended Eaglet" The explosion of SR-1 led to some debates within the society. Note to give up, of course, but how to go on. Valentina, Robert, Mortimer and Gene proposed a cautious course and to re-do SR-1, while Max and Wernher wanted to accelerate development on the liquid fuel engine and fly that on the next launch. Surprisingly, Jeb did not push for going all-out, but instead proposed a compromise: Do another flight with the Eaglet, but use a bigger — albeit still solid — booster. That compromise was readily accepted. One deciding factor might have been that the Experimental Engineering Group offered not one, but two new prizes: One for reaching the upper atmosphere, and another, very substantial prize for reaching space. As a result, at midmorning eleven days later, the sounding rocket number two is rolled out to the launch pad. Of course, nobody calls it that - it is either the "SR-2" (because everybody loves acronyms), or the "Extended Eaglet" (because building the thing was exhausting enough that no one had the energy — or the inclination — to come up with a witty nickname). SR-2 is not much different from SR-1: The "Eaglet" core — or rather "an Eaglet core", the original one that survived the SR-1 explosion turned out to have taken some damage after all and was no longer flight worthy — atop a solid booster. A "Shrimp", this time (because shrimps are a bit bigger than mites), but still basically the same: A tube filled with explosives, with a central hole where the fire would burn, and a hole at the end where the hot gas could escape. The other modification worth noting was on the Eaglet core itself: Two more slots for material experiments, and increased data storage, in anticipation of a rich return of scientific and engineering data from the lower and upper atmosphere, and possibly even from space. Prelaunch checks completed, launch site evacuated, all personnel accounted for. At 001/016 07:22:42, Gene Kerman in mission control issues the launch command The cheers from mission control drown out even the roar of the booster, as SR-2 lifts off the pad in a huge column of smoky exhaust. As if fate wanted to compensate for the SR-1 disaster, the flight went off without a hitch. At an altitude of about 45 km, the booster burned out. It had been decided early on to keep the spent booster for a while, in order to profit from the added aerodynamical stability provided by the fins. T+2:16. Booster separation at an altitude of 76350 m. As near to space as makes no difference — telemetry no longer reported any aerodynamic effects. And still climbing at a good clip. Across the 80 km mark. SR-2 had officially entered space, as defined by the World Record Keeping Society (not that there was much difference to 76 km). Telemetry still trickled in, indicating that the onboard experiments were gathering data. The Eaglet had acquired a a slight rotation within the flight plane, but this would hopefully be stopped by aerodynamic forces once back in the atmosphere. A couple of tight moments after the (expected) loss of communication with SR-1 on reentry, and then SR-2 "Extended Eaglet" is almost back to Kerbin. Almost. But then: Analysis of the last seconds of telemetry and the telescope images revealed a problem with the reefing cutters. Apparently, the small charges used to cut the reefing lines to go from drogue configuration to full deployment had damaged the canopy, which caused the parachute to tear later in the flight. And they never found a single piece of SR-2. They searched, of course. But it almost seemed as if the Kraken — the mythological creature which according to seafarers' lore swallowed whole ships on the high seas — had swallowed SR-2 as well.
  3. Year 1, Day 5: SR-1 "Mity Eaglet" Five days after KSA embarked on their mission to guide Kerbalkind to the stars, their first rocket sits on the launch pad, ready to fly. The "Sounding Rocket No. 1" (SR-1 for short). Nicknamed the "Mity Eaglet", because it basically consists of the newly developed experimental atmospheric guidance/landing engineering testbed ("Eaglet") bolted to the "Mite" solid rocket booster (nicknamed both for its size, and because it "might actually work"). A compromise — too small to get to space (actually, too small to get much higher than a modern airplane, let alone a balloon), and a solid fueled rocket instead of the potentially way more powerful (but alas, way more complicated as well) liquid fuelled engine the KSA was developing. But it could be built fast (and cheap, a not unimportant consideration given the state of the societies' finances), the data that would hopefully be gathered from the flight was needed, and expectations were high for the Kerbinian Society for Astronavigation to actually navigate something if not to, then at least toward the stars. Prelaunch tests on the pad were successful: Telemetry recorded and transmitted, transmitter in good order (obviously), internal electrical battery nominal. All systems go, all personnel safely either in the observation bunker or in mission control (and spectators actually atop mission control, thanks to its flat roof and good view of the launch pad). SR-1 ready for launch. Not five meters off the pad, SR-1 blew up in a big fireball. A "thrust instability", the failure analysis concluded some time later. And of course, a huge disappointment and a rather severe setback for the Kerbinian Society for Astronavigation. But miraculously, the experimental atmospheric guidance/landing engineering testbed survived the explosion almost completely undamaged, and even manged to send back the flight data of the not-quite-one-second-long flight. And miracle of miracles, the Experimental Engineering Group actually paid out the 2000 funds prize they promised for getting a rocket at least 200 meters off the ground! Nobody in the society knows why. Rumour has it some accountant at the EEG confused "above ground" and "above sea level". But nobody wants to investigate, really. Gift horses and all. Don't stir the sleeping dogs. At least, the society did not lose too much funds from the debacle (they actually turned a small profit).
  4. This is the record of my new career mode game in a JNSQ/Principia world with Kerbalism and SkyhawkScienceSystem. Because of Principia, the Kerbolar system will look slightly different from what would normally be expected in a JNSQ setup. The most obvious change is that Minmus is the inner of Kerbins two moons. I am publishing these mission reports both here and on GitHub (mainly because I need someplace to put the images, and GitHub is convenient), and will link to the GitHub version of each story from the story title here. Dawn of the Space Age A history of the Kerbinian Society for Astronavigation They finally made it. Almost a decade after founding the Kerbinian Society for Astronavigation, after almost endless discussions, research, planning, more discussions, scrabbling for money, lobbying, convincing investors and sponsors, calling in all favors any of them were owed (and now owing quite a lot of favors themselves), they finally had a launch site and research center. A former aircraft test site, conveniently located in the middle of nowhere (but smack on the equator!), complete with runway, hangar (a bit decrepit, admittedly), a small office building and a shed (now serving as mission control and admin office), a barracks building (newly renamed to "Astronaut Complex", and their home for the forseeable future) and a couple of nissen huts clustered around another office building (the "Science Center"). Always optimistic, they changed its old name to "Kerbin Spaceport Complex" (and to be honest, that does sound better than "Aeroplane Research Site Four"), and spent almost all of the societies' remaining funds on a brand new rocket assembly building (planned for a bright future, and way too large for what they could actually build) and a tracking station. And, of course, a launch pad (to be brutally honest this time, really just a patch of roughly graded dirt hopefully far enough away from everything else that accidents could happen without causing too much damage). Who they were? A bunch of eccentrics, convinced that it was possible to use rockets to not only leave Kerbins atmosphere, but to actually "fall around the world" and stay up in the skies forever. And to go even further, to Kerbins moons, to other planets, and even other stars! The "space fool Kermans", they were sometimes called (and yes, even though Kerman is a very common name, there were an unusual number of Kermans in the society). Wernher von Kerman. Jebediah Kerman (no relation to Wernher). Gene and Mortimer Kerman (cousins, but not related to either Wernher or Jeb). Max Kalier. Robert Krussel. And last but by no means least, Valentina Korova. The founding members of the Kerbinian Society for Astronavigation. And as of today — day one of year one of the space age, because of course they had started a new year count for the occasion, in good kerbinian tradition — they were officially in business. The business of guiding Kerbalkind to the stars, as stated in the societies' bylaws.
  5. @taniwhathe zip file at http://taniwha.org/~bill/ExtraplanetaryLaunchpads_v6.99.3.zip is broken. Unzip complains about a "missing central directory", which indicates (since the directory in a zip file is at the end of the file) that the file might have got truncated on upload... Also, the size does not seem right. Downloaded file is about 11MB, while version was around 18MB. So, unless you cut down massively on size between and, I'd guess the file got truncated.
  6. Version (at least the variant on CKAN) seems to be bugged. According to Player.log, it announces itself as version "V0.1.9" instead of the "V1.0.0" required for mods depending on it (as stated on the first page) : AssemblyLoader: KSPAssembly 'ToolbarControl' V0.1.9 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Which means that all other mods that depend on ToolbarController don't find their dependency anymore... Rolling back to ToolbarController fixed the problem for me.
  7. Just looked up the specs for it (I don't habe CNAR installed - BDB already has more than enough parts to play with). Yep, the Titov probe core is too light to get the processor by default... Kerbalism is definitely worth it. Just for the revamped science system alone. and SkyhawkKerbalism is a great set of configs for it. My current setup is pretty heavily modded, but seems to work OK (at least for the start - hope it doesn't blow up later on): Major gameplay mods: JNSQ, Principia, Kerbalism, Strategia, KCT, Extraplanetary Launchpads, Sandcastle, ScanSat, Rational Resources, SystemHeat (mainly because it is a dependency of FFT), TestFlight (with the "Less Real Test Flight" configs), KAS (but not KIS, I actually like the stock inventory), Connected Living Space, kOS (+ EmbeddedKOSKirkuits) and of course SkyhawkScienceSystem Part packs: BDB (hard dependency of SSS, and a great parts mod!), all of Nerteas' "Near Future" series except the aircraft mods (because I suck at flying airplanes), ReStock (but not Restock+ because I already have BDB), FFT, SSPE, Cryo Tanks, Cryogenic Engines, Modular Launch Pads Contract Packs: Research Advancement, Clever Sats (not sure how well that one works with Principia, though - I'll see when I'm finally at the stage where I can accept a sat contract), Bases and Stations Reborn, CommNet Relays (same caveat as with the other sat contract pack - might not work well with Principia), Career Evolution. And switched off tourism and rescue contracts in the config - I hate those. A couple of QoL mods: Alarm Enhancements, FMRS, KSP PartVolume (to make the stock inventory usable :-)), Precise Editor, RCS Build Aid, Janitors' Closet, AtmosphereAutopilot (did I mention that I suck at flying planes?) Visual Mods: None. My potato laptop barely handles all of that stuff above :-) And of course all of their dependencies, and some minor local patches, like fixes to Strategias' "Local Science I" (which normally gives a bonus to KSC science, which is completely useless for JNSQ because JNSQ removed all of the KSC mini biomes - I hacked it up to give 5% bonus to Kerbin science instead) and a tweak to MLPs Launch Rails to get launch angles between vertical and 85° in 0.5° increments (an 88.5° launch angle makes for a nice unguided sounding rocket flight with the initial SSS sounding rocket probe core atop a Shrimp SRB to just above the Karman line and splashdown into the ocean some 30 km east of the KSC).
  8. Yes, that is the mod. And I think it does work as intended, but the intentions changed a bit from the original idea. First off, I had to drop the idea of making the kOSProcessor optional via B9PartSwitch, because kOS absolutely does not like launching with a disabled processor module. What I am doing now is adding a fixed kOSProcessor module to every probe core where it "fits" (see below for the definition of "fit"), starting with weak processors early in the tree and progressing to better processors later. I also have part upgrades along the tree that retrofit earlier probe cores and command modules with better processors. I decide if a processor module fits on a part based on its mass: I've put mass values to the processor modules based on the mass of the Apollo guidance computer for the "early" line, a contemporary embedded computer or laptop for the "modern" line and basically nothing for the "future" option. Tthe "default" line based on the inline parts from kOS get masses in between the "early" and "modern" line. And a processor module fits into a probe core if the mass of the processor module is not greater than 1/4 of the total mass of the part (that fraction is tweakable, see EMBEDDED_KOS_KIRKUITS/defaultMassBudgetFactor or the massBudgetFactor for individual processor modules). This means that some small probe cores - especially the "early satellites" in tiers 2 and 3 - do not get a kOSProcessor. That is by design, to encourage the player to use the dedicated BDB guidance cores in their designs (which do have processors) instead of simply slapping on a tiny Explorer I style satellite core and have that thing do all the processing. That mechanism probably needs some more balancing and tweaking for some individual parts. I'm still very early in my own testing career (just building a Redstone type launcher for suborbital reentry tests and to get the first satellites to orbit, and currently stuck on the math for a fully automated kOS atmospheric ascent guidance that I want to test on those flights as well) so I haven't played with the cores from tiers beyond 3 yet, but basically the mod does what I intend it to do.
  9. Exactly. I'm not really sure if "left to right" is just cultural bias on my side, though (because I'm used to reading from left to right). If you do real math, it's moot anyway, because you would either display that equation with a fraction bar and get either 6 — ⋅ (1+2) = 9 2 or 6 ——————— = 1 2⋅(1+2) And if the system you are using can't render math properly (like this forum ) and you have to resort to plain text, just use enough parentheses to make it unambiguous: Either (6/2) * (1+2) = 9 or 6/(2*(1+3)) = 1
  10. The problem with "strict priority" is that multiplication and division (as well as addition and subtraction) actually have the same priority, so you need an evaluation order to disambiguate And I just had a look at https://pemdas.info/ to check if they actually teach it differently (would have been a surprise, actually, because that would actually be wrong from a mathematical point of view), but they don't:
  11. Make that "three math related guys" (and I actually have a university degree in mathematics, for whatever that may be worth). And yes, division is just multiplication with the inverse element, and therefore has the same priority.
  12. Well you would have to scale based on total vehicle mass. Starship+Superheavy is about 40% heavier than Superheavy alone, so it's not a fair comparison. But that's kind of the point I'm making - a Superheavy SSTO gets way less paylod to orbit than a Superheavy/Starship TSTO, despite the fact that the Superheavy booster has to lift not only the payload, but the entire wet mass of the Starship second stage... And I've been just to plain lazy to do the math for an SSTO scaled up to full TSTO mass. Besides, it's silly anyway. If SSTO could get even near TSTO performance, everybody would build them, because two (or more) stages are way more complex than a single stage, and complexity is the enemy....
  13. Correct me if I got the basic math wrong, but how can even an expendable Superheavy SSTO (with a payload capacity of around 50t, as mentioned before in this thread) exceed the 150t of the fully reusable Superheavy/Starship TSTO? I won't even mention the 250 to 300 t of the expendable TSTO here...
  14. That will happily fly your probe right along a straight coast line until it runs out of fuel and crashes not 10 meteres away from shore "Program input only" actually makes sense. My current career is something like that - probes are either kOs controlled and autonomous, or the use the automation features of Kerbalism (mainly for running experiments), and all that's allowed from the ground is the same stuff that a real-world control center can do: Send signals to the in-flight software (I mostly use action groups for that), or update the in-flight software (and if that update breaks the probe past anything that can be repaired with an action group, too bad - we just transformed a million funds deep space probe into just another heap of deep space junk, with the click of a button). "Signal delay" doesn't add anything to gameplay. All it does is force you to timewarp another four years until the signal of your first interstellar probe finally gets back from Alpha Kentauri.... If you want to get somewhat realistic with signals and actually get some interesting gameplay out of it, go for a bandwidth limit, and make experiments take time both to gather and transmit data (and if you want to see how that feels in KSP1, install Kerbalism).
  15. Back in my day, a "card reader" was a device that you could plug into a computer in order to read stuff from memory cards - just like nowadays. But the memory cards were made from actual cardboard, with holes punched through...
  • Create New...