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  1. Ever wondered what those little balls of condensation are floating up in the sky? Sometimes they look similar to remnants of a kontrail.. It has been heard by few in the corners of the VAB, the talk of kemtrails. That 'they are' trying to make kerbals more courageous and stupid.
  2. So since starting my new job, my KSP time has been zilch. Last night, I hopped back in the seat and noticed a lander on the moon. Huh, where'd that come from? Oh cr**, I forgot Dunlan! After putting his ship back in Munar orbit and transferring back to Kerbin, I noticed that his ship was strangely lacking any parachutes. Oops. After some quick calculations (Hmmm, it *should* reach my space station) and a pep talk to a very scared Dunlan, I managed to rendezvous with the KSS and space-walked the little Kerbal that could over to the safety of the station. I then put his sorry little craft into a decaying orbit. Emboldened by the seat-of-the pants mission, Jeb hopped into my latest 1-kerbal lander and flew off to Minmus to poke a flag in its minty green surface. Here he is watching the sun rise:
  3. Yes, another BSC thread! Love the designs so far. Lot of diversity in size - I'm not sure what the most true-to-Ravenspear Mk1 design will look like. To my mind, the Ravenspears are all about learning how to fly at high altitude. They need to be a little scarier than the Aeris 3a, more like the MIG-25. One turbojet won't cut it, and two are flameout hell, so I went with 3 - and the rest followed (with some inspiration from brobel's finalist design last time. The key is the rudder placement, to give strong control authority and let newbies learn to control and recover from flameouts, safe in the knowledge that they don't have to go to space today. Enough talk! The Ravenspjaar Mk1 Fairly beefy, as training for larger / heavier SSTOs. Three turbojets for blistering speed. Slightly inward-angled jets and double-canard rudders give plenty of flameout forgiveness Combination canard / large control surface give plenty of pitch authority, without too much roll 2:1 intake ratio - no spam! 20 minutes flying time - no round-the-world flights! No cubic struts, modest "legal" partclipping. ~50 parts. 3-2-1 turbojet toggle action groups allow newbies to learn how to feather turbojets at high altitude Easy to fly - handsfree takeoff, front brake disabled, automatic ladder-on-parking-brake activation Lights for that midnight glow >> .craft file here <<
  4. The interview with Mu starts at 25 minutes into episode 3 (if you want to skip ahead to it). [Edit] 31:40 if you want to skip straight to the optimization part of the talk.
  5. Some kids just like to see the world burn XD But no, just me when I play KSP. I even try not to talk about it too much to my girlfriend while playing (we skype) because she gets pissy
  6. Did the devs talk about this analog in the last stream? The idea sounds pretty damn cool
  7. +2. I grasp the concepts of what people talk about on here, but the mathematics behind it are way above my head.
  8. I managed to talk with Majiir, and the inner workings of the Kethane mod, basically require that the resource in question have a density that is greater then zero(>0) go into the GameData\Warpplugin\Parts\Resources\ResourcesNuclear.cfg and change the density entry to Antimatter to this: RESOURCE_DEFINITION { name = Antimatter density = [COLOR="#FF0000"][b]0.000972[/b][/color] flowMode = STACK_PRIORITY_SEARCH transfer = PUMP } Also if you want to, change your Deuterium entry to make them match RESOURCE_DEFINITION { name = Deuterium density = [COLOR="#FF0000"][b]0.000972[/b][/color] flowMode = STACK_PRIORITY_SEARCH transfer = PUMP } Now Kethane can be used to plug into the resource system for this mod. Kethane is like Voltron, the more you hook up to it, the better it gets... -Ãâ€
  9. Oh man I absolutely love these types of threads. Sit back because I'm about to attempt to remember all my missions/programs/crafts/scapped designs since I first began... At least based on screenshots and current craft in my game's files.... So here's how I'm going to lay it out. The mission will have a bold title, with each sub-craft or sub-section being color-coded based on its status. Here are the color codes: Planned Design/Future Mission In Active Service/Mission Currently Underway In Testing Phase Decommissioned/Phased Out Completed Mission Abandoned Project/Scrapped Design Mission Did Not Achieve All Goals -------------------------------------------------------------------------------------- Archernar Grand Tour Project Archernar-I Arcturus Project Arcturus-I Duna Surface Rover Apogee Mun Program (We don't talk about Apogee...) Apogee Ultra-Light Mun Lander Callisto Eve Program Callisto-I Low-Eve-Orbital Probe Tortuga-II/R Surface Rover Project BrightStar BrightStar I Low Kerbin Orbit Station Embarker Mission Embarker-I Mun Surface Rover Embarker-II Mun Surface Rover Embarker-III Minmus Surface Rover Long-Term Exoplanetary Exploration Project HEV-HAB MegaRover MEG-HAB MegaRover MEG-STRUCT Mega Rover Nautilus-I Massive Surface Rover Iasillo Joolian Orbit Mission Iasillo-I Jool-Plunge-Map I KerbLab Mun Station KerbLab One KerbLab Two KerbLab Three Munar Atmosphere and Lack of Environment Exploration (MALEE) Project Knieval-I Ultra-Low Orbit Probe Pioneer Unmanned Mun Mission Exploration Landers (PUMMEL) Project Pioneer I Mainstay Mun Lander Pioneer II Mini Mun Lander Pioneer III Mini Mun Lander Pioneer IV Mini Mun Lander Pioneer V Mini Mun Lander Project Polark Polark I Low Kerbin Orbit Station Unity One Wyvern-I Manned Mun Surface Lander Serenity One Serenity Base Outpost The Oasis Microstation Project Oasis-I Oasis-II Oasis-III Kerbin Air-filled BallOOn Manned Mission (KABOOMM) Balloonigan I Balloonigan II Balloonigan III Balloonigan IV Balloonigan V Balloonigan VI Beryllium Project Bluerock Sub-Orbital Manned Capsule Denebola SSTO Project X-1 Jolly Rancher Project Stability Stability-9 Low Kerbin Orbit Station Tuxaedo Grand Tour Mission NVMSS Tuxaedo Nexus Intelligent Systems, Incorporated: Aerospace Division: Design House Pegasus-15 Kitten-I Multi Purpose Unmanned Rover Kitten-II Multi Purpose Unmanned Rover Kitten-III Multi Purpose Unmanned Rover Kitten-III/C Multi Purpose Unmanned Rover OBS-Base Core System Yoonyte-I SRV Kerbcon-9/Wyvern J-L336-8 AstroDuck JR-MFUN Rover Flame Burner X-5 STOL LAX-1 Doodlebug RMK4-Oxen Orbital Tug Nexus Intelligent Systems, Incorporated: Aerospace Division: Commission of Unified and Streamlined Tactics for Applied Rocket Design (CUSTARD) Regulus I/AP - .625m Transfer Tug Regulus I/XP - .625m Transfer Tug, Extended Range Regulus II/AP - 1.25m Transfer Tug Regulus II/XP - 1.25m Transfer Tug, Extended Range Regulus III/AP - 2.5m Transfer Tug Regulus III/XP - 2.5m Transfer Tug, Extended Range Regulus V EX375 - 3.75m Transfer Tug for 2.5m Payloads Regulus C Block 4 - 2.5m Crew/Support Module Carrying 4 Crew Regulus C Block 8 - 2.5m Crew/Support Module Carrying 8 Crew Regulus C Block 16 - 2.5m Crew/Support Module Carrying 16 Crew Eclipse I - Light Satellite Bus Eclipse II - Medium Satellite Bus Eclipse III - Heavy Satellite Bus Aldebaran I - .625m Load Balanced Orbital Tug Aldebaran II - 1.25m Load Balanced Orbital Tug Aldebaran III - 2.5m Load Balanced Orbital Tug Aldebaran III/S - 2.5m Load Balanced Orbital Tug, With Adapted 1.25m Port Umbra I - Single-Seat Open-Cockpit Vacuum Surface Lander Umbra I/C - Dual-Seat Open-Cockpit Vacuum Surface Lander Umbra II - Single-Seat Closed-Cockpit Vacuum Surface Lander Umbra III - Dual-Seat Closed-Cockpit Vacuum Surface Lander Umbra IV - Quad-Seat Closed-Cockpit Vacuum Surface Lander Umbra V - 16-Seat Closed-Cockpit Vacuum Surface Lander Penumbra I - Single-Seat Closed-Cockpit Staged Surface Lander Penumbra II - Dual-Seat Closed-Cockpit Staged Surface Lander Penumbra III - Tri-Seat Closed-Cockpit Staged Surface Lander W/Ion System Equinox I - Single-Seat Heavy Return Lander Equinox II - Dual-Seat Heavy Return Lander Equinox III - Tri-Seat Heavy Return Lander Gala - Single-Seat OTV Nautilus - Tri-Seat OTV Kraken - Quad-Seat OTV Starshot I - Lightweight Sounding Rocket Starshot II - Heavier Sounding Rocket Archer I - Light Satellite Lifter W/Integrated NTR Stage Archer II - Medium Satellite Lifter W/Integrated NTR Stage Archer III - Heavy Satellite Lifter W/Integrated NTR Stage Compass I - Light Serially-Staged Manned Rocket Compass II - Medium Serially-Staged Manned Rocket Beltar I - Probe Launcher Beltar II - Probe Launcher W/Integrated NTR Stage Beltar III - General Purpose Medium Heavy Lifter Betelgeuse II - General Purpose Heavy Lifter Betelgeuse III - General Purpose Super Heavy Lifter Betelgeuse III Block D - General Purpose Medium Lifter Betelgeuse V - General Purpose Manned Heavy Lifter Betelgeuse X - General Purpose Ultra Heavy Lifter Betelgeuse M - General Purpose Fully Reuseable Heavy Lifter The Betelgeuse Project (Joint Project with CUSTARD) Betelgeuse I - General Purpose Super Heavy Lifter (Experimental Proof-Of-Concept) Betelgeuse I Delta Heavy - General Purpose Super Heavy Lifter (Experimental Prototype) Betelgeuse II - General Purpose Heavy Lifter Betelgeuse III - General Purpose Super Heavy Lifter Betelgeuse III Block D - General Purpose Medium Lifter Betelgeuse V - General Purpose Manned Heavy Lifter Betelgeuse X - General Purpose Ultra Heavy Lifter Betelgeuse M - General Purpose Fully Reuseable Heavy Lifter (Based On Betelgeuse II) So, as you can see, I've done quite a bit of missions and design work, yet I still have a ton of design work ahead of me that I've laid out for myself. CUSTARD is currently my biggest undertaking, attempting to make some really good spacecraft based on the few mods I have installed.
  10. 1. You come to her and ask her: "Would you like to go to the cinema with me?" with a calm expression of your face. It might sound stupid, but that's it. The wisdom is there. No need to make things more complicated than that. 2. Don't be a jerk, listen to her. Lots of talk and, if you're of legal age, lots of good, uninhibited sex. If you're in a highschool, it would be better to wait with the sex thing for some time. Don't rush these things just for the sake of bragging. That's stupid.
  11. Yes, I saw that. Which is why I can't figure out what that has to do with what you said about performance, since none of that is computationally expensive. Ah. You're comparing the suggestion that had been stated to a different suggestion that existed in your head but hadn't been stated up to that point so we had no way of seeing that that's what you meant. That makes more sense. I thought you were saying the suggestion was worse than what exists NOW, which is no checking ahead of time either in game or out of game. And THAT is not true. Pre-checking syntax does not take longer - it merely shifts the time burden earlier. If it takes time T to parse a typical line of code, and you have 10 lines in a program, pre-parsing just means that all of that wait time of 10*T happens before line 1 executes, compared to doing parsing like it is now where it happens on the fly, where each statement takes time T per line, for a total that still adds up to 10*T by the end of the program. Now, if you talk about statements in a loop, then not only is pre-parsing not slower, but it is in fact actually FASTER. An on-the-fly parser interprets the syntax of a loop's body each time the loop executes. An up-front parser does the parsing work on the loop body just once no matter how many times the loop executes. Your claim that editing on the launchpad is not practical I agree with. But it has no place in a discussion about whether or not the comments should be counted toward program size, or a discussion about whether the Mod performing pre-parsing would affect performance. And those two things were what the suggestion was about. The advantage to pre-parsing the code is that it finds syntax errors in code whether it gets executed or not, rather than waiting until it is executed to find the errors. When there's if-conditions that trigger only some of the time, that matters. You can write code to respond to an exception case and never realize it has a syntax error until the exception case happens and the on-the-fly parser finally gets around to trying to read it. I suspect that if it ever does switch to using a parser generator tool, it will end up having pre-parsing anyway, as that's how most of them work. They build a grammar tree and then you iterate through the grammar tree executing things as you visit the nodes.
  12. CHAPTER 32 GOING HOME *** SID: :humming: NED: Please stop that. SID: Sorry. JEB: Don't worry, we're all nervous. NED: I still think that the voting shouldn't be secret. We're all like a family after these two years, so why the secret voting? We had to use pages from your notebook Jeb – it's just plain silly. JEB: It's my decision, okay? This way we can avoid unnecessary tension, whatever the result will be. SID: :humming: NED: Whatever. I'm just glad that we're finally going to decide what we – WILL YOU PLEASE STOP?! SID: I'm sorry, I'm sorry! JEB: :sigh: NED: Dammit, this waiting is killing me. DANREY: I think it's kinda funny. You know, that we had to use pieces of paper and waste bag as a ballot box. NED: It's a good metaphor actually. Why do we even play in this whole democracy thing? Jeb is the commander and he should- JEB: Johndon! Do you have the results? JOHNDON: Y-yes. Every m-member of the crew has cast his v-vote. NED: Finally! So, what are the results? JOHNDON: I h-have them here. Here you are, J-Jeb. JEB: Thanks. Hmm. SID: And? JEB: Number of votes is correct… NED: Just tell us! JEB: We're going home. NED: Yes! Yes, yes, yes! DANREY: Well, I have to admit it's good to at last get this over with. JOHNDON: I g-guess… NED: 8 votes for Kerbin! And only 3 for continuing the mission – I wonder who voted for this? I mean, besides you Sid. SID: I don't know. JEB: Well, it's done. Go tell the rest of the crew. We have several days to finish our preparations for the transfer burn. NED: Sure thing. Hey, guys! I have a good news! JEB: Sid, could you wait for a second? SID: What is it? JEB: I want to talk in private, so… DANREY: We're going – come on, Johndon. (…) SID: So what is it? JEB: Three votes for Jool. I'm sure as hell that Mallock and Genanand voted for it after they spent almost half a year on Duna. I suspect that Jonhdon also voted for it, considering what he has been saying during the last weeks and his reaction now. SID: And? JEB: Mallock, Genenand, Johndon and you – this is four people. Why did you vote for Kerbin, Sid? SID: … JEB: Damn, you really did vote for aborting the mission, didn't you? Why? You were the biggest advocate for this, you said numerous times that the scientific value- SID: I changed my mind, okay? JEB: The hell you did. Listen, you're my best pal for what, a quarter of century? I know when something's wrong, Sid. What is it? SID: … JEB: Does it have something to do with Duna? Or Rozer? Or this derelict spacecraft? SID: No. JEB: Are you sure? There's nothing you should tell me about? http://youtu.be/nOyIO8CW0jo SID: No. JEB: Look me in the eyes and say that- SID: There's nothing you should know about. Can I go now? JEB: … SID: Jeb? JEB: Yes. Go. *** Commander's log, entry 75. Honestly I don't know whether I should be happy with the result or not. I voted for returning to home – it was the only choice for me as a commander responsible for his crew. The horror we three experienced while investigating joolian moons cannot be repeated. We can't go there, at least not now. We're all tired after living almost two years in space. I'm not a psychiatrist but I'm worried about the mental condition of the crew in the long run – some of us didn't set a foot on a celestial body for months. I think that after a short stop in Kerbin we'll be in a much better condition to investigate Jool and its dominion. Even thinking about the blue sky above you and being able to go wherever you want… Plus we really need to resupply – I don't even want to think what could happen if the AMU 2.0 fails while we're there. These are fine reasons to come back but somehow I'm not entirely convinced that this is a good solution. Maybe it's the Sid's strange behavior? Whatever the reason, I'm glad the decision has finally been made. Despite of what future will bring, we're going home. *** JEB: Is this the best resolution we can get? BERTY v.2.0.8b: I'm processing the image from the Duna Space Telescope as we speak, commander. JEB: Mhm. Please magnify it as much as you can. BERTY v.2.0.8b: Affirmative. Commander? JEB: Yes? BERTY v.2.0.8b: It's been one year and 357 days since we've left the low Kerbin orbit. For this whole time, unlike the rest of the crew, you weren't interested in multimedia packages containing imagery from Kerbin, yet now you want me to recalibrate the Duna Space Telescope so you could take a close look at it. This is an interesting change and I'm curious what's the cause of it. JEB: Well, it's, uhm, it's hard to explain BERTY. BERTY v.2.0.8b: Is it because you miss your life on Kerbin? Strong feeling of loss has been observed in kerbonauts who experienced prolonged isolation while in space. JEB: Not really. There's nothing for me back there. I've given my whole life to our space program and there probably won't be a greater challenge for a pilot than what this mission poses. It's just that living for so long in space you stop to think about its darkness as something hostile and extraordinary. You forget that and than the darkness inside you grows, if I may be a little poetic. It's this- BERTY v.2.0.8b: Image processing completed. JEB: … BERTY v.2.0.8b: You didn't finish the sentence, Jeb. JEB: Hmm? Yes, yes. Well, if you get accustomed to being here, alone and exposed to the vast Universe, you just… loose yourself, I think. It's good, from time to time, to look back and see the light. Even such a tiny spark suspended in darkness… BERTY v.2.0.8b: Commander, chief Ned asks for you presence during the engine B test. JEB: Tell him I'm going. BERTY v.2.0.8b: Affirmative. JEB: Such a small pale dot… *** NED: Hey Jeb, I need to you to – what are you doing? JEB: Hmm? Oh, nothing, just looking at Duna. NED: Well, you better take a good look at this rock 'cause tomorrow we're finally going out of here. JEB: Yes... You think that is a right thing to do? NED: Hey, the people have spoken – who am I to question their choice? JEB: Come on, Ned. NED: What do you want me to say? I'll repeat myself but what the hell – this is the best decision a responsible leader could take in our situation and I mean it. I'm glad that everyone has agreed with this and that you didn't have to, you know, use your authority. It's a good choice, Jeb – we can't continue like this, without knowing what's waiting for us, not to mention Rozer still on board. It's been two years. We've done great work, if anyone asks me, and we deserve a little break. In my humble opinion if the KSC won't tell us what's really going on they can shove it and do the mission by themselves. Am I right? JEB: Yeah, you probably are. NED: Sure I am. Come on, there's work to do. I swear to Kod, in the last few days you are almost as melancholic as after Bob's dea- JEB: … NED: I'm sorry. JEB: No, you're right – I've to put myself together. Tomorrow is big day, after all. NED: Yup - we're finally going home. *** BILL: …online and the pressure in inflatable modules is nominal. All acceleration couches are operational. Everything's good on my side, Jeb. JEB: Okay, everything's been double-checked by us, so I think we are ready BERTY. BERTY v.2.0.8b: Affirmative. Beginning countdown. BILL: Huh. JEB: What? BILL: Nothing. We're just really going. JEB: Yeah. BILL: But not everyone is going with us. JEB: Well, they will get supplies from Kerbin soon and they're working on Duna, every scientist's paradise. Hell, they'll probably have better food than we on our way to home. BILL: Ha, good point. I don't think I could handle another year of processed urine and rehydratable scrambled eggs. BERTY v.2.0.8b: Transfer burn initiates in 45 seconds. JEB: It could be worse – you remember what they gave us during Apollo? BILL: Oh please, I'll never forget this crappy taste. What was it called again? JEB: Wetpacks! BILL: Yeah, right. Remember what they were saying about it? “Thermally stabilized mean in a flexible can, you're gonna love itâ€Â. Yuck. And the chocolate pudding? Do you remember chocolate pudding? JEB: It tasted like diarrhea. BERTY v.2.0.8b: Transfer burn initiates in 30 seconds. BILL: And it looked like one! JEB: And what about Gemini? Shrimp cocktail, my Kod – and then after eating this you had to withstand several gees during the reentry. What genius came up with this idea? BILL: Eh, it was good all right. Spoon bowl, remember this? JEB: Ugh, this was disgusting! BILL: Yes it was! From the three of us I think only Bob enjoyed it. JEB: Yeah... BERTY v.2.0.8b: Transfer burn initiates in 15 seconds. BILL: … JEB: … BERTY v.2.0.8b: Transfer burn initiates in 10 seconds. BILL: Jeb, we- JEB: Let's just focus on the burn for now, okay? BILL: Sure. BERTY v.2.0.8b: Transfer burn initiates in 5 seconds. Please prepare for the acceleration. JEB: Copy that, BERTY. BERTY v.2.0.8b: Transfer burn initiated. *** BERTY v.2.0.8b: Transfer burn completed. Calculating estimated time of the encounter. BILL: And that's about it. JEB: Mhm. Few minutes of work and again months of inactivity. BILL: Just like I told you before the Mun – the best job in the world. JEB: :smiles: BILL: I'm going to get some sleep - are you coming? JEB: In a moment, I'll just wait for BERTY to finish the calculations. BILL: Okay. See you in the habitat module. (…) BERTY v.2.0.8b: Commander. JEB: Yes? Are the calculations completed? BERTY v.2.0.8b: Affirmative. Estimated time of the encounter is T plus 318 days 21 hours and 51 minutes. JEB: That's grea- what? Three hundred days? But it takes two months to go home from Duna! BERTY v.2.0.8b: This is a correct estimation, commander. JEB: So how come it can take 5 times longer? BERTY v.2.0.8b: I'm afraid we're not going to Kerbin, Jeb. *** MISSION STATUS ***
  13. You might find my ARX-3 suits your need for a more realistic, non-airhogging SSTO. ARX-3 'Vulture' Yes, it's kinda large (35t) for a single crew SSTO, but it has unrivaled reliability and redundant dV for all your need. Capable of reaching orbit even with single LV-T30 running all the time, the ARX-3 is ultimate multirole SSTO. -No turbojet and intake spam, because why use intake spam and OP turbojet when you can make more-than-competitive SSTO out of UP basic jet and 1:1 intake to engine ratio? -With easy and efficient ascent profile, you'll have 850~950m/s of dV after 80x80km orbital insertion. Lower time to orbital insertion is bonus. -Emergency rescue mission? No problem. Just spark that LV-T30, pull up to 90 deg and hand it over to MechJeb ascent autopilot. 300m/s of dV after 80x80km orbital insertion guaranteed. -Talk about 'STOL' and 'maneuverability'... Fighter based design speaks for itself. -Excellent cross range performance with low landing speed. -Properly shielded propulsion systems for future reentry damage update. -NERVA equipped version (ARX-3N 'Voyager') with even more dV available, although I consider it to be inferior then original design. As you'll gradually realize, the ARX-3 is not a typical SSTO design; it probably won't help you design turbojet-based, more conventional SSTOs. However, I think it'll be worth a time to think about alternative designs. And here's screeny showing ARX-3 after 91x91km Laythe orbital insertion after taking off from equatorial base... Well, 1.6km/s of dV was just too surplus for a simple crew rotation mission, so I used it for surface-to-orbit refuel mission using HOME mod.
  14. Lo and behold, another RogueMason story! ...In planning. Still, I'm expecting good things, given your previous output. First off, congratulations! College is definitely a great experience. Plenty of opportunities to do fun and interesting things (and before the peanut gallery interjects, I'm not just talking about boozing it up at late-night parties...) once you know what you're looking for and learn how to find them. You've also got tons of freedom to study subjects that actually interest you. And good luck on the other matter as well I've recently found myself in a rather similar situation, though I've only had one chance to really talk to the girl in question. (She works at a place I visit fairly regularly, but we're not always there at the same time.) Indeed. Gotta take the bad with the good, but fortunately, the good seems to be worth it in this case. Your schooling comes first, so if your schedule lapses, we'll understand.
  15. So I had the ordan telescope mod and had deployed a Hubble-replica into obit, after a look at Jool I turned the telescope off and was about to rotate the satellite to point at eve so I could see it, when suddenly, I see a piece of debris, one in a trillion chances... I thought, and sat back to watch it fly past closely, but then it appears to be coming closer then expected at high speed, when it's at about 1 km I come to the realization. IT'S COMING STRAIGHT AT ME!!!! Naturally I do what anyone would do, FULL THROTTLE RCS AWAY ERMAGERD!!!! Either the engine didn't want to do its job, or I just fail at evasive maneuvers, cause it came just within 20 meters, afterwards i found it was the circularizaton stage of my Sputnik I had launched a few hours ago. And guess what, IT WAS ONE OF ONLY THREE PIECES OF DEBRIS IN ORBIT! Only three pieces of debris in orbit, and one is determined to take my Hubble space telescope down. Talk about one in a billion chances... And does the orbit stage you had ejected two minutes ago coming back for revenge on your station count? (no idea how it happened)
  16. your correct in that they don't fly apart per se, they would decay into particle radiation, but like I said there is a debate as to why the neutron does this, but that is neither here nor there in regards to this mod. If two or more mods define a resource as the same thing let's call them "A" then they will all treat "A" from one mod as the same as "A" from another mod, it simply is just a tag representing the resource that is used in the system. For example, Kethane doesn't natively support Deuterium in it's resource file, but drop it in there, and add the appropriate entry to the converter and voila, Kethane-Deuterium. SO to answer your question it doesn't matter, since both resources are the same thing, the game treats them as one object. What I am trying to accomplish is an end game for Kethane, which it doesn't have in terms of the fastest and final drive of it's progression, Majiir has a whole bunch of applications for Kethane except as an FTL fuel, or at least a precursor. Your mod is great in that it has both a sense of progression, as it has different drive types, which yield different speeds and efficiancies, and even has a research progression, for the sake of providing improvements through research, which is also great. The one thing it lacks really, is the resource that powers them, while the collector is good for just getting started, and the science station is good for creating ground based or at least station based resource production, it's not very efficient in terms of having it aboard a star ship, and to be honest it shouldn't be. So what I am working on is to marry your mod to the kethane mod, I already have a huge Kethane infrastructure built out in my Kerbol system, everything from Kerbin ground based mining and refining operations to a large LKO Space station, to a mining operations on Minmus with companion space station in orbit. I have considered expanding to other planets but I have been waiting for someone to come out with an FTL mod to get me there. Your mod has opened other planets to me and I thank you for that, sorry for the grilling of the mechanics, but I was trying to figure out exactly where to hook it up. I also wanted to ask if you have considered creating a jumpdrive and jump beacon mechanic to your FTL system, there was a mod on here not to long ago that was very very cool, it allowed you to put a jumpdrive on a ship, and use that drive to "lock" onto a distant beacon that you had sent up before hand using conventional systems to set up a jump network. that mod unfortunately stopped working somewhere back 0.19? i think, and have been looking for a replacement since. But at the very least this mod creates an endgame for my space program, where it will end up having a viable FTL system that will give me something to do with all this Kethane and Deuterium. in case your wondering, what I currently have is Kethane mining operation that shuttle Kethane to orbital refinaries, which convert the Kethane into Deuterium, Monoprop, liquid fuel and oxidizer, etc. and now thinking about adding another level where Deuterium will refine into Antimatter to power a warp drive. Well it's emergent gaming is what it is, since I didn't plan on it happening this way. anyway, i have alot of ideas I would be happy to talk with you about, give me a PM or IM if you want. Cheers -Ãâ€
  17. Very nice, I did not expect something like this so soon! I never intended to fault anyone (and I think I did not). I just noted a problem, which I feel is part of a constructive environment - even when I am not actively working to fix the problem myself I love the project so far and I think that it can be even more awesome when people keep contributing their input, views and opinons. Kevin has been amazing - looking at what people need and use in their project and implementing it in kOS. If I only were to talk about problems that I can and will fix myself the world would become a small place - and I guess there would not be much point in talking about it if you are going to fix the thing yourself anyway.
  18. A design, huh? 1 Mk16-XL Chute 3 Mk-1 Lander Cans 4 OX-STAT Photovoltaic Panels 1 Z-1k Rechargable Battery Bank 1 TR-8A Stack Decoupler 1 FL-T200 Fuel Tank (or two radially mounted FL-T100 tanks with Fuel lines running to the X200-32) 1 LV-N Atomic Rocket Engine 1 Rockomax X200-32 Fuel Tank 1 Rockomax Brand Decoupler 5 Rockomax "Mainsail" Liquid Fuel Engines 10 Jumbo 64 Fuel Tanks 5 Rockomax X200-32 Fuel Tanks 5 Rockomax X200-16 Fuel Tanks 5 Rockomax X200-8 Fuel Tanks Struts and Cubic Octagonal Struts as necessary. Yes, this is an SSTO rocket; your launch TWR should be in the neighborhood of 1.3. Watch you gee-meter as you ascend; when it gets out of the green, throttle back a bit. Make sure to assemble the tanks in order from largest to smallest if you don't want to watch the Mainsails explode... The interplanetary stage oughta have over 12,000 m/s of delta-V in it unless I've got something miscalculated; definitely enough there for a manned Moho flyby and return. I make no guarantees about there being sufficient thrust with the single nuke. That part of the ship is just over 23.5 tonnes fully loaded, so I think you'll be fine. The three lander cans saves you 0.7 tonnes over the mass of a Mk1-2 Command Pod. I haven't actually tried the configuration of three cans and a chute before, so you might want to launch just that (with Jeb in the upper can and the other two empty) up to about 3000 meters then cut it off and land; if all three cans come down safe with the chute, great, if not, try struts. The Parachute Calculator says you should come down at 5.7 m/s with the single chute. If you choose to add a Clamp-o-tron and use radial chutes (to dock with a lander in Moho orbit, maybe), you'll need two radial chutes and I can't guarantee that booster will get you into orbit. Now, if you want to do a landing, we can talk more. But there's a design.
  19. I wrote Fusebox because the functionality didn't exist in MJ or engineer. The problems with integrating into MJ would be: 1) who owns MJ now? Or put a different way, who decides what can go in? 2) Charge is not easy to track as I have found out. Mass, fuel etc are all handled by standard methods and well debugged. Charge is handled differently by various standard methods let alone what the mods get up to. Not even all standard parts report charge use correctly - reaction wheels for example. I could add more but 2) is the big showstopper really. Until there is a standardized way to query maximum and actual current charge use for a PartModule which is implemented across stock plus mods it's just a no go. I'm having to produce 4 different linked versions of my dll just to cope with a 'normal' set of mods, can you see MJ wanting to do that? I have the MJ source and I could splice the Fusebox functionality in but it'd be a right swine to maintain. I mean I had hoped to talk one of MJ or KE into takeing Fusebox inside as a display window but as I have explained, they'd be nuts to touch it right now.
  20. Long-term Laythe Mission - Part 14 Vall Venture - Part 1 Vall Venture? Yes, yes... people have been telling me I should explore Vall since I started this series. And I fully expected to be doing so by now since I thought that when Resources were released (which seemed to be imminent back then) I'd probably have to go to Vall to find places to drill for fuel...since the bulk of such resources on Laythe could be under the oceans. But since resources don't look like they'll appear any time soon, I'll just go explore Vall for fun. But first let's check on the boys on Laythe to see how they're enjoying life in version 0.21.1. We join them as Aldner is preparing to explore some additional islands. Aldner: "Hey, Thompbles!" Thompbles: "Yes, Aldner. Is something wrong?" Aldner: "What the hell is up with the BirdDog's avionics system?? It's acting strange." Thompbles: "Ah. That's the new SAS software install that KSC uploaded last night. It's supposed to be great." Aldner: "Well, when I drive around in rover mode, the avionics keeps trying to point me back to my previous heading." Thompbles: "Hmmm. Yes. It says that the SAS will automatically adjust the heading when you give control stick inputs." Aldner: "And what about rover direction control inputs? Are those supposed to reset the heading?" Thompbles: "Umm... Apparently they forgot to allow for that. We can submit a software fix request." Aldner: "How about we submit a request to downgrade back to the old avionics system?" Thompbles: "No, they specifically said that's not an option. All computers in the system have been upgraded to the new software and that's what we have to use." Aldner: "Did they warn us this change was coming and I just missed the memo?" Thompbles: "Now, now. You know the software boys never announce the actual dates of upgrades ahead of time." So Aldner took off and flew around a little... Aldner: "Yo, Thompbles." Thompbles: "I read you, Aldner." Aldner: "The BirdDog is acting weird in the air as well. I'm going to have to scrub this mission and do some practicing with the new control system." Thompbles: "Is it that bad?" Aldner: "Well, I wouldn't say, 'bad,' ...but you know I've got to be able to put this bird down and take off again in some very limited spaces. I don't think the time to try out a new control system for the first time is when I'm landing on a far off island." Thompbles: "OK, Aldner. I agree." Aldner: "You're going to have to approve the extra fuel usage." Thompbles: "That should be OK. The boys at KSC are just about finished with the next ship they'll be sending to us, and it will include TWO new BirdDogs with GasStations, plus and extra double-capacity GasStation." Aldner: "Nice to hear, Cap'n. OK, I'm going to fly some touch-and-go's around the island. Aldner out." Indeed. Let's see the ships that the crew at KSC have been putting together for the next Jool launch window. I really wasn't looking forward to juggling half a dozen ships on the way to Jool again, so I had the brilliant idea to lump the ships together into just two large ships. Much easier to handle, right? What could possibly go wrong? Below is the first launch in the big construction project. The payload consists of two triple tug adapters. One will be used for the Laythe resupply vehicle. The other will be used for the Vall Expedition vehicle. The launch vehicle is, of course, my standard Reusable Rocket...undoubtedly using boosters and sustainer stage recycled from previous missions. There have been a few minor changes to the Reusable Rocket for version 0.21.1: The RCS system has been removed from the sustainer stage and an SAS unit has been installed to handle torquing the rocket around. This seems to work great. I did leave the RCS quads down at the bottom of the rocket just in case I decide to use RCS (and assuming the payload has RCS fuel to provide). The payload for this flight carries a reusable Refueler Topper, and it needed to provide some extra fuel to the sustainer stage so that the sustainer had enough fuel to deorbit and land on its rocket engine. Next up is the new, improved Nuclear Tug. I keep upgrading this design in each version of KSP. You may recall that the previous upgraded design featured lots and lots of probe cores to provide extra control torque. But now that Squad has given us SAS units that provide torque, the new tug design just uses one of those. It also uses the Senior docking port for extra structural strength when pushing big payloads...but there is a standard docking port underneath the Senior just in case the tug is needed to haul around something with a standard port (in which case the Senior port must be discarded). Because the mass of the tug exceeds the usual payload capacity of the Reusable Rocket, the nuclear engines of the tug must assist the sustainer in reaching orbit (because the sustainer has to get into orbit as well, so it can come around and land back at KSC). Don't be overly concerned about the nuclear exhaust washing down the side of the sustainer...these are two fresh nuclear engines that have not yet built up any neutron-activated radioisotopes in the fuel pipes that run through the reactor, so what little radioactivity that comes out of a Nerva-style engine is at its minimum at this point. And we'll have Jeb hose the sustainer down after landing. The Tug gets left in orbit with its rear drop tank over 64% full, and it uses a little of that fuel to rendezvous and dock with the triple adapters. In fact, this tug will be the core of the drive section for the Vall Expedition ship, so it grabs one of the two triple adapters (the one with the slightly longer arms) and backs away with it. It then shifts to a slightly different orbit so the two big ships can be assembled outside of each others' lag range. The next launch is the core tug for the drive section of the ship that will bring more BirdDogs to Laythe. You can never have too many BirdDogs on Laythe. Sorry...night launch... Once in orbit, the tug docks with the triple adapter to form the core of the drive section of the BirdDog transporter. The tug gets some fuel and monopropellant from the Topper to replace what was used in getting to orbit, so it will have full tanks for the trip to Jool. And we do it again. Launch a tug. Return the sustainer to KSC. Rendezvous with the BirdDog Drive section. Dock the tug. A little bit crooked? Eh...close enough for kerbal government work. Lather, rinse, repeat. Another tug launch. This was also a night launch, but the rocket soon reached a altitude where the sunlight could make a nice picture. Dock the tug onto the triple adapter, and the drive section is complete, all built with standard parts. The refueler Topper gives up all the monopropellant and fuel it can to the tugs, then departs to return to KSC. The Topper was also there to keep the triple adapters steady for docking with the first two tugs. Ah... I keep forgetting to add a MecJeb unit to these Toppers (which I just grab from my collection using subassembly manager), so I targeted this one to KSC manually using only RCS power (it was empty of regular fuel). I dropped it a couple hundred meters offshore...oops. Next up, boys and girls, is an early morning launch of the Double GasStation. This GasStation has twice the fuel capacity of the standard ones. It does, however, only have two refueling arms instead of the usual three, but I haven't been having difficulty in getting the BirdDogs to dock with at least two ports on the standard station, so I'm hoping two will be sufficient. The station does have double the number of 24-77 engines, so it will be able to "hop" if needed to shift the positions of the refueling arms if there is a problem. The main reason there are only two arms is because I couldn't get three to fit in the limited space the payload will fill on the big ship. Because the drive section is rather large, the Refueler Topper acts as the tug for getting the Double GasStation into place on the drive section. I gave the Topper an SAS unit to help wrestle around the payload. I performed the rendezvous in the dark, but I waited for sunlight to do the docking (I didn't want to add docking-assist lights to the payloads to keep down the part count of this big ship). Next comes a standard BirdDog payload with standard GasStation. I'll be able to drop these GasStations in a few select spots on Laythe, making exploration much easier. This new BirdDog is slightly modified...it no longer has an avionics package, since those are useless parts now, and I've shifted the position of the air intakes down a bit to decrease the tendency of the plane to pitch up. But the basic framework was left untouched to make sure all BirdDogs will fit all GasStations. There is no room for a reusable Refueler Topper on a BirdDog payload, so I added three fuel/RCS pods on the refueler arms. The orbital maneuvers were done using the GasStation's six 24-77 engines, which draw fuel/oxidizer from its torroidal gold tanks...and that fuel had to be replaced a couple times with fuel from the three fuel/RCS pods during and after the maneuvers. But the BirdDog was slid very carefully into place, only slightly crooked. But OH NOOOO, the lag. Arrrrgh. OK...so maybe building a big ship is not the way to go. But I didn't think a triple-tug/payload ship would tax my system as badly as it did. Maybe 0.21.1 is laggier than previous versions. After the docking, all the remaining fuel in the three pods was transferred to the still hungry Tugs in the drive section, and then the pods were popped off. The RCS quads of the pods were used to deorbit them into handy oceans (they are not recovered for re-use, alas). Once more unto the breach, my friends! A late evening launch of a standard BirdDog payload. After the last BirdDog was docked in an agonizingly slow ballet, the Tugs were topped off, and then the three pods were jettisoned to head to their watery graves. And the BirdDog carrier was ready to be sent to Laythe. OK...Now for the Vall ship. Two more tugs are needed for its drive section. With the first one, the sustainer came back and nearly hit the VAB. With the last Tug, the sustainer landed on the raised part of crawlway and almost tipped over. With those two Tugs docked on, mostly straight, the drive section for the Vall ship is done. The connections between the Tugs may not look strong, but all three payloads that will go on top have nearly the same mass, so its like three Tugs/payloads that happen to be flying along in the same direction, so there is not a lot of stress on the connection. Now for the Vall payloads. First: Two Fido rovers. These rovers are based upon my Fido KE design, and they each use eight of the older-style medium wheels. I know there are a lot of people who say the ruggedized medium wheels are better than the older ones in every way...but I disagree. I did a lot of "simulation" testing of rovers under Vall conditions with older wheels, newer wheels, and aircraft landing gear in various combinations. It's true that the ruggedized wheels can run up hills like champs, but they also are prone to mysteriously 'snagging' the ground and causing the rover to flip at high speeds. The older wheels do slip and slide more, and take longer to accelerate and slow up, but I did not experience the flipping out problem with them. So, old wheels it is, for me! Arrgh! Already, with just the center payload, the lag was getting terrible with this ship. I guess it's all those struts and girders and whatnot for two complete rovers and their skycranes. After docking the Fidos in place, the Topper gave some fuel and monopropellant to the Tugs, then headed back to KSC. The next piece of the puzzle is the Vall Expedition Lander. This lander basically serves as a base for the crew of two on Vall, so it has a two-kerbal lander cabin AND a Hitchhiker module to serve as living quarters and laboratory. I've wrapped the living quarters with six fuel tanks to serve as radiation protection. Unlike our happy campers on Laythe who have a substantial atmosphere to protect them from Jool's radiation belts (however strong they may be), the Vall crew will be spending their time on an airless moon with no such protection. Those four long stacks of Oscar tanks are the four communications satellites that will be placed into high Vall orbit before the lander descends to the surface. They have waaay more fuel than they need, but that was to get the mass of this payload up to the same mass as the main habitat module which will be on the opposite Tug. And last to go up is the Vall ex. main habitat module that the crew rides in to get to Jool and for the return trip to Kerbin. I figured a 2-kerbal lander pod for the command pod, plus a Hitchhiker module for extra living space would be plenty of room for the two-kerbal crew. And wrapping the habitat module with fuel tanks for shielding against cosmic rays during the trip also seemed like a good idea. And...hey...this is almost exactly like the Lander. So, what the heck... I added some legs and engines and made it into another lander that could be used for some emergency, but which will not be used for that if all goes according to plan. Plus, I added a couple one-kerbal capsules with retro engines in case mission directors decide to send the Vall crew to visit our boys on Laythe after their Vall mission is done (they would need to use the Laythe SSTUBBY SSTO to return to orbit in that situation). It always helps to have contingency plans. Alas, the perfect record of returning the sustainer stage from all twelve Reusable Rockets used for this project came to an end when the sustainer of this rocket returned to KSC. It landed on the crawlerway tracks and tipped over, exploding its two orange tanks. But the Mainsail and the complete bottom structure, plus most of the top parts such as the probe core and RTG and stage separator survived for re-use. Oh. So far everything that has been launched has been un-kerballed. The crew will come up later via SSTO rocket when the launch window to Jool approaches. But every time I launched one of the rockets for this construction project that included a capsule, Jebediah tried to sneak on board. Every. damn. time. Annoying as hell. Look, if I wanted a crew on the rocket, I would have ASKED for it. Grrr. So with the removal of the last Refueler Topper, this amazing lag-fest, the Vall Expedition ship, is fully assembled, fully fueled, and just needs its crew and a launch window to Jool. Meanwhile, back on Laythe, the boys are having a discussion over supper... Thompbles: "Hey, did you hear that they finally chose the crew for the Vall expedition?" Kurt: "Who did they choose?" Thompbles: "The Mission Scientist is going to be Hellou Kerman." Aldner: "Really? That's great. It's about time we had a real geologist in the Jool system. All these rocks look the same to me." Kurt: "Who's going to pilot the mission?" Thompbles: "They're sending the Hawk." Aldner: "What? Do you mean Emilynn "Hawk" Kermann??" Kurt: "Hooo boy!" Nelemy: "Wait, dudes. Who is this Hawk?" Kurt: "Nelemy, do you never pay attention? She's been the flight instructor at KSC for years." Nelemy: "Dude, I already knew how to fly. I'm not one of those Mission Scientists." Kurt: "Obviously. " Nelemy: "Is she any good?" Kurt: "Well, she waxed Aldner's tail in a mock dogfight using the KSC K-38s." Nelemy: "Dude! No, really?" Thompbles: "You're not supposed to be using the K-38 planes for dogfights." Aldner: "Yes, mother. Anyway, I'd just spent a month testing BirdDogs, and was in the habit of not pulling up hard." Kurt: "Yeah, I'm sure that was it." Back at KSC, the final rocket of this launch project is on the pad: An SSTO Crew Carrier. On board is...well, Jebediah again, of course, since he always sneaks on board. OK, Jeb, you can pilot the damn SSTO mission. Sheesh. Along with Jeb are the Vall expedition crew members, Hellou "Chickadee" Kerman, Ph.D, and Emilynn "Hawk" Kerman. Also on board are the backup crew members for the Vall mission, Tomster Kerman, Ph.D., and Corfrey Kerman (also acting as Jeb's co-pilot in the capsule). The backup crew members are along to help with final ship checkout and equipment transfer. Below: Jeb spools up the jet engines, then blasts the Crew Carrier off with a brief burst of rocket thrust. The SSTO climbs on jet engines to 20,000 meters, then switches over to rocket engines for the press to orbit. Below, Jebediah brings the Crew Carrier in very slowly for docking (well...I assume it was fast for him, but it was an annoying lag fest for me... OK, OK, I'll quit complaining about the lag now. It's my own fault.). After docking, the crew transferred over to the habitat ship...first Emilynn and Jeb to the control cabin to run the ship system checks, and then Hellou to the crew habitat module. Emilynn: "How are you doing, Hellou? You're floating along kinda slow." Hellou: "I'm fine, Emi. I'm just doing this carefully." Jeb: "Is she going to be all right, Hawk?" Emilynn: "Oh, sure, Jeb. It took me forever to teach my Chickadee how to fly, but she gets there in the end." Hellou: "At least I don't drive a rover like I'm a maniac. And it's not polite to talk about people when they are on EVA. Over an open circuit, anyway." Emilynn: "Roger. You're cleared for landing at Hatch 01." Hellou: "Don't rush me." Jeb: "I wish I was heading out with you. I haven't had a deep space mission in years." Emilynn: "Well, if you quit trying to muscle your way onto every ship that gets put on the launch pad, maybe the boys in mission control would be happier with you." Jeb: "Hey, somebody has to do the system checks. If they forget to tell me to get out, that's their problem." Hellou: "OK. I'm at the hatch. Boarding now." After the system checks and the transfer of equipment, supplies, snacks, hair-care products, and snacks, Jeb, Corfrey, and Tomster transfer back to the SSTO, and Jeb takes them in for a landing at KSC. To plan the transfer to Jool, I consulted the new Launch Window Planner (http://alexmoon.github.io/ksp/). It gave me a cool plot and lots of data...and a transfer date that agreed with Kerbal Alarm Clock's date within one day. I sent off the Laythe ship first. As usual, I did the transfer burn in two parts for better efficiency. Below is the initial trajectory plot. Delta-V required was 1904.6 m/s, and after firing up the engines, the burn time showed up as 20 minutes. The ship was stable a 2x physical time acceleration, but too wobbly at 3x. And with the lag rate, the two-part burn took me over 30 minutes. Maybe there is something to be said for sending out multiple smaller ships. All those other trajectories on the plot (from right-to-left) are for a Tug returning from Jool, the new larger mobile base (soon to arrive at Jool), and a second Base/rover pair that I sent out when I had nothing better to send. I started the burn about 6 minutes from the node, then cut it off after 10 minutes. This put the BirdDog ship in an elliptical orbit going most of the way out to the Mün. I let the BirdDogs get most of the way out to the Mün, then I sent the Vall ship off on a similar trajectory. Oh. so. painful. Wait...I wasn't going to complain about lag anymore. After the first halves of the burns, the orbits were as shown below: When the BirdDog ship came back around toward perigee, I replotted the trajectory to Jool and sent it on its way into deep space with the second half of the burn. When the Hawk and her Chickadee came around, I sent them off as well. The orbits of the ships had started at 110 km, but the periapses got as low as 87 km during the second part of the burn. If you try to do a long burn like this in one go, you might end up with your periapsis dropping down into the atmosphere...and you'd certainly be doing a lot of your burn far from Kerbin where you lose the advantage of the Oberth effect. So two burns is a good method. Below, the second halves of the burns in artsy silhouette. Below is are the final trajectories for Jool. As you see, they won't reach the descending node until out beyond Dres, so the plane change burns will be small (those are best done far from the sun). Next episode: Stuff Arrives At Jool: A new bigger mobile base for the boys on Laythe; a secondary base/rover combo that I'm not sure yet where I'll use on Laythe; a Tug returning to Kerbin in a less-than-optimal trajectory, hopefully with enough fuel; and the Vall expedition arrives at Vall. I'm not going to bother with the "send something out in all available launch windows" thing anymore... Sure, it's more realistic, but it's a pain to have all this stuff going back and forth that I have to keep track of. And we've all seen the pretty plot of the coming and going trajectories now... so I'll just be more inefficient and buzz through time like it's going out of style. I'm sure the kerbals sitting on other planets or moons won't mind if I ignore them.
  21. Ok, AMMES is up and a fuel section and hab has been sent to collide with minmus The station now: Yeah, I rearranged things a bit . The crew of AMMES is Jeb, Bill, bob And Geoffel (My favorite kerbal ), though you can't see out the windows of the hab module Anyway, Save: http://s000.tinyupload.com/index.php?file_id=90099725912167529898 It has the new and old version of AMMES in the crafts (also, I got 3 launch failures, 1: blew up 2: lost control 3: bug where jeb, bill and bob disappeared [so It took me a while to do this ]) SPOILER(kinda) Me and Saberus have kinda been talking, and the Aldrin is going to get a sister station! which will end up in a orbit between Dres and Jool (it'll be the waystation for outer planets), it'll be called Armstrong and will have its own post, and if your going to ask, it'll be in a separate save but we will merge the saves together (don't ask me how we're going to do it, I don't know how we are, Saberus just said we will do that. Also, Saberus won't be running it, I will (we had a talk, okay?), I'll get the post up for that, SOON!
  22. Well, I finally crossed over from rockets and decided to work on an airplane. I'm not trying to get to orbit or anything, I just want to get off the ground. I read several tutorials, but all they really seem to talk about is CG and center of lift placement, or MOAR INTAKES!!!11!. I'm just trying to get something basic off the ground. So far I can't even get off the runway. My plane gets up to about 80 m/s and just veers right and crashes. I thought it was something placed asymmetrically, so I pulled it all off and reattached. Same problem. Reworked my twin tails into a single tail design, and didn't change much else, but now it won't move forward more than about 1 m/s. Again, this is on a small 2-seater plane. Fuel is flowing, brakes are off, it's not using up all its intake air, but it just sits there. I thought it could be the type of intake I used, but it doesn't work with either style attached to the front of the engines (or with the scoops on top). So, I took a couple pictures to see if anyone could point out if there's anything obvious where I'm going wrong on what should in theory be a simple, low part count, stock aircraft for 2 Kerbals. Here it is at full thrust, engines roaring, but not moving (note the large plume behind): Here are a couple shots from the SPH showing my control surfaces, CG, COL, and COT:
  23. No, you don't *have* to delete the file after each edit. You *may* delete the file if it's your intent to start over. But that might not be your intent. So I prefer it how it works now. If you WANT to do just one statement each time by deleting the file each time you can do that. But otherwise you can build a larger program to run by appending many lines to the same file. On the subject of the self-modifying code use of the logger: I can think of two practical uses for this. It's not just a silly toy example for the heck of it: Useful Thing 1: Running a variable program name: The self-modifying code gives you the ability to make a hardcoded part of the syntax that wasn't designed to use a variable capable of doing so anyway. For example, normally you can't run a program whose name is stored in a variable. But with self-modifying code you could. // This section of code simulates contacting home base and asking them to transmit the stats about the body I'm orbiting: // OLD WAY YOU HAD TO DO IT: if body = "Kerbin" { copy KerbinStats from archive. run KerbinStats. }. if body = "Mun" { copy MunStats from archive. run MunnStats. }. if body = "Minmus" { copy MinmusStats from archive. run MinmusStats. }. if body = "Duna" { copy DunaStats from archive. run DunaStats. }. // ... etc ... with an entry for all the bodies in the game. // The NEW way with self-modifying code: delete getStats. set cmd to "copy " + body + "Stats from archive.". log cmd to getStats. set cmd to "run " + body + "Stats.". log cmd to getStats. run getStats. Useful thing 2: Giving data or setting communication signal flags for another SCS module on another craft to see: Imagine that two craft are working together to do a thing (docking?), and craft 1 needs to tell craft 2 when it's ready for craft2 to start running its code. Since SCS modules can't talk to each other directly unless they're on the same ship and can see each others hard drives, we use the archive as a stand-in for the idea of radio communication between the two craft. (craft 1 signals the archive, and craft 2 queries the archive. Imagine that this is like them talking to each other directly.) So imagine a signal flag called comFlag with these 3 values: 0 = wait for it.... 1 = Please do your thing. 2 = I acknowledge that I got your signal. There is a file on the archive called "signal" that just has this one line: set comFlag to 0. . The code for craft 1 does this: // At the point this code is ready to tell craft 2 that it's done, it runs this: switch to archive. log "set comFlag to 1." to signal. switch to 1. The code for craft 2 has this polling loop in it: switch to archive. set comFlag to -999. while comFlag < 1 { run signal. }. log "set comFlag to 2." to signal. switch to 1. // Do its thing. Now of course the file never got deleted, just appended to, so it actually looks like this now: set comFlag to 0. set comFlag to 1. set comFlag to 2. But only the result of the lastmost line will "stick", overwriting the earlier ones. At some point when the two programs agree that they're done using the flag file they'll have to delete it so it doesn't keep growing. You might be wondering why I didn't just delete it each time so it only ever has 1 line in it. This is because doing that would only be safe if the two statements "delete singal." and "log ... to signal." could be made into a single atomic operation that can't be interrupted. As long as there is the chance that craft 2 might try to "rum comFlag" just at the very moment that craft1 has just deleted it but hasn't executed the next line to re-write it yet, there's a danger of craft 2's code crashing on the file not found error. Since marking a section for atomic execution is a fairly in-depth programming feature that just doesn't exist in KOSscript and I don't expect it to, I ensure this problem doesn't happen by just making sure I only edit the signal file with one simple statement, which looking at the KOS code I know at least THAT much would be atomic (unlike in a real compiled language where you couldn't even assume a single line of code is atomic, in KOS you can).
  24. We're not asking for content, we are asking for an API, which isn't mentioned anywhere on that thread. In fact, there's no "more planets" entry and the devs themselves stated that they like seeing the community talk about planets and show their ideas. What is on that list, on the other hand, is "larger or realistic scale planets" which hasn't been posted on this section since long ago. Even so, planetary api and "PSystem" were named for 0.21 weeklies, to no avail as it is visible, because the topic was dropped so hard that nobody even mentions it anymore.
  25. purging all space ponies and talk of space ponies and bronies. For space ponies and bronies are heresy (there probably demons too).
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