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Hotel26

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Everything posted by Hotel26

  1. Building a new military airbase on Canary Island (21/125 SW) but the environmental impact study required our engineering team to limit the base footprint ("some kind of blasted civilian penguin..."). The design team is pioneering a computer-generated decal technique to auto-map decals of the specified size, aligned in the appropriate direction and spacing to sit flush with a 1,700m runway. Hand-generated at the moment (4 decals shown with 5 required in total), but will be Config file edited numerically at close of design. [click + arrow = slideshow] Autonomous earthmovers, yea.
  2. Well, thank you. The big problem with this little insect is that the only fuel it has is way aft in that NCS Adapter. I did just fly it to Gilligans, changed course to the Cape (42W) and from there back to KSC, though, and that is not a bad effort.
  3. Drosophila or Fruit Fly. Very annoying. [I detest solo-kerbal airplanes, unless perhaps they're hypersonic.] M 0.95 @ 8.8km, so far.
  4. I spent a pleasant evening this evening, debugging the occasional hang-ups in release of two Jansen Omnidocks bound to each other. I believe the problem was simply the magnetic acquisition force. (It's true, I thought, that this is supposed to be suspended after undock and until reaching 1m distant before re-activating, but the new version does seem to work better. To test it, I built a ship: ( Omnidock ( Mk3-capsule ( 4x RCS-thruster ) ) FL-R120-MP-tank Mama-dock Baby-Dock ) (In case you don't know it, you may have just read your first line of Lisp[1] above. Congratulations!) Then Alt-F12'ed one into orbit and another into close rendez-vous to perform a test of 1. a Baby-dock (then jettison it), 2. a Mama-dock and 3. an Omnidock on one ship with the Omnidock on the other ship. Pretty quick to do. If you repeat this and find problems or get a hang-up in production, please let me know. "I intend to follow this airplane down until I see it hit the ground." [1] colleagues ask me about the constant notes I am writing in a pad during meetings at work, and I say "Lisp". (I know I'd run into flak and a possible reprimand if I said "KSP".)
  5. What KSP version are you in? If you ever see this again, try an immediate quick save followed by a reload. It may also be related to a problem in which you warp and see a target jump position. (I have seen this in 1.11.2.)
  6. Well, I understand you on that perfectly well. I hope someone else will give you a more direct response to your question. I want to add: "welcome to the forum!"
  7. I think this is a stimulating question. Although I'm sorry I don't know the answer to your intended question. I play "Air-Sea Rescue rules", which means I do not allow myself to simply recover unattended debris on Kerbin. I have to send a manned craft to land/splash within close physics range. Any personnel in the downed craft have to be ferried back by my ASR craft (cannot be recovered with the downed vessel). I have toyed with the idea of requiring a submarine deployed to the bottom of the ocean to pick up any bits that sink to the floor. So my question would be: if you have the gift of your own imagination, why do you need a mod to play whatever rules you want? KSP, for me, is all about imagination. Another example, very minor. I use a maximum gear extension speed of 150 m/s (very generous!). Not permitted to extend gear at higher speeds to use their drag to rescue a botched approach. Or my Divine Intervention program. I don't like to leave kerbals and other failed debris out in Kerbolar orbit, lost in space, (cluttering memory). So I allow myself to "beam" such back into a geosync orbit -- strictly to be retired from the game -- under well-defined rules. (See Mercy.) It's not lazy because it's actually quite a lot of work. And it presents interesting challenges, similar to the Go-Fetch Contract rescue missions, but more a propos: "you made the mess, you clean it up". Playing Sandbox, I don't get any pecuniary benefit from it. And it makes me feel good. Or another: Hyperkube. Or Anion. Or Subnautica., which is a buoyancy part used in e.g. Limpet. So my return question is: why do you need a mod to do what your imagination can do for you? Go ahead, let your inner child loose. Make up your own rules. Sense how KSP responds with seemingly infinite possibilities.
  8. Very good. So I have a question for you: what were you hoping to achieve/see? 15d is not bad. You know you have to do station-keeping, right?
  9. Someone will give you a more erudite answer shortly, but Lagrange points are a result of N-body forces, i.e. the action of more than one other heavy body (in this case Kerbin and the Mun). Meanwhile, KSP does not simulate N-body physics, instead using a simplification called "patched conics"[1]. This basically means you are either under the influence of Kerbin, or of the Mun, (or something else if outside that system), but not both. There are no L1 points in KSP. [1] the patched conic term refers to the idea that the "sphere of influence" of the Mun punches a hole through the sphere of influence of Kerbin. And the Kerbin system punches its own hole through that of Kerbol. This is how KSP determines which sphere of influence you are in -- and only that one, at any one time. You might go look for an appropriate mod -- maybe Principia. I'm no expert here, though. (And apologies if you've already found it or are using it! If that's the case, also investigate R-click on your engines and reducing the Thrust Limiter: it will go down as low as 0.5%.) Welcome to the forum.
  10. And I call that an excellent first try. Unfortunately however, your spoiler makes your location too obvious.
  11. No, my problem was I simply didn't punch the button that says "drain MP or not" . I don't recall you needed this for LF/OX, so why for MP? Anyway, I got past this soon after writing the note. The advantage of a drain valve for ore is that you can bleed some of it, for ballast control. Rather than Jettison [Entire] Contents. Thanks for weighing in with your solution! So, let me ask a practical question. I've avoided Module Manager as if it's Black Magic. Whereas, if it were documented somewhere... Do you have a pointer? I'd also like to see definitive doc on config files, as those are definitely useful.
  12. @antipro I have done this kind of attachment (with docks) via craft file editing and simply placing an appropriate 'link =' directive. I came across your note while trying to determine whether drain valves work at all with MP. Let me know if you still want to proceed with this. I'll make a subassembly for you.
  13. First things, first. Welcome to the forum, Thaddeus_135! You might be thinking of attitudinal/translational control, in which case it can be toggled on/off with CAPS LOCK. The lower left-hand Staging control will show orange/brown at normal strength and light blue at reduced strength. I hope that helps but, if not, go ahead and describe more about what you are trying to use.
  14. Nope, you won't find it on the equator.
  15. I bumped my physics range up to 5km some time ago and have a) experienced no problems and b) do like that I can see vessels approaching/receding from/to a dot without that uncanny materialization/dematerialization effect. Settings are in ./Physics.cfg:
  16. Testing a new lifter to boost a "Tourist Hut" into a 51-deg inclined orbit and saw an opportunity to land back on the first turn. Wasn't going to work for the KSC (of course) but then I spotted Cape Kerman. After an overshoot and fuel exhaustion, this lifter turns itself into an amazing glider (not my design). And I was able to manage a very long glide to an outlanding just before Cape Kerman "green" and then roll all the way to the R15 threshold. Cape Kerman is a Kerbinside Remastered airport located at 25/83 NW. Quite naturally, Nedger called the fuel truck for a partial refuel and then attempted the short flight to KSC. Well, that flight worked out to be even shorter than KSC but Nedger landed safely under silk with a very useful report on flat spin recovery for this machine. Thanks, Ned. A first glimpse of the Tourist Hut. It's maneuverable in space and also 're-entrant'.
  17. That's not so bad. (I used to publish one craft every Friday out of a fairly extensive backlog.) This whole episode just makes one appreciative of how super KerbalX really is.
  18. My Gremlin lands with a mining rig but then separates into an ascending shuttle, carrying just the fuel. Coming back for the next load, it does require a slightly tricky "top-dock". If you can pinpoint the landing and then maintain a slow descent to dock, it can be very effective to Ctl From the landing ship's stern dock with SAS Radial In selected, giving intuitive RCS controls for nailing the landing. (An idea from @Atkara) You do say "mother ship", however, which does imply you are "travelling with your own infrastructure". So, as has been pointed out, bringing back just ore, assuming your mining lander can make the round trip on one set of full tanks seems more efficient. But if you have to make more than one trip, your yield may be low. I personally, think it is always worth the investment to set up local infrastructure everywhere I go. You know: "act like you mean to own the place".
  19. That does look like 0/20E on the equator (near a place I call "Alexandria") and, if so, that would, most unhappily, not be the Nile. (I will ensconce myself in the Kayak Club Map Room for a couple of enjoyable hours to make a determination.) More in a day or two, as I am currently vacationing in Denmark.
  20. Unless you happen to be short of fuel within the Eve SOI. And it has this very interesting property that you can easily park your Gilly orbital fuel dump in a geosynchronous orbit, just 41 km above your surface mining rig, and shuttle fuel directly overhead for an exceedingly simple ascent/descent. One just has to be wary at night that the yellow rectangular markers [f4] for targets on the other side of that moon will be visible and distant (seemingly not hazardous, e.g. 67 km) but because Gilly is so small, it may still be between you and your target. I've been caught napping more than once.
  21. And, well done, too, Akagi; jolly good show. (Scores will be updated soon[TM])
  22. R-click on a cockpit or probe controller and see the Rename Vessel option. (Congratulations on your build!)
  23. Eve Jr Challenge Update "The SSTAP loads 4 krew". This has been amended to "3 krew minimum". I can now confirm one (1) definite entry in this challenge. I understand that vehicles are "on the drawing boards". I am certain there will be a 'mental gestation' period by prospective entrants before things get underway in earnest. Please stay tuned.
  24. Well, congratulations to you also, King Solomon, as your 30 ducats are in the mail. Talents? Shekels? Ah, yes, "points".
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