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Everything posted by Hotel26
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Doubleplusgood.
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Ha ha! Nice try and bully for you. +1 KSC Command Airfield Protocol clearly states that the specific purpose of R6-24 is for "aircraft carrier landing practice". You, sir, are a barnstormer! You might also like R15-33, in front of the SPH doors... (I sometimes (try to) use it after a long day flying when I can't be pooped to taxi any great distance.)
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R6 is a pretty unforgiving runway at KSC. Congratulations for giving it a go!! (Unless of course this was an attempted R9-27 landing gone awry and this is just where the airplane finished its extra-curricular tour! In which case also, "well done".) I wasn't going to post this (code-named Anion), but since I am here... 04:01 from KSC to Minmus flats. Shaved that down to just 2h back, meaning the round trip could be done in a total of 4h.
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Shift-Translate limit in the hangar?
Hotel26 replied to Hotel26's topic in KSP1 Gameplay Questions and Tutorials
FWIW, the default shift-translate limit appears to be 20m, node to node. -
Shift-Translate limit in the hangar?
Hotel26 posted a topic in KSP1 Gameplay Questions and Tutorials
I am laying the keel for a slightly bigger aircraft carrier in the SPH. In the image below,the center of the green plate you see is just above the root node. I am attempting to slide the Blue Axis of the Shift-Gizmo a little further toward the back of the hangar but hitting a limit. (I can slide it left and back but no further right in the view.) Is there a configurable limit I might be running into? I cannot see anything applicable in the settings.cfg... I'm quite accustomed to sliding the root node around to shift the whole craft within the hangar so that I can work at the edges. And I'm not ready to install a mod, (e.g. Hangar Extended). Any advice will be appreciated! -
This is Pizzicato Due, cleared for take-off on KSC R9, Group Captain R. Kerman and Flight Lieutenant K. Kerman at the controls. Kerman will take the lead, acting as combat instructor. [Click + arrows = slideshow] Kurt's job is to regain and maintain formation once 5km altitude has been attained. Quite hard work really... Pretty close now! Hands sweating inside the gloves making the controls a little bit slippery. Kurt made a little discovery during the flight. Setting his Atmospheric Autopilot to 200 knots, heading 090 and 5km altitude made things a lot easier. And, si, Atmospheric Autopilot is most happy to run two instances airplanes simultaneously. (I'd been thinking about aircraft carriers all day and wondered what the point of them is unless you can launch a whole squadron. Then, of course, you have to know how to fly them in formation to the target. Which leads to the little puzzle of how to launch multiple planes...) (And, yeah, I'm sure there's a mod for it...) (Half an hour later and I'm having some intense feeling of deja vu, like I've done this some time long ago. Oh well, "twice the enjoyment".)
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1x NERV for prograde propulsion 1x Terrier for SAS Sfc Radial Out for very brief lift-off/touch-down assist 1x XL chute for final descent 4x Mk12-R drag chutes for final approach (these should probably be Mk2-Rs...) It can pinpoint a landing on the Duna surface and handily go back to orbit. And that Duna thing where you can twist the attitude and point where you like but the atmosphere studiously feigns to ignore your pitiful efforts... Lots of aforethought in planning, challenging to fly, but most rewarding!
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Learning to fly Batwing Mk2 on Duna. It's easier now that I've earned how to pack the chutes properly... It launches upon an Archer Tomcat that will send it all the way to the surface of Duna. Works on Ike, too!
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Kathory Kerman couldn't resist taking this snap. This is the first contact with the surface of Duna in the 4 years I have been playing this world (save). A Sentimental Moment. Survived a huge crash "gouging down" when the kerb-chute did not open (forgot to dial the Min Pressure down) but Kathory survived and is now trudging toward the hollow ahead to plant a flag on a suitably-flat site for bringing down some heavy mining equipment. (Sadly, the Ladybug personal jet-tank being ridden was completely & utterly vaporized.)
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Your title uses the term "wikia". If you're referring to Kerbal folklore alone, see all of the above ^... But in case you're not referring to 'folklore' in particular... then, to rule out the obvious. https://wiki.kerbalspaceprogram.com No doubt, you're aware of it. (But just in case.) Welcome to the forum, also!
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When one has 'played' KSP for any length of time, the Kerbin equatorial belt becomes very, very familiar. A little while ago, I set a KAC alarm to go off every 2 days, referring to my KISS space station, which is in a 45-degree incline. Generally I dismiss the alarm, especially if busy. But occasionally I do switch to the Kerbal International Space Station[1], and enjoy a strangely fresh, unfamiliar view of wherever it happens to be. It's quite fun to try to deduce the location (without reference to the KER lon/lat display) -- and therefore a good way to become a little more familiar with Mother Kerbin. It does also often suggest places to go explore... [1] 1 of 2 KISS space stations in operation: the other one is in a 180-degree incline (i.e. westerly direction) and provides a fascinating (albeit short-lived) view as it flashes by opposing traffic at a 4km/sec closing rate.
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I have to admit that this was a lucky target run, getting this 'base' placed so fortuitously on the very edge of the tarmac. (I'd been aiming to get it slightly further onto the green behind my camera position. On the tarmac, is much better, however. It provides accommodation on the airport for 17 kerbals plus 2500 kallons of LF in that Mk3 tank, for refueling itinerant aircraft. The base was transported (from KSC here to Netherania) by the newest member of my Break-Apart series: Toby the Tank Engine OK, shameless plug... By all rights, Toby should not fly at all. Get it to altitude, though, and: 1222 m/s @ 18.3 km
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Haven't made an airport in a while. I have had a site marked out at "Netherania" for some time. Finally decided to plant it and this one came together in a rush... It's called Netherania because it's approximately at the exact other side of Kerbin from the KSC. Which makes it particularly important for test flights for new aircraft under development.
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A pleasant morning spent with the URF [Underwater Research Facility], a concept vehicle. [click + arrows = slideshow] 33 krew + 3000LF / 200 OX; undercover parking at each end for submersibles; plus a 30 min parking zone on the conning tower. Kerbals are able to 'swim' to and from parked vehicles, without zooming for the surface as long as they remain under the "verandah" or closed bay doors.
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Those look like Kickbacks and -- "the magic to go to space today" -- a pair of Hammers...(?)
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My new submersible base, Verne, undergoing trials. Here, a duo-kerb Limpet has docked underneath the bridge... Figuring out ballast limits and performing some pseudo-physics stress testing is underway at present.
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To stay stock, I'd suggest 1) using a claw instead of trying to match docks. This will give you more latitude. Also, if you're ambitious, 2) "top docking". If your miner has a Papa dock ("Senior" size) on its upper side, you can aim to land the transfer ship (also with an under side Papa dock) directly on top of your miner. Especially if your transfer ship has responsive enough RCS, with some practice, you should be able to accomplish this. If you find it very hard, you can start by landing as near as possible to the target and then return into a hover and maneuver carefully to the target.
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Tail fin will not let me dive
Hotel26 replied to splashboom's topic in KSP1 Gameplay Questions and Tutorials
I have a "soft spot" for tail-draggers and you've made a very attractive airplane -- although Goliaths are always a massive challenge to deal with! Thank you for your inspiration. -
Tail fin will not let me dive
Hotel26 replied to splashboom's topic in KSP1 Gameplay Questions and Tutorials
I took the liberty of building a (stretched) copy ("SplashBoom"): It does 571m/s @ 10.7km although I am still combating heat/dissipation. It lifts off by itself in the 40s and it is able to land/depart water, which is a really nice feature. Current radiator configuration drops performance to 556m/s @ 11km, so I think I'm going to have to shoot for a higher cruise altitude. OK, so 558.6 m/s @ 11.6km appears to be sustainable. (If it makes it to Baikerbanur... currently, all heat gauges constant. ) -
Tail fin will not let me dive
Hotel26 replied to splashboom's topic in KSP1 Gameplay Questions and Tutorials
Wonderful. Me too, which is probably why I don't know anything about KSP joystick support. Only a palliative, but if you have to use a keyboard, I heartily recommend Atmospheric Autopilot as it makes routine keyboard flying much more enjoyable. (I always take-off and land with it disengaged, though.) It offers some remarkable opportunities in the area of cruise climb control. -
Tail fin will not let me dive
Hotel26 replied to splashboom's topic in KSP1 Gameplay Questions and Tutorials
Great information! This will be a joystick controller binding issue and there is a setup page on it -- but I am very unfamiliar with this area. Someone more expert than I will now chime in very shortly and assist you... Bon chance! -
Tail fin will not let me dive
Hotel26 replied to splashboom's topic in KSP1 Gameplay Questions and Tutorials
any evidence (i.e. on different craft) that the joystick ever functions in a stick-forward direction? also, if you switch to keyboard, will this craft operate normally? -
Tail fin will not let me dive
Hotel26 replied to splashboom's topic in KSP1 Gameplay Questions and Tutorials
Not a lot to go on. You've made a mistake in the SPH, though; that much is almost certainly true. All right, all right! Let's be constructive. (To get a more detailed answer, you'll need to supply some more detail about the problem. ) what kind of tail fin is it? where is it placed? is it vertically-orientated, horizontally or other? (screenshots are worth 1,000 posts.) does it move at all (e.g. take-off)? what are the tweak settings? (screenshot = nice) Authority Limit, Deployment Limit and all the checkbox settings for Pitch, Yaw, Roll...? is it Deployed or not at the time? are you actually using a physical joystick for control input? (rather than e.g. keyboard) -
Why are there so many harvester options?
Hotel26 replied to Klapaucius's topic in KSP1 Gameplay Questions and Tutorials
Yeah, but in 1.11.2, when you bind a key to the single (ordinary) Harvest option shown, it fails at run-time because it's bound to the ordinary harvest and not the asteroid harvest. (In the ModuleResourceHarvester, this action is "ToggleResourceConverterAction".) I'm presently looking for a spelling for a CFE modification to fix this post hoc. If I find it, I'll report it here. -
OK, thinking about this... I think I may have seen the drills were running, the ore tanks were full and the asteroid mass was still dropping. But I probably still had the refiner running with available capacity for LF/OX. Which means some ore was still being consumed but instantly replaced. And this whole pipeline would have halted once the LF/OX tanks were full. And the whisky...