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Hotel26

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  1. Methuselah Craftyard Spunk Description: 0:Rhino gimbals A stock lifter called Methuselah. Built with 65 of the finest parts, its root part is Size3LargeTank. With 7 Mammoths hauling the first stage and a Rhino taking up the bit in the second, Methuselah packs a punch and finishes with a bonus: your mission gets to keep the Rhino after circularization, if useful. Your load will have to provide command & control as Methuselah does not include a probe core. (This may mean you need to use ancillary equipment to deorbit the trash after use or you can add a probe core, if desired.) No figures on exact load-bearing capacity, but call it a medium-heavy lifter and versatile, too. Built in the VAB in KSP version 1.3.1.
  2. Pilots might actually (cerebrally) prefer airplanes that require some loving understanding to perform to the best of their abilities -- as long as they are not just plain treacherous. "Flying is 99% boredom punctuated by 1% terror" -- Jebediah Kerman Back in the old days, before ATC assigned hard altitudes, pilots climbed out to an initial altitude and then adopted a very gradual climb to a higher altitude over the cruise that accounted for the lightening fuel load the airplane had to bear. I bet they looked forward to the next "shift" to "tune their game". Now pilots just "request higher" when they're ready but have to execute it as an incremental step. I imagine that those old dogs back in those days compared notes, route by route, load by load. They were the astronauts (thinking pilots) before the space age and before the electronic autopilot, programmed in Toulouse. They were the airborne Casey Jones of the railways and their employers must have highly valued them -- even before OPEC oil embargoes, 9/11 and increasing airline costs. Maybe KSP isn't this exacting, but such surprises are the inspiration to continue to love flying. The challenge here, anyway, is clear: download the Kerbus 380-400 and fly it to your most efficient altitude/speed -- without using the turbo-chargers... (it's all gonna depend on the curves in those graphs)
  3. Do you have a pointer to that download or instructions for same? The version I'm seeing on SpaceDock says it is for 1.5 and chides me for loading it on 1.4 and indeed does not run.
  4. Sorry to ask this... I've been waiting to update all my mods to 1.4.5 and only got serious today. Bon Voyage is the only one missing. Now that I'm serious, I figured out it's only available via SpaceDock (not CKAN)... But can I still get the 1.4.5 version of this mod (please)? UPDATE: Never mind. I've cloned the repository and will build a version for myself.
  5. Well done! That's massive. I had no idea asteroids went that large... (890t is the largest I've caught.)
  6. I know what you're speaking of!! For that reason, I run the excellent Craft Manager mod and I keep an Archive save for no other reason than to store craft that I rarely or are not currently using. CM is able to load from another save (e.g. from Archive into Orbit[*], which makes this convenient. Of course, doing that load from a library save has a penalty due to the likely large number of craft stored within it, but that's not often. * 'Orbit' is my "production" save. As well as it and Archive, I also have a 'Lab' save which is where I build & test new craft. It's a good time to point out in this topic that, in the time that I have been playing KSP, since Dec 2014, I have maintained just 2 'production' saves [Orbit]. That is, I have only once started afresh. (That was forced by incompatible changes in KSP 1.2 and 1.3.)
  7. I down-loaded and flew @TheFlyingKerman 's Kerbus A380-400 this evening and, following the instructions, made an awesome discovery about the Panther. (Incidentally, I love the Kerbal Express Airlines -- Regional Jet Challenge. Always something interesting, educational and/or useful!) Whereas heretofore, I've always used the after-burner to climb to altitude where the dry mode won't work, I had concluded that the altitude limit for dry mode was somewhat less than 10km. However, dry mode is able to run as high as 15km (although probably better at about 13km[*]). The thing is that dry mode has a speed limit (somewhere in the 630-700 m/s bracket(?)). If you're going super-fast on the afterburner, you'll flame out switching mode to dry unless you first slow to a speed at which dry mode can operate... (Makes me wonder if there are some configurations in which wet mode is required to get to an altitude and speed at which dry mode can then sustain propulsion but could not have achieved alone...?) OK, so here is my first question: what else I don't I know about this marvelous, marvelous engine??? Please fill me in on all there is to know about the delightful Panther (dry mode)!! How high? How fast? Etc, etc? Second question is about air intakes as they perform in KSP: why would you want to close one? Is this only a drag-reduction measure (when the engine has been shut down)? Or does deeper magic lurk within? [*] Depending upon the aircraft, of course, but "as high as"...(?)
  8. Esprit Craftyard Peregrine Batwing Description: 1:engines 2:ladder A stock supersonic aircraft called Esprit. Built with 44 of the finest parts, its root part is mk2Cockpit.Standard. Esprit is loosely modeled on Concorde, of course, and I might have called it that if I’d worked a little more on the vertical stabilizer… It’s difficult to do justice to the inimitable Concorde, especially in stock; so more tasteful to simply allude, n'est-ce pas?… Trim +4 for take-off/landing; rotate after 80 m/s. 815 m/s @ 14km. Built in the SPH in KSP version 1.3.1.
  9. Have just finished the nuptials with Esprit: (click the screenshot and use right arrow for a slide show) I am very excited and happy about this one!
  10. Trident: Weird proportions but a) I'm trapped in stock parts, and b) it flies sooooo nicely... It ought to go a bit faster than it does, but it doesn't. (Not yet, anyway.)
  11. Sparrow Craftyard Tick Description: 1: engines A stock tug called Sparrow. Built with 26 of the finest parts, its root part is probeStackLarge. Sparrow is a lightweight, efficient companion to Hawk and Crab. It’s surprisingly capable. Every space station should have one. Or two. The Klaw is an optional extra and can be left parked, embedded in the side of your station. The jump seat can be manned by a thrill-seeker Kerbal or simply used as a control point to provide a reference for docking with the Klaw. I use Sparrow, for example, to dock to my Swordfish spaceliner (coming soon!) and bring it home to dock. Built in the VAB in KSP version 1.3.1.
  12. It goes without saying that what follows is only my opinion. I have a very exacting 40-hour per week job. (On some days, it can feel pretty much soul-destroying.) To escape it, I return home and spend quite a bit more than 40 hours a week "playing" KSP and being creative and doing what I want within a simple and approachable framework of rules. So this issue is kind of a hot button. I really don't care much for the very detailed universe we live in and its many incomprehensible rules that might take a lifetime of study to properly understand. And I don't think role-playing being a "rocket scientist" is going to make me more attractive to women. (Remember the scene in Apollo 13 in which one of the astronauts explains to a young lady in a bar the docking procedure, illustrating it with a glass and a coke bottle? But he was a real astronaut!) I don't want to build things that simply mimic real life or else say "that would never fly in real life". The scope of the Kerbal universe is fun and manageable and relevant enough. If I can build something oddball in KSP that flies simply because it would fly for Kerbals, that's what I want to do. (Hey, is chess 'realistic'? Do 'knights' move on the board the same way they would at a joust??) KSP has a set of rules and the objective is to be creative within that rule set. Please, please do not make KSP as onerous as (my) real life. One more thing. It's OK to want an idea and even suggest it. But why not implement it as one's own mod or inspire someone else to implement it for those who actually are interested in it? That's a pretty libertarian way to do things. When one asks Squad to do it, there is a sense in which one may inadvertently impose one's idea on others who DON'T want it. It makes Squad (precious resource) pay the cost for that idea. It may clutter the stock game. And the cost may prevent better ideas, that appeal to more people, from being implemented. It's OK to ask, I suppose, but when one reaches that point at which one says, "it's better in stock, even on a switch" [still clutter in the interface and/or code], please be ready to justify WHY it has to be in stock and please listen hard to the level of opposition. Any change to stock breaks my world and my investment. If you want something in KSP, it's probably already there as a mod: exercise choice and download it and enjoy. P.S. I know this idea is a bit upsetting, but in my opinion, KSP is now a mature product and doesn't need a lot of additional development. Bug fixing and consolidation would be just grand, (including possibly getting it off of Unity).
  13. Spunk Craftyard Escort Methuselah Description: 9:struts 0:gimbals Abort:cut chutes A stock, reusable lifter called Spunk. Built with 61 of the finest parts, its root part is ServiceBay.250. Credit to pthigrivi for the original design! Brikoleur consulted on tuning the craft for a stock rendition. I balanced Spunk aerodynamically to make it glide to land. A real team effort! Thanks, comrades!! Spunk will take 15 tons to orbit. It’ll take a larger load to a 70+ km apoapsis provided that load can circularize itself. Just switch back to Spunk and land it: it’s reusable! A standard ascent trajectory to 70km will place your landing on the next promontory east of KSC. I’ve set up a recovery area there specifically for first-stage boosters like Spunk. Or, if you do take Spunk all the way to orbit, you can bring it home to land at KSC… Spunk lands on tail struts or – if you’re made of the Right Stuff – you can attempt a gear-down landing just like the Space Cadet’s Handbook says you should! Deorbiting: fuel in the big tank for rear-first entry. Lock off a small amount of fuel in another tank to keep it in reserve. Lower your Pe to 50km. Burn hard when ready to nail the landing area (and before you lose control of the tail.) Pump fuel forward and turn prograde. Once slowed to maneuvering speed, DO NOT FORGET to pump all remaining fuel amidships (big tank) for landing. This little bird has real spunk! Happy New Year!! Built in the VAB in KSP version 1.3.1.
  14. Nemesis Craftyard Jolly Roger Description: 1:engines 2:flaps 3:chute 4:ladder A stock aircraft called Nemesis. Built with 24 of the finest parts, its root part is mk2Cockpit.Standard. A medium-range Mach 4+ VSTOL rescue mission aircraft, 2 crew, 4 pax. Extremely short take-off and landing. 1275m/s @ 21km / 0.41 kal/sec. Built in the SPH in KSP version 1.3.1. This is not Nemesis preparing for take-off... ...this is Nemesis just landed...
  15. May you have many more 'finest hours' as things just keep getting better and better. Congratulations!
  16. https://ruwix.com/the-rubiks-cube/how-to-solve-the-rubiks-cube-beginners-method/
  17. I'll pay that, yes, and well done, Klapaucius! 20.75S 66.64E
  18. My son gave me KSP Xmas 2014. On March 9, 2015, the following occurred, which I now recount as the HAPPIEST moment (of very many) in my KSP career: Here are the pics, a very happy and unexpected turn of events: Superb!
  19. Set up a new airport at a place I called Jedford. (That's right: I just name 'em now after the kerb that plants the flag for me...) This is a PaxJet on its way somewhere... Only its mother could love this airplane, but I do love it, most asssuredly. Very sleek and clocked 1,283 m/s at 18.3km this trip. It takes 3 Kerbals to make this plane fly: a pilot, a mechanic and a surveyor. It goes in and out of the big airports just dandy, but its long extremities need a delicate and expert touch on the controls on even a slightly uneven surface, even while taxiing. That's actually OK with me because it was designed for the long-haul passenger route, hub-to-hub. If it could go anywhere, it would put the commuter pilots out of work. That's where the surveyor comes in... Over Lake Tahoe inbound for Heavenly Airport: (How well do you know your home planet? First caller to recognize and respond with the coordinates of Lake Tahoe gets a free Paxjet... [does not include surveyor])
  20. Jolly Roger Craftyard MiG 15b Nemesis Description: 1:engines 2:mode 3:NERV 4:dock 5:ladder A stock spaceplane called Jolly Roger. Built with 43 of the finest parts, its root part is mk2Cockpit.Standard. Jolly Roger was reverse-engineered from screenshots of Cavscout’s Pumera, for which I owe a debt of thanks. Some changes have been made since, most notably the use of dual NERV engines. Acknowledgement is due also to XLJedi, particularly for his very fine SP06B Star Ranger, which was the inspiration for Pumera (as I later discovered). The Star Ranger has many features (that Jolly Roger does not attempt) so it is definitely worth checking out. For this class of SSTO spaceplane with a 6 Kerbal crew, capable of interplanetary missions, I wish also to recommend Atkara’s SSTO Mk1, which I regard as best-in-class, powered by 2x NERV and 2x Whiplash engines. Learning to fly this machine to orbit will make you a better pilot! Jolly Roger cruises in the atmosphere at 1,570 m/s @ 22.km for a draw of 1.24 kal/sec. Fundamentally though, its mission is in space. Have fun! Built in the SPH in KSP version 1.3.1.
  21. In the news: "According to the Peter Principle, both Dunning Kerman and Kruger Kerman have been appointed Joint Heads of Test Engineering at KSC."
  22. OK, so here is a question to stir the pot: are there any colonizers out there? E.g. (but not limited to), users of MKS? What do you do when you've invested hundreds (or thousands?!) of hours into a world and a new version of KSP presents itself?
  23. Intruder Craftyard Invader Kite Description: 5:release/chutes 6:gen A Bon Voyage-capable rover called Intruder. Built with 34 of the finest parts, its root part is structuralIBeam2. Rather than upgrade Invader, which was intended to be fitted after-market with the excellent mod, Bon Voyage, I’ve made an exception to my no-mods policy and released Intruder pre-fitted with Bon Voyage. Bon Voyage does not support fuel cells, so the 6 fuel cells on Invader have been changed out for 6 PB-NUKs, retaining 2 of the fuel cells. Please note also, Ursa (which carries 2x Intruder), Triop R1 and Valkyrie Invader, which are able to carry either type of rover (Intruder or Invader) for airborne deployment. Wiki wiki!! Built in the SPH in KSP version 1.3.1. NOTE: requires Bon Voyage.
  24. Invader Craftyard Intruder Description: 5:release/chutes 6:gen A stock rover called Invader. Built with 33 of the finest parts, its root part is structuralIBeam2. My main rover. It’s fast (46 m/s) and stable; difficult to damage/roll over. Seating for 8 and powered by 6 fuel cells fed from an Oscar and dockable at each end to fit two Invaders into an Ursa cargo transporter. It also comes packaged for airborne deployment with Triop R1 and Valkyrie Invader. It has space for Bon Voyage navigation but be advised that BV does not appear to recognize fuel cell electrical generation. If you want Bon Voyage, I recommend choosing Intruder instead. Built in the SPH in KSP version 1.3.1.
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