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Everything posted by Hotel26
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You just know you are in The Good Place when someone says ... what he said. Love it!
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Center Of Mass widget
Hotel26 replied to Daveroski's topic in KSP1 Suggestions & Development Discussion
My simple take on this suggestion/request is that it is much more suitable for implementation as a mod to KSP. [Assuming that is feasible. If not, consider designing some add-on parts specifically for rovers like more massive base plates...] -
A little Minecraft lately after a long period of dormancy. I am the keeper of a Realm and so I must make contact every six months to renew its rent with Mojang. Generally, I am single-tracked, though. (i.e. KSP)
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Center Of Mass widget
Hotel26 replied to Daveroski's topic in KSP1 Suggestions & Development Discussion
To hypothetically "move" the CoM of a stock part (and remain honest), you'd have to add (massively) to its base mass, wouldn't you? -
Peregrine Craftyard meTro Esprit Description: A stock space plane called Peregrine. Built with 36 of the finest parts, its root part is mk3Cockpit.Shuttle. 20 Kerbals to/fro LKO. My very first airplane (and spaceplane), kindly made possible by consulting from swjr-swis. Built in the SPH in KSP version 1.3.1.
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(Why) Do you start a new save when a new KSP version comes out?
Hotel26 replied to Hotel26's topic in KSP1 Discussion
Thank you for stating this, 5thHorseman! I would answer you, "brilliant; not weird". We are considering two, apparently independent variables: when you start a new world ["save"] when you upgrade I see them as fundamentally independent. More than half the population seem to view them as tightly correlated. This poll is about how and why that second view exists. (Light is being shed and information is being gleaned, let me assure you!) So, "in response to a new KSP version": "does not upgrade" means "does not upgrade in immediate response to the stimulus". It doesn't mean that you won't upgrade later for other cogent reasons. Because this is a poll and statistical, there is a margin of error which the talented statistician will account for and filter. Thus, when @Snark responded as he did, I consciously marked him as "does not [respond with an immediate] upgrade", anyway. Confident that that was a decent statistical trade-off. (Reports are being compiled.) -
[tin foil hat] "Or an old one..." I run KSP 1.3.1. Perhaps the name got "exterminated" by a T2 censor... Let me know where I can find the suffixes and I'll go look at my 1.3.1 installation for it.
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Ursa Craftyard Pegasus 3 Description: 1:engines 2:flaps 3:ramp 4:bay 5:ladders A stock transporter called Ursa. Built with 36 of the finest parts, its root part is mk3Cockpit.Shuttle. Ursa is a supersonic, cargo plane. It can carry 2x Intruder/Invader rovers or 1x Chrysalis refueling mission vehicle. Cruises comfortably around 21km depending upon load. May need a speed run around 10-12km when heavily loaded. Grateful acknowledgement to swjr-swis who kindly consulted on this, my second, airplane project. Built in the SPH in KSP version 1.3.1.
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As I reported about 4 weeks ago in another forum, I came across the following REAL specimen... Gentle aliens, please meet Vermin Kerman: This kerbal is certified 100%, genuine, pure, stock, Squad-generated kerbal (with no funny business). Imagine my surprise at the time!
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CONGRATULATIONS! This is a HUGE MILESTONE!! (Just wait till you catch first sight of it!)
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(I think there may be a newer incarnation of this topic but I can't find it -- it's timeless, anyway.) 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!
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I am very happy you have your encounter! They shift at the same time and don't get closer because it is Step 1 of 2 Steps. A Hohmann Transfer moves you from one orbit to another orbit by extending an ellipse from your start orbit toward your target orbit. You just pull the prograde handle to escape your home. This is Step 2 but it is NOT enough. Where are you going? To the destination orbit but to intersect it PRECISELY when the target planet reaches the same point as you reach in the target orbit. It's NOT enough just to go to Duna's orbit. You have to go to its orbit at the same point Duna will be in that orbit WHEN you get there! That is what the alignment step is all about. The point in YOUR orbit that you execute the transfer maneuever determines where in Duna's orbit you'll arrive but you won't get an encounter unless that's the same point Duna will be when you get there. That's the whole magic of this. And, next, if it's taking 7 years, then, yes, you are not leaving in the "transfer window". You can get there but it will take more time and fuel. Leaving an inner orbit to go to Duna, you will be moving faster than Duna so, when you leave, it should already be ahead of you, but not too far. Kerbal Alarm Clock can signal you when a transfer is due. Also check out KSP Orbicalc, which you can get on your phone. Or check out: https://alexmoon.github.io/ksp/ Basically it tells you 3 things: how far ahead/behind in solar orbit your target should be what prograde angle to launch[***] how much dV you will need to extend your orbit to intersect the target orbit [***] prograde angle. The direction Kerbin is heading around Kerbol is 0 degrees. Moving counter-clockwise, it unwinds from 360 back down to 0. So leaving at 150 prograde ... well, this is what we have been discussing. It's not enough to leave; you have to pick the point in your orbit to leave such that the transfer heads in the right direction. This actually makes the difference, for example, whether you leave toward an inner orbit (wrong way for Duna), or to an outer orbit... One last tip: practice/experiment with all of this with a closer target, such as Minmus. Minmus because it has an inclination from the ecliptic and because it's a bit further away than the Mun. Just keep drawing out the maneuver node and experiment with where/how you do it until things become clearer... it will. Good luck.
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precisely right! get them aligned with each other. your target indicator is your apoapsis (approx), the lead point of your trajectory. if it's not headed toward the Duna indicator, you're not going there. Drag the maneuver node to get them aligned [Kerbin -- your indicator -- Duna's indicator -- all in a straight line]. THEN drag your maneuever node prograde handle out further to extend your transit out toward Duna and its orbit. Then... **POP**
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make sure Duna's orbit appears to be yellow indicating it is still the target. If not, re-select Duna as your target. (incidentally, I want to assure you that all this is going to become second nature to you very shortly: you will dream in terms of these diagrams...) I still most vividly recall my very first encounter with Duna!! I achieved it setting my apoapsis way higher than that of Duna. As a result, my very heavy ship was speeding past sight of Duna at a totally unstoppable differential. I was thrilled to catch first sight of another planet but so disappointed to be sailing by. I loaded as much fuel as I could into a "lifeboat" and cast off, hoping to get closer to Duna with a much lighter ship. Miraculously, I was able to enter Duna's Sphere of Influence! Yet, thus undeservingly rewarded by the Gods, I thirsted for more: hoping to capture the Holy Duna and enter orbit!! Miraculously, this next wish was granted and I took reel after reel of photos from a stable Duna orbit! Yet, I had enough fuel to enter the atmosphere and crash and burn, so, suicidally, hopelessly in love now with the Fatal Duna, I executed the de-orbit. I thought I should at least bury myself on sacred ground... I used the remaining fuel to slow the impending crash. Then, in the last 30 seconds, I realized two more heaven-sent items: Duna has 20% atmosphere!! and my lifeboat had chutes!!!! And so, with my last remaining fuel and under chutes, I cushioned the final few meters, extending the landing struts, to land, whole, on Duna!! -- rescuing the mission from the most tantalizing failure in the absolutely most unexpected manner. If I wasn't already in love with KSP, I became so in that final moment. [I'll post the shot in the next 24 hours.]
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They are yellow indicators marked AN and DN and I see them in your image. (There's a yellow dotted line connecting the two orbits to which they measure the inclinatino.) Hover over them and they will give you the target-relative inclination angle.
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It looks like your target indicators are pretty far apart. Those are the two blue V indicators on Duna's orbit. They show where you and Duna will be at your closest approach. If you're ahead of Duna, you need to pull your maneuver node (around Kerbin) back to an earlier angle. Lagging Duna, then later. When you get them close together, *pop*, you'll have an encounter. Unless, of course, you don't. This is 3D, so you are going to need your inclination, relative to Duna, the target, to match. At this distance, inclination is going to be V. Important. So hover over either the AN or DN and see what your inclination is. If it's not 0 (or as close as you can make it), set a separate Normal or Anti-normal maneuver to first get your inclination aligned. Then try again with the transit node. Here's a tip. (Unless you're using sophisticated aids), when you "grow" your transit maneuver node toward the target orbit, slow the growth right down as you approach. When you get close, those pale blue co-relative position indicators will appear. As soon as they do, let go of the prograde or retrograde maneuver handle and take a look at how aligned they are. Is your indicator approaching the target head on, or before or after? If it's not head on, grab the maneuver node central ring and drag the node forward or back around your orbit and you'll see how your transit "balloon" will respond with your pale blue indicator at its apoapsis (or periapsis depending on whether you are going to an outer or inner planet). Once they're aligned, you're more confident you're heading in the right direction for a better encounter, so then continue to "grow" the orbit until you get your encounter.
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I've started testing a Dart now and I'll be using Duna as the benchmark (0.3g) and as it has atmosphere. [Terriers would never have performed well here.] So there may be an upgrade in the offing. If the Dart does not have the grunt to lift a full load from Moho/Duna, I'll be trying the Reliant... UPDATE: a Skipper seems to be the best solution. (Duna is not so important since Ike is a better source for fuel-to-orbit. So, Moho is the most suitable benchmark.) Goblin has now been upgraded to use the Skipper
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Goblin Craftyard Mosquito Hobgoblin Description 5:drills 6:mine 7:gen A stock miner called Goblin. Built with 68 of the finest parts, its root part is fuelTank1-2. I launch Goblin atop my Archer launcher but it comes here, separately, ready to mount on your own, preferred lifter. Inspired by Atkara’s Surface Miner Mk1, its chief differences are: a 650 kN Skipper instead of 4x 60 kN Terriers 4 Hitchhiker cabins (16 crew) forming a stable landing base and allowing easy ground access 4 drills rather than 2 it has chutes and can be landed on Kerbin Goblin is more than a surface miner – it’s a mobile base! Built in the VAB in KSP version 1.3.1.
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I have the impression that, not only do most people start over for a new KSP version, but possibly they think it is the only choice? I could be wrong: hence the poll. KSP upgrades older versions of craft files... I can load a 1.3.1 craft into 1.4.5. (Naturally, going in the other direction is not supported.) You don't have to rebuild all your craft in order to keep them when you upgrade. So why wouldn't people upgrade their saves, or at least, test that it works satisfactorily before upgrading? There are probably good reasons, folks; I'd like to hear them!
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Mosquito Craftyard Goblin Description: 6:mine 7:drills 8:radiators/fuel cells 0:gimbals A stock asteroid miner called Mosquito. Built with 90 of the finest parts, its root part is dockingPortLarge. Mosquito has proven itself a hugely successful first project. It’s a flexible, capable asteroid miner. It comes here packaged with a Zephyr launcher but could be mounted on any nimble, medium-heavy lifter of your own preference. (Acknowledgement of inspiration from Atkara for my reverse-engineered Zephyr lifter. Please do check out his original and, indeed, his whole range of exquisitely-engineered craft.) After its first use, Mosquito can be refueled in orbit and then redispatched on its next mission utilizing my Escort to punch it into any inclination for a new intercept. Happy Hunting!! UPDATED: now includes an escape hatch for missions that have been sent into high and completely bogus inclinations... Burn retro into the atmosphere and then Punch Out. Use your personal chute when Low & Slow... Built in the VAB in KSP version 1.3.1.
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totm june 2018 Work-in-Progress [WIP] Design Thread
Hotel26 replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I am exploring lifters heavier than what I have done to date. This one is Ivan: The central, upper cluster is the test load. First stage has 7 Mammoths and the second stage has 4 Rhinos. The triangular outboard stacks give a truss point for the payload to keep it fixed. So far, I am managing to deliver about 460 tons to orbit but the Rhinos do struggle... I've done better with a more conventional configuration but loads of this order mass can get pretty wobbly unless firmly anchored. There's some parallel staging at work and the payload gets to keep the center Rhino if it can use it. -
meTro Craftyard Mink Peregrine Description 1:engines 2:reversers 3:flaps 4:ladder 520@7.4km/0.08 A stock commuter jet called meTro. Built with 21 of the finest parts, its root part is Mark1Cockpit. This is my replacement for the trusty Beech Twin Executive which served me so well. My Kerbal engineers have dubbed it, The Pencil (and I suspect also they have dubbed me, "Pencilhead"), but it does 520 m/s @7.4km (step up after half fuel) for a very economical draw of just 0.08 k/sec. Range is a surprising 900+ km! (Designed to be used with a Krew Bus for loading/unloading.) Just what the commuter airline ordered! Trim +4 and let it fly away… (Earlier if you mind the tail!) Built in the SPH in KSP version 1.3.1.
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1. If you build planes, then you might like to fly them on an aviation network and refuel at points, possibly transporting passengers. Otherwise why build planes? 2. Bases for local exploration on Kerbin. 3. Bases for rescue equipment. (I play by a rule under which I cannot recover anything on Kerbin unless an Investigation Inspector is present, or on the precincts of KSC or Baikerbanur...) 4. Bases for military surveillance: I run daily overflights of the Kerbean peninsula to keep the peace... OK, I'll stop at 3... Some Kerbals plant flags. Some build bases.
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Please post [all] to KerbalX, Dude! I built your Dash 8 from the recent screenshots and it's a hoot: really fast. My meTro only has one Wheesley, so I have included your Dash in my regular fleet. I also built your new seaplane. (I had to fiddle to get mine out of the water again, but it does.) Really, sincerely love your work!!
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Mink Craftyard Sailfish meTro Description 1:engines 2:flaps A stock seaplane called Mink. Built with 49 of the finest parts, its root part is Mark1Cockpit. This is the third and final revision of Mink, the XTD, which has been reformulated as a tail-dragger yielding far more reliable landing outcomes. Vr is ~42 m/s, so landing at this speed results in a "three-pointer" with no further desire by Mink to fly. Mach 1.02 at 8.5 km drawing 0.12 kal/sec for a range of 1,100km. [approx] To lift off water: flaps down, SAS Hold, throttle up, reaching 40 m/s, release SAS, Weigh Anchor!! Built in the SPH in KSP version 1.3.1.