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Everything posted by Hotel26
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Helpful, thank you! And thinking this information through, I believe there may be a way to get what I want using the Table feature that *is* exposed in the editor window. As background, it was actually Geonovast who pointed out to me some time back that using tables in this forum does sabotage the phone user experience. I had been using tables in a very widely-read topic and so it mattered, particularly because Geonovast pointed out a better solution in that case. In the case now that is under my consideration, the topic is my own and not destined to be widely read so, with apologies to the phone readers, some compromise will have to be accepted. In general, the middle ground of textual WYSIWYG, like Markdown is pretty desirable and comes without the risk of compromising the underlying HTML integrity of a Wiki. Anyway, if I can achieve what I have in mind, I'll report back here with a link to elsewhere in this forum. Thanks, all.
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This forum Wiki: I would like to know what the underlying accessible markup language is? To give a clarifying example, KerbalX uses Markdown. Great. What about this forum: forum.kerbalspaceprogram.com? Is the toolbar above (in the Edit window) the only set of markup tools available? Is there any escape through to basic HTML [doubtful]? [I've www.searched "invision community" but turned up nothing useful...]
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Any mods to get probe control back?
Hotel26 replied to Jollyranger's topic in KSP1 Gameplay Questions and Tutorials
If you can edit your quicksave.sfs (it's in your saves\nameofyourworld\ directory, but do make a backup copy of the original file first), look for the following lines in succession: a VESSEL line followed closely by a "name = nameofyourvessel". Then search further down (within that VESSEL) for a line "name = ElectricCharge" closely following a RESOURCE line. Set the amount to the same value as the maxAmount and "set flowState = True". Save the file. Reload KSP and then F9 to reload your quicksave. If you have any doubts whilst following these rather off-the-cuff instructions, hold off. -
Nothing too special: a Hawk delivering a Ladybug lunar explorer to the surface. I got tired doing them one at a time, so here's the last 4. The flight line at Mawson Station and a Skunk UAV being refueled in prep for a daily morning surveillance run over the Kerbean peninsula:
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Advertisement: Hi. I'm Truman Kerman! Welcome to my Craftyard! Do I have a deal for you?!! Please see the next post for a list of our Hangars! This week's featured deal is Bologna:
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Attempting to locate two particular Kermans in our persistent.sfs file, we came across this lovely specimen: Vermin Kerman. She was duly located, High Kommand were alerted and they, of course, were highly desirous of a personal interview. Gregdos Kerman was dispatched in a meTro to escort Vermin Kerman to KSC. I guess it's been a slow day on Kerbin... zzzzz
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That's a very crafty asymmetric usage of an AV-R8 winglet in juxtaposition with a standard canard (if I have that right). Had me fooled for a moment or two, I must say...
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KSP VAB/SPH Merge Button?!
Hotel26 replied to max17's topic in KSP1 Gameplay Questions and Tutorials
Not a worry, my friend. And welcome to the forum!! You'll find (my experience) that people here are very friendly, knowledgeable and helpful, so don't hesitate to ask and/or share. And, again, well done for what you figured out!! -
Banked might work -- on the diagonal? With a little counter rudder...
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Some time back, I made a Krew Bus, based on the idea of a mobile airport lounge. (I rode on one back in the '80s at Dulles International Airport.) The concept is not particularly glamorous and the Kerbal execution of it (above) is particularly ugly but why bother building large-capacity passenger jets if you can't efficiently transfer passengers? Krew Bus is setup to dock with Mk1, Mk2 and Mk3 equipment, just the facility you'd expect at a major hub airport. Tonight, I was flying my meTro, which is a commuter airplane, 8 pax in Mk1 cabins, which are notoriously inconvenient for passenger access. So I thought that regional airports could stand a smaller vehicle for passenger transfer. Before I even built it, I knew there was a better idea available, but I built it anyway, because I thought it might be fun and worth showing. It is! Behold, AirStairs: But here's the better idea. I've upgraded my strangely-named Boom Vang terrestrial base to itself act as an airport terminal as well as control tower as well as base personnel (32 Kerbal) accommodation: Now there's no need for any kind of bus at a regional airport. The meTro just pulls up to the control tower, docks at the "terminal", unloads pax to the ground Mk3 cabin ("Arrivals") and loads pax from the upper Mk3 ("departures"), undocks and then uses its reverser to pull back from the terminal. Very swift.
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KSP VAB/SPH Merge Button?!
Hotel26 replied to max17's topic in KSP1 Gameplay Questions and Tutorials
Congratulations on doing that; HOWEVER, just my opinion, it would have been better for you to have either a) written what you knew as a helpful contribution (no matter how informal a "tutorial") or b) posed the question as one in which you were genuinely seeking help. There is or should be no c) "test whether other people know what I have just found out." At least make it clear whether you are posing a real request for help or are contributing some cool discovery. Or go to What Did You Do In KSP Today, which is a good place to talk about things that have made you happy or proud! -
How Much Time Have You Spent Playing KSP?
Hotel26 replied to SelectHalfling0's topic in KSP1 Discussion
KSP was a Xmas present to me Dec 2014, four years ago. My job is 38 hours a week, but I spend more time playing KSP. I took almost a year off though, with the excrements(*), when 1.2 and then 1.3 both consecutively torpedoed mining. I don't use Steam except to download. So my estimate is 5K hours. At least. (And that doesn't include time at work spent thinking about what I'll do in KSP when I get home..) I haven't been to Dres. I haven't been to Eeloo. I landed on Vall this year which is the most I have achieved in the Joolian system. I've set foot on Eve and I've left. ("How do you get a single stage off Eve?" Same way they say you make a small fortune in the airline industry: "start with a large fortune...") When I look at what I know now about KSP compared to what I knew back in 2015, I am astonished. When I compare the little I know now with what the KSP community knows about KSP... I am astonished. What matters is it's been a ball the whole way. And my family don't mind me being so happy. * I actually typed 'excrements', coz I know it doesn't get censored... -
Are you using WorldStabilizer in 1.5.1?
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A very nice idea and thank you. Batwing is 34.6t, wet, so that should work. UPDATE: @Brikoleur Worked fine, although I needed 4 to go supersonic, possibly due to the drag of the large Wing area. The RAPIERs can be retained all the way through circularization, which means, after the obligatory LKO refuel, they can assist with the transfer to destination. I attached 2 TT-38K couplers to the fuselage, gizmo'd them to the underside of the outboard NERV fuel stacks, attached the RAPIER assemblies there and then gizmo'd them into their natural position at the wing-tips. After separation, you don't even see the remnant bolts of the 38K decouplers and I'm betting KSP attributes no mass to those bolts, either. It actually looks pretty stylish, too...?
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Back in February, I was playing on Duna and made a couple of designs, called Foxbat and Foxbat R2: Fun to fly but woefully short on range. This is Batwing, which I started yesterday and have now finished tuning: Of course, I am now using ultra-economical NERVs. At altitude, it uses 0.6 kal/sec to cruise at 720m/s and it can go to and return from orbit as well. So far, I'm only permitting my ex-military Kerbals to fly it -- with instructions: "aim it at the ground and bang it on with the brakes locked." The carrier pilots understand that full well! I've got the VERT Terriers inline, in service bays, so the pilot can fiddle with the differential thrust settings but, so far, seems like the fuel balances are good. How well it flies out of Kerbin atmosphere atop a lifter is the last question mark to answer...
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Flight testing this... Flying it is like I'd imagine flying a winged-suit. Quite a glorious feeling, really. You don't see the two Thuds under the wings, but it's VTOL at sea-level on Kerbin, so it should have plenty of thrust where it's going. I'd take one of them off, in fact, except differential thrust at the pilot's finger tips (after I re-orient them inline (using the central gas tank for engine cooling!)) could obviate a lot of work to finely-tune this instrument. Which we shall call Batwing...
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Splicing lifters and spacecraft
Hotel26 replied to Hotel26's topic in KSP1 Gameplay Questions and Tutorials
Nope, because I use that already in this process quite extensively. I tried sub-assemblies and they help inasmuch as moving rockets in and out of the SPH has the cost that you have to get it back into the vertical in the VAB (easy, click on the root node), but then you have to jockey it around to get it back into the middle of the launchpad marker ring -- and that's never fun. So I think I will use a temporary sub-assembly for this and then discard it afterward. What did help me somewhat this time was the HitchHiker at the stern of the Goblin. It's hatch is offset at 45 deg so that the Terriers don't block hatch access. It's a good marker in the VAB for where the orientation of the Goblin itself should be... -
Splicing lifters and spacecraft
Hotel26 replied to Hotel26's topic in KSP1 Gameplay Questions and Tutorials
Yes, that's it; I am. OK, for grins, I will replay this using a temporary sub-assembly and see what happens. (I'll report back...) -
Splicing lifters and spacecraft
Hotel26 replied to Hotel26's topic in KSP1 Gameplay Questions and Tutorials
One thing I haven't mentioned and it's almost certain to come up: sub-assemblies. I abandoned using them a couple of years ago when I found that the Load/Merge route is much more convenient for exactly the kind of situation as above. (As I recall, you could not, at that time, keep a "stock" sub-assembly library for use in any save.) I may have to go re-experiment with loading sub-assemblies as a route to solving the orientation confusion, assuming it can actually provide a better solution. (Although one more trip through the SPH on this exercise just worked like a charm...) -
"If the SPH team played football against the VAB team, it is quite clear which team would win." This is Goblin on the left and Archer on the right: Recently, I upgraded both Goblin and Archer, and each time re-assembled their cross-product, Goblin Archer, afresh: After re-assembly, I intend that the machine: be aligned on the pad to lift off and fly downrange (easterly) space-shuttle style, meaning "pull back on the stick" separates in orbit with the Goblin gaining first focus selecting Archer has both its (nose) docking port and RGU aligned with its wings and prograde (pilot's "up" matches the tail fin) Getting this to happen in the VAB is a nightmare. The VAB has a sense of Up but compass orientation of parts seems to vary from part to part and also may be based on how other parts are already aligned. You just cannot pull off a sub-assembly starting with a dock or RGU, say, give it a twist, re-attach it, then repeat below with a counter-move so that only the target part gets a twist, because it doesn't work actually. The most reliable method I have found is to take the whole assembly to the SPH and separate, re-orient and rejoin every key part there. The SPH has a sense of Prograde (the hangar exit) and also Up. I'm not exactly asking a question, nor sure enough about my strategy to call it a tutorial, but I certainly expect there are going to be plenty of great insights on this topic! Have at it. --- Here's the answer to one question implicit in all this, though: "the SPH football team would thrash the pants off the VAB team -- every time!!"
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Fairings and radiators do not mix?!
Hotel26 replied to Hotel26's topic in KSP1 Gameplay Questions and Tutorials
With the payload involved, the clearances between the fairing and the payload, the airframe (and the ground on take-off) are all very slim. I think the nature of the problem had been the clamshell pieces hitting the airframe and ricocheting into the payload (radiators). So, no clamshell, force of just a 100 (more than I normally use) plus 4 pieces (nice seamline alignment) PLUS flying absolutely as slowly as I could, did the trick (sample size 1!). If I have any further difficulties, I'll experiment with higher forces but had found that high forces plus clamshell combined to create shrapnel that could tear the airframe or payload apart. Really happy with this result and will retrofit this to an additional machine that was having this problem also; thank you both! -
I have a mining rig with radiators inside a fairing itself somewhat enclosed in a structure. Any advice about how to configure the fairing deployment (clamshell, # sides, ejection force), so that it doesn't rip the radiators to shreds, let alone destroy my cargo plane? (Something like this: https://i.imgur.com/QWkLGLI.png) Any/all advice appreciated...
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Upgraded my Beep comsat package from the shot on the Left to the one on the Right: The payload is the same, consisting of two pods, each powered by an Ant Spark engine and 400 kals. and containing 3x RA-2 comsats. Approaching the destination body, one pod goes equatorial and the other goes polar.
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It's surprising, but this actually works: and seems to have lots of possibilities. I experimented with this design with VTOL for Duna in mind, but it was going to be prohibitive. In the end, it works out to be more expensive than my original Condor (pictured below), so I am going to abandon it. This machine above, Condor, has been landed on Duna, tail-first and then rotated over onto its main gear, then launched up a slope and re-orbited. In the long run, I'll prefer to head it in to the destination, 5km AGL, pop chutes to get the nose skyward and then land gently on the tail. "Ladies and Kerbs: we have arrived on Duna. We hope you enjoyed your trip! Please keep your seat-belts fastened as we taxi for 45 minutes to the terminal. Please fly with us again!"
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Today, I am playing with surface mining, but large-scale, self-contained and a kind of "pop-up base". Location, location, location. If the current location is no-so-good, move on! This is Goblin mounted atop my new WM-class Archer: It's designed for Moho/Duna heat/grav or less. Accommodation for 16 Kerbalers. Refuel local machines on the surface as required or, when it is full, orbit it to a space dump and unload. The landing struts are simply for extra stability upon touch-down on e.g. hilly Mohonian terrain and can be retracted after settlement to allow convenient ground-floor access to the 4 Hitchhikers. On launch, Archer drew fuel from Goblin until apoapsis (75km) was reached, then detached. Goblin circularized under its own steam. Mission Control returned to Archer and returned it to a safe splash down for recovery. (At some point, High Command may study the Career recovery rules and possibly use some kind of high-speed ocean-going tug to drag the lifter back to the KSC precincts for a better credit upon recovery. But Career Mode is somewhat "above my pay grade", I have to say. )