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About me
Champion of Kerbin
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Location
Virginia, U.S.
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Interests
Coding, space, ksp, tech, business
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UI/UX Can't change craft/vessel name in tracking station permanently.
championofcyrodiil replied to VirtualBundy's topic in v0.1.3
What I did: Edited the vessel name in the tracking station. Expected Result: The vessel name should persist. Actual Result: The vessel name reverts back to the previously defined name. Steps to Reproduce: 1.) Create a Vessel in the VAB, save as "Fly Safe" and launch to orbit. 2.) Go to Tracking Station and Edit Vessel Name, change from "Fly Safe" to anything else. 3.) Exit Tracking Station, Return to Tracking Station -
I figured out why the images are so dark. The Samsung Galaxy S9 has four user selectable Screen Modes: Adaptive Display, AMOLED Cinema, AMOLED Photo, and the Basic Screen Mode, which matches the Standard sRGB / Rec. 709 Color Gamut that is used for producing most current consumer content. My LG monitor supports like 15 different color modes, and the default was "Custom" which attempts to deliver "HDR" with something like BT.2020 and includes a large range of colors. So on my desktop I don't see "black" I see a lot of other 'colors' in there. For now I've switched my Picture mode to Rec. 709 since KSP doesnt seem to support HDR well, and this explains why colors often have a 'washed out' or 'gradient' look for me on this monitor. https://www.unravel.com.au/understanding-color-spaces
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I see on my phone what you mean. Interesting. My desktop monitor doesn't show these images as black. I wonder if it is my AMD & Freesync settings? Or HDR configuration probably? So many graphics settings these days. But it makes sense to be that dark since it was night in the game and there is no lighting on that craft. Using Astronomers visualization pack mod as well.
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Nice outside of the box thinking here. However I'm curious whether or not you have enough atmosphere at 69999m to be in the spirit of this challenge. An interesting twist to this challenge would be to fly halfway around Kerbin and then turn 180° and fly back at an opposite heading 90°/270°. My craft would require slightly more fuel, but not as much as yours i think. You would need like 4790 dV more just to turn around.
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Get around Kerbin in Atmosphere with the least Fuel consumption? (aka how long can you fly in Atmosphere) Honestly, it's less of a 'challenge' for the community. I just thought I'd share. Ah, this is my first time sharing. They are Steam links and I'm logged in via browser, so they probably show up for me. Let me see if I can share them a different way. Should be fixed now. Please let me know.
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Start Economy R-11 Baguette FL-T400 Total Starting on Runway 24.3 Lf 72 Lf 96.3 Lf 29.7 Ox 88 Ox 117.7 Ox End Economy R-11 Baguette FL-T400 Total Ending on Runway 19.27 Lf 57.11 Lf 76.38 Lf 23.56 Ox 69.80 Ox 93.36 Ox Total Cost (standard units) Liquid Fuel 19.92 Oxidizer 24.34 Total Time: 1d, 00:34:32 (From Take-off to Landed Screen shot during Taxi) Name: Prototype III (Steam Craft Download) Cost: 23,404V https://ibb.co/Cs9RWzZ More Details: Using a radial array of 8 Fuel Cells, at 8.5km with a Ducted Fan Blade Deploy Angle of 57°, there is more than enough fuel to supply the electricity to maintain the two EM-325 Standard Rotor's Torque of 9.2%. In this thin atmosphere, we achieve efficient consumption rate of <=0.009 Oxidizer & Liquid Fuel per second. Set Autopilot to maintain only heading and vertical speed of 90° and 0 m/s. One thing to note is the Drag coefficient of less that 30.0; Which I think is pretty decent. Now it's time to go to sleep and see how far we can make it. NOTE: I did not start from the runway with a full tank of gas, as that provides too much weight to climb. https://ibb.co/gZwVWBx Woke up this morning and saw that I did it! Luckily, I was just pulling up on KSC Runway 09. The Solar Panels on the aircraft must have certainly reduced consumption while passing through the day lit portion of Kerbin! With 94.62/77.42 Ox/Lf left, we could certainly make another 5 trips around Kerbin. This means my aircraft could have flown roughly 6x trips! https://ibb.co/cLYsyd1 Here is a view of the Aircraft while in flight: https://ibb.co/NFbxRZ5 https://ibb.co/qgG9mZ4 Details on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2319300830
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Effective Air Speed as KAL-1000 Inputs?
championofcyrodiil replied to championofcyrodiil's topic in Breaking Ground Support
I ended up mapping my Prop Angle to F/B Thrust (H & N Keys). Using vessel info in mechjeb, I am able to adjust prop angle (with sensitive bindings by turning on Caps Lock) and monitor the high precision values of the Surface Speed indicator. Good enough to optimize the prop attack angle and get the most efficient flight based on drag. Details of my Circumnavigation of Kerbin using Props: https://steamcommunity.com/sharedfiles/filedetails/?id=2319300830 -
Effective Air Speed as KAL-1000 Inputs?
championofcyrodiil posted a topic in Breaking Ground Support
Currently I use the "Main Throttle" Action group "input" axis to assign the Prop deploy angle (value) with the KAL-1000. This works pretty well enough because at higher speeds (more throttle) the blades are angled less (closer to +/-45°) to reduce drag against the headwind, and when at low throttle taking off; they sit around +/-85°. However, this assumes that my actual airspeed and air density is a fixed constant; and at higher altitudes; >7500M; I end up having to throttle back to 50%; as a 65° deployment angle is more effective at climbing. If I could use my airspeed as the range; set the domain to something fixed; and assign prop angle based on airspeed; that would be more effective I think. One way I think this could work; is using "Sensors" typically used to collect 'science data' as inputs instead of action groups. Perhaps I am way off here, but would be interested in other's opinion. Keep in mind I am not an aerospace engineer or anything like that. So go easy on me. -
Here is a link to my "Minimus 6 Voyager" I posted screenshots for last month. I was just looking at some old builds and realized this one has a lot of design quirks I made and I'm interested in any feedback on improvements. I'd like to make something larger capable of landing and leaving planets with atmosphere. This one was only designed to land and take off from bodies in vacuum (no atmosphere). https://steamcommunity.com/sharedfiles/filedetails/?id=1933794735 (Steam Workshop Link)
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I like that a lot!
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I really like Flight Simulator X. I enjoyed the missions in the original quite a bit and I think I completed all of them, including a sighting of a UFO in the area 51 private vip flight. I played a newer flight simulator from MS that kinda flopped back in 2011/2012 time frame. It was pretty good. There is a new Flight Sim that is coming out, I believe it uses ML (machine learning) generated terrain with some gorgeous terrain assets. It sounds like they are hopeful for some level of VR support as well. Likely for the PC, as I believe the Xbox One management is still avoiding the VR investment. https://venturebeat.com/2019/10/13/microsoft-flight-simulator-vr-support-we-will-try-our-darnedest-to-make-it-happen/ Your PC sounds great and I think it will handle almost any of the flight traditional flight simulators out there, as there hasnt been a new great one in a while. The new MS Flight Simulator will likely do great things on PC.
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I'm bingeing on audible & sci-fi titles and KSP this weekend. Book 1 - Steel World Book 2 - Dust World Book 3 - Tech World (Currently listening)