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Everything posted by Tex_NL
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My Jeb is safely home at KSC. Since he, Bob and Bill were rescued from Mun he has been back to both Mun and Minmus.
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Space to store experiments and reports.
Tex_NL replied to JiWint's topic in KSP1 Gameplay Questions and Tutorials
Really? That one works? AWESOME! This would mean I can put my experiments on my lander base and leave then on the surface, only bringing the data back to orbit. Downloading and installing as we speak. I just hope it's in a tech node I have already unlocked. -
Stock: No (at least not yet in 0.23) Mod: MechJeb or Kerbal Engineer to name just two.
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Space to store experiments and reports.
Tex_NL replied to JiWint's topic in KSP1 Gameplay Questions and Tutorials
That model would indeed be ideal. Or at least until something even better is available. I've been digging through the Mk3 Cockpit part.cfg to see what makes it accept science. MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } But nowhere have I found anything that defines how many experiments can be stored. -
Space to store experiments and reports.
Tex_NL replied to JiWint's topic in KSP1 Gameplay Questions and Tutorials
You are correct to say each pod can only hold a certain amount of experiments. I too found that out that hard way. Experiments inoperable and nowhere to store the data. It should not be too hard for the modding community to build parts to store science data. Perhaps a part that continuously consumes energy depending on the amount of data stored. If you run out of power samples get 'contaminated' and/or data is lost. -
I hate to burst your bubble but the new control mechanics did not render infiniglide impossible, it still works just fine. I admit it's not as easy as before BUT IT STILL WORKS! I even triggered mach effects for a brief second with this thing. Too bad I missed the screenshot.
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Small plane, multiple large control surfaces? Definitely infiniglide!
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Silent silent contemplation on Mun.
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I grossly overestimated a new Munlander design. Fortunately I did make it into a stable orbit before running out of fuel. Bill, Bob and Jeb are now stuck in a 16*12km retro orbit around Mun. Bill and Bob don't look very happy but Jeb is still showing his maniacal grin.
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Question on taking off at 270 instead of 90 degrees
Tex_NL replied to Liowen's topic in KSP1 Gameplay Questions and Tutorials
Actually, the altitude of your parking orbit DOES matter. A lower orbit has a higher velocity and thanks to the Oberth effect you're getting better efficiency from your engines the faster you're moving. -
Question on taking off at 270 instead of 90 degrees
Tex_NL replied to Liowen's topic in KSP1 Gameplay Questions and Tutorials
Yes, you are wrong. Though it is perfectly possible to get into orbit it is less efficient. By launching WITH the rotation of Kerbin you're already moving at 174,53 m/s before you even left the launchpad. By launching AGAINST the rotation you'll have to get rid of that same 174,53 m/s, then gain it in your desired direction. That's a total of 349,06 m/s you could have used to get into orbit. 349,06 m/s is nearly half of what you need to get from Kerbin to Mun. -
Simply one of the best commercials I've seen in a very long time.
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Space Station of the Year Challenge
Tex_NL replied to mangekyou-sama's topic in KSP1 Challenges & Mission ideas
Over the year I've build many stations, some of them truly massive. But before I start spamming this thread with stations I need to ask two things: - Is this limited to just 0.22 or are other versions also allowed? - How about the Orbital Construction mod? One of my best was build with Orbital Construction. It took a multitude of launches to get all the raw materials into orbit but was build as a single piece. -
No idea if there's any public list but I think it's safe to assume the requirements are even more demanding than any military/law enforcement job. If even the military won't have you I doubt any space agency will.
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When building modular it can be very tricky to completely avoid the gaps. There are of course methods to fill the gaps and I'll try to cover those in future tutorials. One method to at least reduce the gap is to reduce the ring diameter. You can do this by reducing the arm length or be playing around with placement of the docking ports in step 2. Yes sure. if it fits the design why not? You could use Bi-Couplers but those won't attach radially without help (though BZ-52 Radial Attachment Points would work). Question is: would you really want to? In my opinion form goes over function in designs like this. Using MechJeb or Docking Port Alignment Indicator makes it a lot easier and gets the same, or better result.
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Over the last few versions of KSP I've build several circular stations and frequently people ask me how. Therefor this tutorial Circular station building. In part 1 I'll focus on a very basic and simple modular structure. I'll forgo adding things like batteries and solar panels or how to get the individual parts into orbit. I'm sure you can manage that on your own. I'll try to keep things as stock as possible but forgive me if I accidentally use a non-stock piece. That said it's time to start building: Tutorial #1: Wheel and spokeStep 1: The core. The core can be pretty much anything as long as you can attach parts radially. (Which is pretty much everything.) For this tutorial we'll be using a Rockomax X200-8 fuel tank and two PPD-12 Cupola's surrounded by four Clamp-O-Trons. Step 2: The arms. Instead of building radially we'll build an arm on top of the core: A Clamp-O-Tron (We need to dock it someway, don't we?) followed by a few girders topping it off with a Rockomax Brand Adapter. With 2x symmetry add two Clamp-O-Trons to the Brand Adapter. Step 3: The ring segments. Staying in 2x symmetry we'll add a Clamp-O-Tron, a Brand Adapter, two PPD-10 Hitchhiker Containers, another Brand Adapter and and a final Clamp-O-Tron. Step 4: Checking alignment. Disconnect the entire arm including the ring segments and stick them to the core Clamp-O-Trons with 4x symmetry. OK, now we have a problem; the ring segments are clipping into each other. Easiest way to fix this is to lengthen the arm: Place the arm back on the core, cut it in two and add an extra girder. That done re-dock the arm back to the core with 4x symmetry. Now that we've got a working design we can launch the pieces (recreate them if necessary, you already know they'll fit) in a total of thirteen launches to any desired orbit and dock them together. Pay extra attention when docking the arm to the core. Make sure your rotation is near perfect as any misalignment will make your station look wonky. Tutorial #2: HublessThis design requires (near) perfect docking skills! Step 1: The core. Well, actually this design does not have a core but have to start somewhere. It's nearly identical to the one in the first tutorial: a Rockomax X200-8 fuel tank and two PPD-12 Cupola's but this time not surrounded by four Clamp-O-Trons but just three. In total we'll need six of these modules. They don't have to be exactly identical, only the ring of Clamp-O-Trons needs to be the same on all six. Step 2: The ring modules. In total we'll need six modules to form the ring. The result will look the best if they're all similar in size but their design is totally up to you as long as there is symmetry. Either three sets of two or two sets of three. (Please note the image below does not portray the final locations.) Step 2: Orbital assembly. In orbit dock one of your ring modules to the 'core' followed by a second 'core'. It is absolutely vital the second core is perfectly level with the first! You can of course achieve this manually but a mod like MechJeb or Docking Port Alignment Indicator makes this so much easier. Keep adding ring modules and cores until you've almost closed to ring. Again; make sure you keep the cores level. It might not be obvious but the image above has a flaw. On purpose I misaligned one of the cores to show what will happen with less than perfect alignment. Let's see what happens when we close the ring. Step 3: Closing the ring. To close the ring you'll need to slide in the final core. Be gentle and keep equal distance to each end of the ring. Both Clamp-O-Trons need to make contact simultaneously. As you can see, if your cores are even slightly off you won't be able to close the ring, the second Clamp-O-Tron won't be able to dock. But when you manage to keep all cores to where they should be you'll be rewarded with a nice hubless circular station. Tutorial #3: One ring to rule them all. The True Ring.Step 1: Allow part clipping. After starting a new build with a PPD-10 Hitchhiker Storage Container open the Debug Toolbar with [alt] + [F12] and allow for part clipping. This is a vital necessity for otherwise the parts won't fit. Step 2: Adding the first segment. Place a Cubic Octagonal Strut off centered and add another PPD-10 Container. And clip it over the Cubic Strut. Step 3: Angling the first segment.. Move the camera inside the second PPD-10 Hitchiker and search for the Cubic Strut. Pick up the Strut/Hitchhiker assembly and connect it back to the first Hitchhiker at a slight angle. To rotate the assembly use [shift] + [WASD]. The less you rotate the larger the ring will become. In this tutorial I used two notches (2x5 degrees) to build a 36 segment ring. Step 4: Building up the ring. Repeat the previous step. Copy the Strut/Container assembly by [Alt] + [Left mouse]. And now delete the last container leaving the strut in place. It is a lot easier to copy a Hitchhiker/Strut- than it is to copy a Strut/Hitchhiker assembly. Also will this give a better result as you don't have to fiddle around aligning the strut each time. Now copy the Hitchhiker/Strut assembly and clip it over the Cubic Strut. Copy and add an ever larger assembly until you've almost closed the ring. Step 5: Closing the ring. To close the ring copy a piece that is just the right size Where the segments meet secure them with a few struts. Step 6: Control. Add a control node, manned (kerbed?) or probe doesn't really matter. Probe cores can even be clipped inside the ring for aesthetic reasons. Launching a ring like this into orbit as a single piece would be an epic challenge. To get this in orbit I suggest getting to grips with Extraplanetary Launchpads.
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I ALWAYS use them to 'throw away' heavy asparagus boosters. Regular radial decouplers are just not strong enough. I never had any need to use them on linear staging.
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SPACE STATIONS! Post your pictures here
Tex_NL replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Isn't it a lot more fun and satisfying to design build it yourself? If you want I can teach you how to build circular designs. It isn't that hard. Personally I never use other peoples craft. (OK, I downloaded a craft once. But that was only because I had no idea how it was build and I just HAD to know.) I let myself be inspired by other peoples designs and I sometimes try to copy them. But never use them in my space program. -
SPACE STATIONS! Post your pictures here
Tex_NL replied to tsunam1's topic in KSP1 The Spacecraft Exchange
As as I have done in the latter days of every version since 0.18 I've concentrated on building a huge station. This time it's a luxury space colony housing a maximum of 256 Kerbals. -
Today I nearly killed Jebediah. After delivering new inhabitants for my orbital colony Jeb missed his re-entry windows and overshot the runway by miles. In a desperate attempt to still make a landing he diverted to the island runway. He almost made it. His shuttle hit the slope just in front of the runway and broke apart. Miraculously the cockpit, and Jeb, survived.
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I made a giant satellite because hey... why not?
Tex_NL replied to horndgmium's topic in KSP1 The Spacecraft Exchange
That's the Arecibo Observatory in Puerto Rico. The largest 'single dish' radio telescope on earth. It has featured in a variety of movies, series and games: The Arecibo Observatory was featured on Cosmos: A Personal Voyage in Part 12 "Encyclopaedia Galactica." The Arecibo Observatory is featured at the end of James Burke's TV series Connections in Part 3 "Distant Voices." Arecibo Observatory was used as a filming location in the climax of the James Bond movie GoldenEye (1995) and as a level in the accompanying Nintendo 64 videogame GoldenEye 007. Season 2 episode 22 of the cartoon Jackie Chan Adventures featured a spoof of the James Bond movie GoldenEye, and similarly ended the plot at the Arecibo Observatory. The film Contact (1997), based on the Carl Sagan 1985 novel of the same name, features Arecibo, where the main character uses the facility as part of a SETI project. Fox Mulder was sent to the Arecibo Observatory in The X-Files episode "Little Green Men". Songwriter and author Jimmy Buffett mentions the "giant telescope" in his book Where Is Joe Merchant?, and in the lyrics to the song "Desdemona's Building A Rocket Ship". The musicians Boxcutter, Lustmord, and Little Boots have all released albums named Arecibo. The observatory is featured in the film Species (1995), the James Gunn novel The Listeners (1972), the Robert J. Sawyer novel Rollback, and the Mary Doria Russell novel The Sparrow. Arecibo Observatory also featured in the action movie The Losers (2010). In the video game Just Cause 2 there is a large radio observatory called PAN MILSAT that is very similar in appearance to Arecibo Observatory. Internet radio station Arecibo Radio is named after the observatory.[52] The Arecibo Observatory was featured in an episode Covert Affairs called "Loving the Alien" as a stand-in for the Lourdes SIGINT Station. The Arecibo Observatory was mentioned in an episode of Korean TV Drama Playful Kiss in 2010. The Arecibo Observatory is part of the backstory in the Ingress/Niantic LabsARG (2012). An observatory similar to the Arecibo Observatory is featured in Battlefield 4 as a multiplayer map named "Rogue Transmission". (http://en.wikipedia.org/wiki/Arecibo_Observatory) -
The shared .23 release features news thread.
Tex_NL replied to Tidus Klein's topic in KSP1 Discussion
No, as far as I know Kerbal EVA has it's own resource: EVA Propellant. -
Wheel dust must belong to the realm of possibilities. We already have various particle effects in the game and 0.23 will bring even more freedom in that aspect. Setting what kind of dust and how much might be possible to define similarly to biomes. Persistent trails/footprints have been talked about before. If I understood correctly it is possible but does demand a good deal of CPU resources to either place objects or edit textures realtime.
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You could hide an air intake somewhere and use the B9 air nozzles to get an unlimited amount of thrust. Thrust will be low but those probes where never designed to go fast in the documentary.