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Everything posted by boolybooly
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Congratulations @Space Nerd on completing the K-Prize mission successfully. Thanks for your mission report. Well done on getting her down in one piece. Welcome to the K-Prize roll of honour aka the K-Prize party guest list.
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OK I see, thankyou for explaining. Sorry for the mistake. I have corrected the name to Martian
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Congratulations once again, again, @Mars-Bound Hokie on completing the K-Prize mission and earning a 1st class Advanced Pilot Precision Award by docking in orbit and returning to Kerbin with the new and improved Martian design, with twin NERV and triple RAPIER engines which is an interesting progression on previous single NERV twin RAPIER designs.
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No sorry, unfortunately I cannot see the entire image of the first and second screenies, only the third is fully visible. It usually helps to ramp up speed at a low altitude where the air is "thicker" and then pick an exit angle when you are going as fast as possible, but it uses a lot of fuel. The thrust is a product of air intake and that depends on speed and altitude and intakes, if you go fast enough at low altitude you can break through so you are going fast enough at higher altitudes to continue getting thrust. EDIT - another way to manage fuel drain I have been reminded, is to enable advanced tweakables under settings > general > gameplay and use the priority settings on the tanks which will then appear. The default is +10 and if you set +9 then that tank will drain after all the others at 10, if you set +11 it will drain before them.
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Yup if you want and the second question is not a problem. Landing any way you can is fine as long as the craft is intact and theoretically reusable. Water landings are OK but cutting the parachute mid flight for example would not be, since if it is cut it would not be possible to repack it so technically the chute is lost. Chutes disappearing of their own accord on zero velocity is OK because you can still repack them if required. Utility mods are also OK. Mods are OK as long as they do not change stock part or flight environment physics or add non stock parts.
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since fuel prioritisation has been taken away and aerodynamics remain a challenge, with some designs requiring careful management of the center of mass and therefore fuel drain, it would help if one could lock or unlock a fuel tank with a hotkey using a custom control group function to toggle flow from the tank instead of having to micro the little green arrows in the right click popup
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Spaceplanes are hard Show us some pictures of the craft and say how it fails and we might be able to advise COL (center of lift) needs to be behind COM (mass) btw. What can happen is the COM shifts position as tanks empty. One way to work around that is to lock a forward tank, right click and toggle the green arrows to stop signs, so no fuel drains from it. If the fuel runs out and the locked fuel is needed then one can unlock the tank manually. Another way is to move the COL further back and ensure sufficient authority in the rear ailerons to counter the tendency to tip forwards this will produce, until the fuel has drained. An easy way to test this is to empty the fuel tanks while building in the SPH and observe the movement of the COM marker. If the COM marker moves behind the COL when empty then the plane will flip in atmosphere and try to fly backwards.
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Well, the crew of the Person Shuttle 2 should feel right at home at the Dog & Booster @AHHans! I hope you will be pleased to know that refuelling on Kerbin prior to or after a mission is within the rules, so congratulations on a successful double mission which I believe qualifies for the following kudos. (FYI historically any Astrokerbal Distinction supercedes a Kosmokerbal Commendation otherwise the latter would be awarded for the voyage into Kerbolar orbit.) Advanced Pilot Precision Award 1st Class, Astrokerbal Distinction (Minmus) with Person Shuttle 2. + Advanced Pilot Precision Award, Astrokerbal Distinction (Mün) with Person Shuttle 2. Many thanks for you detailed and entertaining mission reports and welcome to the K-Prize Party guest list, aka the roll of honour.
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@Mars-Bound Hokie congratulations on successfully completing the K-Prize challenge mission once again. This time bringing ore as payload back from Minmus, which is no mean feat given the extra weight of the drilling equipment and merits the rarely awarded and highly regarded honour of a Utilitarial Distinction. I make that ... - Advanced Pilot Precision Award, Utilitarial Distinction, Astrokerbal Distinction (ore from Minmus) with Laythe Speeder . You also reported an orbital test mission which counts at the beginning of your report and I am assuming "no problems" meant that was a landing on the runway and so awarded an APPA for that. Well flown and its nice to see the advanced kudos getting a workout! Thanks for your mission report and welcome back to the guest list for the K-Prize party at the Dog & Booster. Hi @AHHans nice to see your pilots are taking an interest, the K-Prize commitee are looking forward to seeing their mission report whenever it suits hf.
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OK, thanks for your perseverance which is not obligatory but is praiseworthy, to coin a phrase. I hope readers understand the K-Prize runs on the honour system and this does not seem like pedantry nor I a martinet. The K-Prize commitee applauds evidence of skill and initiative. The intention is to use stock as a standard which makes comparisons between vehicles and their performance meaningful, while also making it possible for K-Prize entrants to compete on a level playing field regarding record holder titles. So as I see it, to be consistent with the spirit of the rules, the open cockpit needs to be a physics/resources clone of one of the other stock command capsules which does a similar job such as the Mk1 Inline Cockpit, which it closely resembles, or the Mk1 Command Pod or the KV-1 'Onion' Reentry Module or even in theory the EAS-1 External Command Seat but bear in mind this includes heat tolerances for reentry. Some of these carry monopropellant but if it was intended to carry liquid fuel plus oxidiser it could be a clone of the Munar Excursion Module (M.E.M.) for example but would have to be a clone entire, including the extra weight etc. So take your pick! Also because it is possible to use positioning widgets and clipping in stock vehicle assembly the dimensions of the part are not an issue. Hope that helps.
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If it is a graphical mod of a stock part then its OK, if it changes the physics of the stock part in any way which effects flight performace, e.g. lift, mass, drag, thermal rating, battery size, fuel capacity, gyro torque, then it has to be considered a mod part which breaks the stock rule. Its a very nice looking cockpit so I hope it has stock physics. Maybe a command seat could do something similar.
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OK great, do you want a gatecrasher listing for the above or should I discreetly let it pass as undocumented !?
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Hi @linuxgurugamer I like your barnstormer but while I was looking it over I noticed the twin Rapier engines appear to be a different size to stock so it would be remiss of me not to remind you to read the small print for the mission which is in the first post. In particular rule#3. Gatecrasher listings are the alternative for those who want to break the rules and come with a free quip but you can redeem the gatecrasher and expunge your record by completing the mission successfully. Your call, I will wait for your incoming mission report. FYI
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Yes that looks right @Mars-Bound Hokie APPA 1st Class and so noted in the roll. Thanks for another clearly illustrated mission report showing the capabilities of a carefully considered expedition vehicle on a test flight and well done on achieving these highly regarded K-Prize kudos goals. Congratulations @fulgur on completing the K-Prize mission challenge successfully with the singularly sagittiform Ilion and landing at the KSC to earn a Pilot Proficiency Medal. Thanks for your mission report and welcome to the K-Prize Roll of Honour aka the K-Prize party guest list. See you at the Dog & Booster
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I think its a great mission and a versatile ship due to the refuelling capability. As you are no doubt aware @Mars-Bound Hokie, due to the way you compartmentalised your mission reports, refuelling is a mission breaker in the K-Prize rules but your craft completed the K-Prize because it returned to Kerbin before going on its grand tour after refuelling in the desert. So congratulations on completing the K-Prize successfully, thankyou for your mission reports and welcome to the K-Prize Roll of Honour aka the K-Prize Party Guest List
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έķ νίĻĻάίή congratulations on completing the K-Prize mission successfully, thanks for your mission report montage and well done for landing on KSC runway which has earned you the special kudos of an Advanced Pilot Precision Award, welcome to the K-Prize party guest list aka the roll of honour.
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The president and committee of the K-Prize, having sat in plenary session at the snug bar of the Dog & Booster would like to offer heartfelt congratulations to @BeanThruster on successfully completing the K-Prize mission with an effective flight plan earning an Utilitarial Commendation for transferring a biolab to orbit and an Advanced Pilot Precision Award 1st Class for docking in orbit and landing back at KSC runway. Thanks for your thorough mission report and welcome to the honoured ranks of those who have succeeded in completing the K-Prize mission aka the K-Prize party guest list. Well flown!
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Disable Stage UI auto-hide
boolybooly replied to TanoPrime's topic in KSP1 Gameplay Questions and Tutorials
Thanks, yes I was wrong to assume it would be the same for everyone else, also somehow, I kid you not, the BB has erased my previous post which was not of my doing. I will endeavour to reconstruct it. Oh wait, the post you quoted has moved to the top. I need to sort my sorting. Why does computerz hate me today? PS dont try mapping staging to [delete] either, as that is the hard coded hotkey for the docking mode interface... *sigh*. -
Disable Stage UI auto-hide
boolybooly replied to TanoPrime's topic in KSP1 Gameplay Questions and Tutorials
oh! I see now... Having reinstalled and tested with default settings, the problem I was having is because I had already mapped the staging/launch hotkey to [insert] key which is also the new undocumented hard-coded and unexposed/unmodifiable hotkey to hide and reveal the staging stack! I cannot find it listed in settings anywhere, but it works even when staging is mapped to default [space]. Which I hope helps @TanoPrime as well. So I guess this explains why it was not a universal experience then! lol, I suppose the appropriate thing to request is exposing the stack hide key in settings so we can remap it... please -
Disable Stage UI auto-hide
boolybooly replied to TanoPrime's topic in KSP1 Gameplay Questions and Tutorials
This is in the playfield and the map. Using the staging hotkey causes the staging icon stack to hide until the key is pressed again. You also have to press the stage key three times to start the first stage now because the first press unintuitively hides the stack, second brings it back and third activates the stage and hides the stack again. FYI I dont have and have never had any mods on my KSP install, v1.8 via Steam, in OS Win7x64 on a PC. If you have not tried to launch a multistage rocket in 1.8 stock be advised this did not occur until after the 1.8 update with a fresh multistage launch in a 1.7 career gamesave and it also occurs in a fresh 1.8 sandbox game (recommend craft "Kerbal X" as a useful premade asparagus multistage tester) and the stack hiding looks like intended behaviour. But its not working very well and it would be nice to have a way to lock it off. I recommend other interested parties test their updated client before assuming this is abnormal, I think you will find it is the same for all of us now unless you have mods blocking it. -
Disable Stage UI auto-hide
boolybooly replied to TanoPrime's topic in KSP1 Gameplay Questions and Tutorials
Same here with the 1.8 update the staging stack autohides when I dont want it to and requires redundant keypresses to stage which is kind of alarming given how sensitive the staging system is to over zealous use! It is also adding extra redundant keypresses in for chute activation. Sometimes takes three keypresses to get the chutes on the next stage to open. Would be good if right clicking the staging icon locks the stage stack in place so it does not auto hide and responds immediately without redundant keypresses required. It also carries important information about stage dV so its useful for it to remain visible for that as well.