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jedensuscg

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    Rocketry Enthusiast
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    US Coast Guard Aviator. Rocket exploder.

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  1. Heya, I am not sure what data set you used, but I found one here https://hub.arcgis.com/datasets/e90996158f0a464189098881379597a6_0 It lists all medium and large airports, including some basic runway information. You get some of runway numbers (not all of them, but enough to get an approximate layout.). And some of the data is outdated. But it would get you closer to the ballpark. The data set also lists airport codes with the IATA and ICAO codes, so if using the 4 letter ICAO is better than the three letter IATA you can do that. A few discreps I did find though: I pulled up KSFO (San Fran) got data showing two runways (01L and 28R), So because we have a L and R, we know we have parallel runways. Obviously not all parallel runways are created equal, (some can be way shorter then the other). So we have runways 01/19 Left and Right, and runways 10/28 Left and right. The headings are also shown, in this case, 28 degrees for 01L and 28 degrees for 208 degrees for 19R. So you can either just use one runway in each direction, or have 2 sets of parallel runways But like I said, not all the runways are shown, and some are shown twice! I looked up another airport I am familiar with, PADQ (Kodiak AK), which has three runways. However the database shows two? Nope, it shows runway 07 and runway 25...which is the same runway technically (reciprocal headings). Also, you would be insane to try to land on runway 7, there is a mountain right before it. But Runway 25 is the primary runway used for Alaska airlines, so it's the probably why it's listed. Also I said the data was a little dated? Runway 7/25 is actually 8/26 now. They changed the runway number in the last few years back due to magnetic drift. Hope you can do something with this. The website that provided the GIS has a even more data sets to check out, like one called "runways" I opened it in google sheets...its huge, it lists 41,586 runways of all sizes, but not all the information is there for all runways because some just don't get used that often. I also open the Airports csv, but it does not list runways, I think the ArcGIS data set is the best bet though, because it combines the Airport data with the Runway data already. But heres the link to the rest of it. https://ourairports.com/data/
  2. Just want to say I love this mod, thanks for keep it maintained! I have lost about 6 kerbals in my no load/save Kerbalism game before I reinstalled KRASH. Now, when developing my SSTO, spent about 70k in simulation costs. I chock it up to "Development Costs". Still cheaper then losing 15 SSTO and 30 Kerbals.
  3. So I don't think it's Hangar Extender, because I do not have it installed, just tweak scale. I have just the Cargo Bay mod installed, and If I right click the Cargo Bay part(I can click any other normally at first) the context menu partially appears, it just shows the same vessel interaction button(does nothing) and a text field that says "Help text goes here". It then breaks the VAB/Hangar, so I can no longer right click any part to get the context menu. I just have to exit out and reenter the VAB and it works fine again until I right click a cargo bay part.
  4. Thanks for the great visual RCS mod. Looks way better
  5. Hey man...thanks for your post regarding your aircraft.  I can actually fly now after creating a plane based on your youtube video (especially just using a keyboard without a joystick or avionics mods)...Thank you! 
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  6. I'm in this spot too, where despite over 500 hours in the game I have yet to go past minus. I think I get too side tracked or stuck on having a big presence in the Kerbin SOI I forget about all the rest. I go through play spurts generally when a patch comes out.
  7. I just want to say @linuxgurugamer, you are among just a handful of addon contributors that make KSP infinitely more replayable, and I want to give a huge THANK YOU.I missed Dangit for so long. If gives me more reasons (besides forcing "roleplay") to design safer, more redundant craft.
  8. Journal Entry One Welcome back! Today we bring you the first milestone in the legendary Duna Regatta Mission to ...Duna. Delta Galactic has launched the first section of the Duna Regetta Long Duration Vessel. The massive Main Drive and Power section was placed into orbit late last night and successfully docked with the freshly built Kodiak Station. After docking, Duna Regatta drained the station of it's fuel reserves, but remained hungry for more. A refuel mission is planned to top off both the Regatta and Kodiak Station. Design and building of the second section is underway at this time. The Main Drive and Power Section (MDPS) contains 6 terrier engines for planetary transfer, a detachable skipper to assist with initial transfer burn near Kerbin, inflatable fuel containers along with structural fuel tanks, extra kerbal supplies, 2000 units of Main Batteries and 1400 units of Reserve Power (through AmpYear), and a detachable command pod for manned control and doubles as an escape pod. Ya I need to look into some of the USI stuff. I think I have a smaller recycler. Thanks. The 2000 or more days is to provide time to wait for another transfer window, incase of oh craps (first time leaving Kerbin SOI.)
  9. Hello and welcome! After 450+ total hours in KSP, Delta Galactic CSA has finally decided to take the leap out of the Kerbin SOI. My next stop, Duna. I am also going big with this one. No unmanned probe on a fly by, no manned orbit, science and return. Nope I am doing as much as I feel comfortable doing...then tacking on some more! I am also doing this early career, with only the first upgrade to the R&D center...and only one node unlocked in that area. First the obligatory addon mentions: MAJOR ADDONS And the Mission Goals: Fly at least four Kerbals to Dune SOI. Two Pilots, one Engineer and one Scientist. Enter Duna Orbit Complete the MINIMUM science of RPWS and Gravimetric scans required for the contract. Complete as much other science as possible. Provide a lander capable to landing on Duna with 1 Kerbal, and returning to mothership. Deposit a mannable (but will be automated for now) communication sattelite in high orbit around Duna (for Remote Tech support) Transfer to Ike Land on Ike. With this in mind my vessel must include enough Delta V to fly to Duna, provide fuel support for one lander, a self sustaining Comsat with long range and local communication capabilities a Duna capable landing craft with science. Life Support supplies for no less then 2000 days. I have decided my vessel will be assembles in Orbit and will be consists of a Drive and Power Section with all fuel, engines and batteries. A central docking section to allow the landers, probes and other modular components to dock. And a forward living and science section. More items may be added during build. Entry One: Launch of the Main Drive and Power Section(MDPS) -Delta Galactic Public Relations
  10. You can alt-F12 to open debug menu, go to the contracts tab (near the right I think) and hit the complete button (labeled com) and it will treat it as if you completed it, so you don't lose reputation or money. It's kinda like a money cheat as well. Find a tastey high paying contract, accept it and complete it. If anything it's good for those accidentally accepted contracts. But nothing is better than overcoming adversity and owning that contract. More important than money and reputation in early career is personal experience.
  11. I have over 450 hours and never been interplanetary yet. But I am changing that, am currently building a long duration Duna exploration now. I think it's because I always try and get a foothold in the Kerbin SOI first, like building space stations or mun bases but end up restarting careers after major updates. But to help out there are some things I have found. You CAN find easy transfer windows in game now with the transfer window mod, and Kerbal alarm clock to track the window. Just plug in the time period you want to leave (or chooses smallest dV) , where from and where too, and the mod will find the optimal transfer window, you can then add it to Kerbal alarm clock and fast forward. I also mastered docking (using mech Jeb, lol) so refueling is a snap. I just launched the Main Drive section of my Duna craft (the Duna Regatta) and it's sitting docked with my station now.
  12. I tend to pull lights from other mods to supplement. I don't use most of b9 but love the lights in it so just delete most of the parts. Aviation lights was nice as well been apparently just got updated. There were other awesome lights mods through the years but they tend to get outdated. We have dozens of nearly identical rocket part mods but not a single mod adding useful lights on spacedock right now.
  13. While I have never recreated Apollo 11 I have recreated many Apollo 1 and 13 missions...
  14. I use the thud more than I should out of laziness. Usually after building a rocket and finding one of my intermediate launch stages is under powered I slap a few around the outside if I have the delta v to spare because I am too lazy to rebuild my launch vehicle. Works wonders for those short bursts where you need just a little more twr during launch.
  15. I had a few issues with the smallest gear in 1.1 that was fixable with changing some wheel tweakables, but not having any problems anymore. All my flying issue arise from building crappy planes and struggling with the keyboard based controls, though the mouse flight mod works wonders. It is worth noting I am not a pilot but am a Navigator and aircrew, flew Falcon 20`s and c130's for a few hours and have landed airplanes in the simulators (the real multi million dollar ones) and I agree with the OP, landing a C130 in a sim was FAAAR easier then landing anything I have built in KSP, but the key phrase here is 'I built'...so not sure if it's the game or my unengineering
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