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jedensuscg

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Everything posted by jedensuscg

  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 And some of the data is outdated.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. 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.
  6. 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.
  7. 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.)
  8. 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
  9. 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.
  10. 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.
  11. 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.
  12. While I have never recreated Apollo 11 I have recreated many Apollo 1 and 13 missions...
  13. 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.
  14. 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
  15. I was thinking about doing an rss career and came across this. This beings up stuff I never even knew I had to know. Not even sure if any of this can transfer to non rss ksp. Might explode spectacularly a few times. In fact this is counter to how I launch in my non RSS with FAR career, where going to fast is dangerous and causes the craft to become unstable and doing any gravity turns to early is a nono. I have to limit some of my rockets to 14-16 m/s acceleration to prevent hitting too much speed to early and suffering from drag and dynamic pressure disasters(though I think FAR has a lot to do with this. I love far, makes for some far better launches if you understand your limits) Going to save this for my toolkit when I start an RSS career.
  16. So after playing since .24, with several hundred hours logged according to Steam, I have yet to leave the Kerbin SOI, disregarding the occasional probe heading towards the sun, but since I use remote tech, I have no control over these yet. Not sure why I have not left the Kerbin SOI, always tried to focus on doing a Mun base (not suceeded) or focusing on aircraft (marginal) and I usually restart a Career after major patches. Anywho... I have a contract to do some high and low orbit stuff over Duna, I have a launch window planned for three kerbin days from now, I have a lifter that can put out about 7500 dV with a 8-10 ton payload. I can probably fudge it bit more but that is the limit of my tech right now. (Just unlocked the first R&D upgrade). I do have an orbital refuel station that can top me off, so fuel is not a problem. But I have never done a burn for another planet. I will probably be using Mech Jeb to assist, it will be manned because I do not have the sat network to risk an unmanned flight(remote tech) of that range yet, but I would like to leave a comsat in polar orbit around Duna. Does anyone have any suggestion of what else I should do when I get there (the contract minimum is an RPWS and Grav detector thing). Any lessons learned. I also have USI life support, so will also be bringing food. No Science bay unlocked yet either. I will keep everyone updated. Big event for me. Been playing since .24 and this will be the first time out past Minmus.
  17. You can also ctrl-12 to open up the debug menu, go to contracts tab and hit the complete button. This will treat the contract as completed despite the asteroid being still being where it was, give you the money and reputation and let you continue to experiment with said asteroid.
  18. There really is no way to prevent this unless someone mods a change to how target selection works. All in all the mouse and selection interface in KSP has been absolutely pathetic since it's inception. It's on of the few complete failures in the game. The game ALWAYS keeps everything in focus regardless of if it's behind a window(interface window not physical wijdow) or you are in IVA, this makes for frustration because you have to make sure that button you want to push is not over something else on your ship or in map mode. Same with IVA and using RPM, you have to cautiously click the display MFD buttons slowly so the game doesn't register a double click and try do something funny.
  19. What do you mean by elevons deploy? Are you turning them into flaps or spoilers? By default elevons should not deploy as they are a flight control surface and move with pitch/roll input, but if you are using them as a flap or spoiler then ya they will deploy with the. Could be an issue with the patch, so first, is this a saved craft from 1.1.2 or a newly built craft for this version? If the first, then go in an verify the elevon settings, if they have Flaps checked then they should deploy downward. Maybe the patch reset or changed their tweakable configuration you set. If this is a new craft, maybe the wrong button got selected, or in both situations maybe they got put on upside down by you or the patch flipped them. So ya check the tweakable settings in SPH/VAB and verify their settings.
  20. Sorry, but this part is complete and utter balogne. Have you left the Kerbin SOI? Have you done hours long missions? Ya blowing stuff up is lots of fun SOMETIMES, but lack a Dv readout will not stop you from blowing up. Lack of a Dv readout means you have to spend hours doing a long distance mission only to realize you have to go back to the VAB and add more fuel and attempt the same hours long mission again...only to realize you are still short fuel. Knowing you Dv is FUNDEMAMENTAL to leaving the kerbin SOI without hours of frustration, which is no fun. If KSP was EVER about how you describe, they would not have added a whole meta game that can cause you to lose hours because you made a mistake in the VAB because the devs felt you didn't need the REQUIRED information. Slapping more rockets on ad nauseum is only fun for the first few days when learning the game. When actually trying to have a successful career mode that penalizes inefficient rockets and gives you a limited budget, that "slap more on it and hope it works" is counter intuitive. Does a new player need Dv readout? No, I spent my first few days just trying to get into orbit through trial and error, and blow up or running out of fuel. But once I mastered launching craft of all sizes, the game became far to tedious when I had to keep revert saves because I was running out of fuel or was too heavy because I just tried to over compensate for fuel. I do not find making spreadsheets or doing advanced math all that fun all the time. I am just sick and tired of either the players that have never actually left the Kerbin SOI or who are just pretending to be a KSP "I don't need no DV readout" elitists justifying one of Squads most obvious dumb oversights. Addons are great, but forcing you to use an addon for a function that NEEDS to be available as stock is dumb. KSP has completely grown past Squads original intent of this just being a fun "strap some rockets and see how far they get" game. They need to realize their old way of thinking about Dv readouts does not align to the game they are making now.
  21. You can turn on an IAS display in FAR, it will replace the m/s indication shown on the navball. Also allows mach number and a few others i think. if you don't mind using FAR that is. (not sure if NEAR has it)
  22. Ya NavUtilities adds the HSI and marker beacons, but the physical additions to the runways (approach lighting, hangers, etc) are all KerbinSide and KerbinSide Campus, which adds a bunch of runways, helipads, and launch facilities around Kerbin (for purchase of course) and Campus expands the main KSP facility to have roads and dorms and stuff you can drive around. There is also an addon called KerbinSide GAP which is a spin off of Giving Aircraft a Purpose but includes contracts for all the extra KerbinSide facilities, all these additional facilities also have integration into the NavUtilities HSI..which is sorta of annoying because you have to click through all of them to get to the one you want the HSI to give guidance too, but it's nifty as it gives you DME, Course Glideslope for runways and localizers. I was trying to do a high horizontal stab setup but was having a pain getting any wing surfaces to attach to the vertical tail. Ya my plane has some decent range (though I doubt it can get anywhere near the arctic, but I have attached extra wing mounted tanks but have yet to try the new distance) but is has a limited flight ceiling of about 14km. Nice designed...I might "borrow" some design elements for my next plane.
  23. First install Ferram Aerospace Research (FAR). It makes the aerodynamic model so much better. (if you hadn't already that is) I struggled with early career planes to, but there are lots of ways to make one. Here is a video of my first successful plane made with the first unlock. I would say that upgrading your runway once helps a lot. The second landing in the video is external view if you want to fast forward to see the plane. At the 2:06 mark I zoom in and around the plane so you can see the parts better. http://forum.kerbalspaceprogram.com/index.php?/topic/138235-finally-got-an-early-career-aircraft-to-flyand-land/ You can ignore the add-ons I use. except for mouse aim flight which really helps with flying,none of them affect the aircraft. (if you're curious is RPM for the displays, nav utilities for the hsi and Kerbin side is where those extra hangers came from. Also note I am using the STRUCTURAL fuselage, (the one that holds no fuel) All the fuel is in the two mk 0 tanks that make my engines. (my engines are just an intake, mk 0 tank, June engine attached in a row). Also FLAPS! Install a pair of elevons, turn them into dedicated flaps (right click menu in SPH) set the flaps to 2 for takeoff. And lastly, make sure you set up control surfaces correctly. The default setup makes all control surfaces (elevons, winglets) work in all axis (pitch, roll, Yaw) if you don't change these you will have issues, they will tend to fight each other or be too sensative. To fix this right click each part click the first option and lower the axis you don't want controlled to zero. DO NOT lower the slider all the way down, as you actually go into the negatives. Make sure you lower the slider to 0%, about half way.
  24. It's a shame really, The console versions. I don't know if Squad stepped back and realized just how much mods make their game complete. Even something as simple as MJ or KER is probably on the vast majority of installs. Not even having a basic Delta V readout in vanilla install is going to drive a lot of people away from console version unless they have an easy way to get mods. I mean I STILL don't understand Squads reasoning behind this despite their explanations since I've been playing back in ver .24. It is like not having a speedometer on a racing game. This is just the basics, add-ons like FAR that fundamentally fix the aerodynamic model, RPM which turns IVA into more than a novelty, KAC for speeding things up without screwing up, even stage recovery! I mean Squad made it so you can get money back by recoverng spent boosters but made no easy way to do it. the list goes on. Squad really needs to step back and think about integrating these features into a console edition, or KSP for console should be renamed KSP Lite, because let's face it the game has relied on the fantastic mod community to make a pretty barebones game into a feature complete game. I will never touch a vanilla install of ksp, it's just too shallow for me and has this weird duality of trying to be a realistic simulation and complete arcade game at the same time.
  25. Just an addition, holding right click to mouse view does pause MAF where it is at, so you can adjust your external camera or look around in IVA and the plane will still fly where it MAF cursor was point, it is just when trying to use cursor to click things you have to press the MAF enable/disable key. So if you have everything setup via action groups and never need to click on parts of your craft or RPM buttons, you generally don't need to toggle MAF off. However you DO HAVE TO toggle it off when going into map view, because when you move the cursor around in map view, MAF will still try and follow it leading to some interesting situations.
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