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S4qFBxkFFg

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Everything posted by S4qFBxkFFg

  1. Moon Goddess: I was trying to make a KSOS config as well, the code that seems to work for the tug is: @PART[KSO_SST]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passablenodes = top, bottom impassablenodes = bottom01 } }
  2. The next major component of our communication network will consist of three HICOM satellites orbiting in as near a kerbostationary orbit as possible, each separated by 120° to form an equilateral triangle. Each satellite will be equipped with two fixed dish antennae, capable of communicating right across the Kerbin system, three folding dish antennae (which will target the other two satellites and Kerbin itself) and two omnidirectional antennae as backups. These launches will also serve as testbeds for several other new technologies - the powerful Skipper engine, with 2.5m diameter tanks to match and a docking port, to enable servicing missions if they become necessary. Initial simulations indicate that RCS capability and large amounts of solar power are required for this vehicle; solar panels intended for our shuttle and space station programs will be tested here. More batteries have been added and booster thrust has also been slightly reduced; no more changes are anticipated before the first flight. MISSION REPORT Crew: n/a Result: Success Status: Orbiting Kerbin Details: Ascent to the target altitude went smoothly, with the satellite functioning as intended. The main boost stage was retained until circularisation, being discarded while periapsis was still within the atmosphere (at which point very little fuel was remaining). After several hours, more adjustments were made to bring the orbital period as close to six hours as possible; the satellite is now in a kerbostationary orbit, able to communicate with KSC. The only issue encountered is that the batteries are insufficient to power the craft for all the time it is in the shadow of Kerbin - when more antennae are activated this problem is expected to worsen. Therefore, at least one servicing mission will probably be necessary to attach more batteries - this operation will be simplified as there is a docking port available for use.
  3. To make better use of their Communotron antennae, which have a range of 2,500km, it was decided to raise the LOCOM satellites to a 1,400km altitude in a pentagonal configuration (involving the de-orbiting of the less sophisticated 1b satellite). It soon became apparent that this would result in excessive separation between satellites, so the 1h mission was approved (using the same design as 1c to 1g). MISSION REPORT Crew: n/a Result: Success Status: Orbiting Kerbin Details: As with previous LOCOM flights, 1h has been successfully placed in the constellation at the new higher altitude. While each satellite appears to have sufficient fuel remaining for a de-orbit, it is anticipated they will remain in the present configuration indefinitely. Also of note is that new test pilots - Philrick, Rory, and Gerford - have joined the aviation program.
  4. edit2: the first problem is fixed now, although I don't know how I did it... Something strange is happening with the toolbar in the tracking station screen - when I go to the tracking station, the toolbar is positioned over the time accelerate buttons, I can unlock it, move it where I want, then relock it (this all seems to work as intended). However, the problem is that when I leave the tracking station and come back, the toolbar is again sitting on top of the time accelerate buttons. (I tried deleting the toolbar-settings.dat file in the GameData folder but that didn't seem to help.) edit: also, is it possible to disable the controls that are underneath the toolbar? It appears to be passing mouse clicks through itself to whatever UI element is beneath it.
  5. There should maybe be a more realistic/Kerbal (rarely do these things go together...) solution - somewhere in the area to the North of the runway, there could be a test track for rovers, with sand pits, inclines, rock fields, etc. The interesting part is that to simulate different gravity conditions, the kerbals either attach helium balloons or heavy weights to the top of their rovers.
  6. I noticed this as well, the Stock Rebalance Project adds fuel/oxidiser to the taller adapter so it probably makes sense for it to be impassable when that mod is used. I would suggest that if a mod changes the default behaviour of a part such that its passable-ness should also change, then that mod should handle it be including an amended CLS config file for the relevant part. I don't know how that could be made to override the default CLS config for that part though.
  7. Identical to 2a, apart from the six tail fins added at the base; Mildred is still ready for a flight, so launch will be as soon as the vehicle gets to the pad. MISSION REPORT Crew: Mildred Kerman Result: Success Status: Recovered Details: Our first encounter with Minmus has been instructive; the body's small mass and distance from Kerbin makes a little fuel go a long way - a low polar orbit was easily achieved, and the entire surface of the moon was quickly surveyed. Initial observations (which include "Ooh - pretty!") suggest that there are several areas of great scientific interest which would merit actual landings. The low gravity, and extensive flat areas, suggest that landings on Minmus would be considerably easier than similar attempts on the Mün; during debriefing, Mildred commented "I'm sure I could have landed that thing tail-first if it had been fitted with landing legs and some RCS." Despite Mildred's exemplary performance, we will be reverting to our two crew member minimum rule for future missions outside LKO. Given that Gene and Wernher have actually come to an agreement here, it's nearly certain that Minmus will be our first landing on another world - the HGR factory have informed us that their upgrades to the Spud and Radish capsules are still in progress and should be ready in time for any launch attempt. Due to problems with data transfer, significant upgrades are planned to our communication satellites before further Mün/Minmus missions; initially, this will involve raising the LOCOM satellites' altitude to better take advantage of their antennae range, before launching a HICOM network consisting of three Kerbosynchronus satellites equipped with four directional antennae each (two targeting the other satellites in the constellation, one focused on Kerbin, and the last tasked with targeting the current mission of interest). Also of note is that recent upgrades to the tracking station radars have allowed us to detect several asteroids, some of which will be closely approaching Kerbin in the near future - the situation is being monitored, both to determine potential research opportunities, as well as to provide warning of potential impacts.
  8. Our first attempt at a Minmus mission, hence the large delta-v. The primary objective is to carry out initial close-range observations of Minmus, with any more detailed study being subject to available delta-v and life support. Mildred will be the next holder of the furthest-kerbal-from-Kerbin record. MISSION REPORT Crew: Mildred Kerman Result: Failure Status: Recovered Details: While control was difficult, it appeared that ascent was satisfactory until separation of the strap-on boosters, after which stability was lost and the vehicle started tumbling end-over-end. It was decided that continuing the flight as planned would be impossible, so engines were shut down and all stages were sequentially jettisoned. A normal splashdown was then made in the sea east of KSC. It appears that stabilising fins are necessary for this new design.
  9. With lessons learned, several changes have been made to the 1a design; a stronger cockpit module has been used, the main gear are wider spaced, drag chutes have been added, pitch control authority has been increased, and the unnecessary reaction wheel has been removed. The flight will focus on approach handling, with the initial stage similar to 1a. Seanfurt Kerman is the pilot, we have emphasised the abort option in this series of craft - better to bring some of the aircraft back than none. MISSION REPORT Crew: Seanfurt Kerman Result: Success Status: Landed at KSC Details: As before, the aircraft took off from runway 09 before climbing over the ocean and making a wide right turn towards the mountains east of KSC. Another right turn was made after a few minutes to establish an approach to 09, a go-around was performed before making a left-hand circuit with the downwind leg at between 1500-2000m altitude. Throughout flight, control response was excellent and predictable, albeit noticeably less responsive at slow speeds. After the second approach, a successful landing was achieved, during which drag chutes were deployed. It is apparent that the modifications to the 1a design have been beneficial and will therefore be retained for future flights, for which the 1b shall serve as a template.
  10. Mine was certainly still teaching it in the early 2000s (1st/2nd years learned it as their introduction to programming). I remember playing with the 2D rocket package and wishing it was a full space sim... Same. I have two engineering degrees, but when reading the constructive posts in this thread I feel like a cat trying to learn long division. On the plus side, I learned that "then why don't you try using double doubles?" isn't actually a sarcastic response to a problem with precision. Good luck eggrobin, even if it looks like you have no need of it.
  11. I support this - it would make the orbital view much clearer and probably isn't difficult.
  12. Given that Unity appears to have issues with joysticks (like this and this) it would be good if this could be sidestepped by having the calibration take place in-game. I remember this working well in DOS games 20 years ago, so surely it's possible? edit: in case anyone is searching for solutions to joystick problems, I managed to get mine (Thrustmaster T Flight Stick X on Linux) working merely by ensuring every axis was centred before starting KSP - fortunately, the throttle has a detent at its 50% setting, which makes this easier than it would otherwise be
  13. Not 100% sure, but I think this is breaking 0.23.5; when I try to load the game it always stops like so: (end of KSP.log file) [I]-snip-[/I] [LOG 13:34:06.212] [ModuleManager] Applying node KESA/ResourceIntegration/@OCEANIC_RESOURCE_DEFINITION[LaytheWater]:Final to OpenResourceSystem/PlanetResourceData/oceanicresourcedefinitions/LaytheWater [LOG 13:34:06.212] [ModuleManager] modding values @resourceName= Water [LOG 13:34:06.213] [ModuleManager] Applying node KESA/ResourceIntegration/@PLANETARY_RESOURCE_DEFINITION[*]:HAS[#name[Water]]:Final to WarpPlugin/PlanetResourceData/planetaryresourcedefinitions/Water [LOG 13:34:06.213] [ModuleManager] modding values @resourceName= Water (Removing the KESA folder lets KSP load normally.)
  14. Is there any way to use the bottom camera in the boostercam from the IVA screens yet?
  15. I definitely think the air-breathing jet engines could be improved, and made a thread about it: http://forum.kerbalspaceprogram.com/threads/72881-Changing-the-way-air-breathing-jet-engines-are-constructed I would be perfectly happy with something more like you described, but maybe that's too complex?
  16. I humbly suggest that it be known as the "Turnip". On a more serious note, have you thought about which of the HGR parts should have internal hatches on any of their attachment nodes? The reason I ask is that I've been contributing config files to be used with the Connected Living Space mod and would be happy to do one for HGR too, unless you'd prefer not.
  17. I wish I had known this, I'm ashamed to say I even had the mod installed without noticing this function...
  18. Yes, it is quite possible people may know of mods that already implement their suggestions, but I prefer not to assume that unless it's obvious. As long as it isn't banned, I'd rather point out a relevant mod to someone who may already be aware of it than ignore someone who may be interested and (for example) just hasn't typed the correct search terms.
  19. Looking to the future, we have plans to incorporate horizontal landing and take-off craft, as well as those powered by air-breathing jets, into the space program. To this end, the AeroX program has been initiated, the 1a design is (we hope) conservative, but (we also hope) capable. It's mission objective is merely to carry out a controlled flight and landing, any significant distance flown from KSC will be a bonus. Macny and Seanfurt have been recruited as aircraft test pilots; Macny gets first flight. MISSION REPORT Crew: Macny Kerman Result: Failure Status: Vehicle Destroyed, 1 Fatality (Macny Kerman) Details: The flight started with a brakes-on throttling up of the engine (an action unnecessary with our rockets, which provide full power well within one second); once the wheels started to slip, brakes were released and acceleration down the runway was brisk. Rotation appeared to start once speed reached ~100m/s with actual take off several seconds later (well before the end of the runway would have been reached). The aircraft entered a gentle climb, remaining on an approximately eastward heading while control response was evaluated; pilot reports indicate that roll response (using ailerons and canards) was excellent, yaw (using the rudder) was adequate, and that pitch (using the canards) was "barely" adequate. It should be noted that the range of movement for the canards was reduced from their maximum capable and that deactivating all reaction wheels did not significantly worsen controllability. The small blade antenna was used effectively for communication, including transmission of temperature data from the thermometer added just before flight. The aircraft easily climbed past 10km in altitude, although instruments indicated the engine developing less power than at sea level. After turning in the region of the island airfield, fuel was pumped forward in an attempt to improve handling. The aircraft then made a power-off descent and positioned for landing on runway 27. On final approach, control authority appeared limited and Mission Control suggested a go-around to evaluate options (even with only a moderate increase in altitude, jettisoning the cockpit and descending by parachute, or ejection, would have been viable) but the pilot elected to continue the approach. Initial touchdown was gentle, without flaring, at approximately 180m/s, but was not on the centreline and flight was still not straight. When attempting to straighten the approach, the aircraft left the runway for a few seconds; on the second touchdown, brakes were applied and control was lost with one wingtip contacting the runway. The aircraft then broke up and was destroyed, resulting in the death of the pilot. Initial investigation suggests that excessive landing speed, an unstable approach, and narrowly spaced landing gear were the main factors responsible for this accident. Contributory factors include flight crew culture, lack of pitch control authority, and lack of effective braking mechanisms. Therefore, the following general recommendations are made for future flights: 1. Pilot training should emphasise that, wherever practicable, a go-around should be made if any aspect of the approach appears unsatisfactory and that for flights of untested aircraft, at least one go-around should precede any landing attempt. It should also be emphasised that the use of emergency descent systems are available if a safe landing does not appear possible. 2. The addition of drag chutes should be considered as a method of quickly decelerating aircraft during landing. 3. Narrowly spaced landing gear should be avoided in aircraft design unless doing so is infeasible. Specifically to further flights of this aircraft design: 4. Pitch control authority should be increased significantly.
  20. It's a good idea, and has already been added as a mod: http://forum.kerbalspaceprogram.com/threads/25367-0-23-Chatterer-v-0-5-9-2
  21. Yes - all working now (I didn't even know the "passablenodes" syntax was acceptable...), just about to send the updated file.
  22. codepoet: Firstly, the config file for the KSOS I sent isn't correct - I've sent the better version. However, I'm struggling with a particular part in that mod - I can't seem to set the bottom node of the SST (the space station construction tug) as passable while also making the middle node impassable. Could it be something to do with the fact that they have very similar names? The relevant code from the tug's config file is: node_stack_bottom01 = 0, 0.0, -0.6525, 0, 1, 0, 1 node_stack_top = 0, 1.332, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.332, 0, 0, -1, 0, 1 (note that the node in the middle is the first in the list, bottom and top appear to be named as would be obvious when viewing in the VAB) What I have in the CLS config is: @PART[KSO_SST]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace impassablenodes = node_stack_bottom01 } } However this makes both the middle and bottom nodes impassable and I'm not sure where to go from here. (Just using "passable = true" makes every node passable, as expected, but that's not perfectly desirable behaviour either.)
  23. Kasuha - the third picture you posted - what aircraft type is that? Incidentally, I started a thread recently where this topic came up: http://forum.kerbalspaceprogram.com/threads/72881-Changing-the-way-air-breathing-jet-engines-are-constructed
  24. Not 100% sure, but I think this is coming with the Mission Control building (and the VAB/SPH would be purely for design/build, playing no part in crew selection).
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