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khyron42

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  1. Community Mod Bases 3.0 Welcome to the community base thread for Modded craft! The previous version only had Mun bases, but with the addition of Minmus and aircraft engines, it makes sense to have bases on all three landable bodies. Please read the rules and the how to request a flight section! 1. All flights must be flown with the latest KSP build, Presently KSP 0.15.2, and all current required mods. If your computer can\'t handle the full set of mods, TheCardinal has offered to help build limited mod sets to let you still fly - PM him when your turn comes up. 2. All flights must be requested in advance, to be added to the upcoming flight List. You need to specify landing site details: - If you plan to add to a craft one of the existing bases, specify which base your flight is planned for. - If there is no base yet on your target planet/moon, or if the existing base already has at least 5 craft landed there, you can specify 'new <planet/moon> base.' Land at a location of your choice, and provide the name for the new base when you post your save. Exceptions to the 5 craft rule can be made if a landing site is too hard or too laggy before there 5 craft there. - Instead of launching a new craft you can plan to move one of your existing ones from one base to another. Specify '<base name> to <base name> transfer' on your flight request. 3. I\'ll send you a PM and post in the thread when it\'s your turn to go. If you see that the person before you in the queue has posted their save file and I haven\'t gotten the notice out to you yet, definitely go ahead and start your mission! 4. At the end of your flight please post your persistent.sfs file as well a picture of the base. 5. Each person can add one mod on their turn, but doesn\'t have to. If you added one, post the name of the mod and a link to the forum thread for it in your after-flight post. 6. If you do not post a file within 48 hours, you are removed from the list and must request a new entry. 6a. If you warn me ahead of time and ask to put your turn on hold for up to 48 hours if it comes up, I\'ll just keep bumping you down instead of waiting for you to fly when you\'re not available. 7. If you screw up, you can try again in the same turn. 8. Have Fun! Sign me up for a flight. Destination base: Base name from the list below. Planned additional mod: Optional, doesn\'t have to be announced, but it has to be a SINGLE mod that you will add, in addition to being able to use the mods that were added before your flight. Current allowed bases: Lake of Broken Landers (Minmus) Thrionian Cloria I Base (Mun) Aluminium Oxide Base (Mun) Lake Kostok Base (Kerbin) Thrionian Cloria 1a, Planitia Livens (Minmus) Aspiration Base (Mun) The goal isn\'t to have everyone put things where ever they like and just have a shared save file. You can do that with the Kessler software, or in another thread, not here. The goal isn\'t for everyone to set up their own Mun or Minmus base with twenty of their own rovers, a sauna, and a jukebox. You can do that without anyone else around. The goal is to build a set of Community Bases. Where there\'s only a few bases, and each player adds their own special something to one of the bases one at a time. It ends up being a glorious mess of player A\'s little lander because he just wants to add something, player B\'s big fuel depot, player C\'s entire french cathedral made entirely out of wing parts, player D\'s rocket-propelled fighter plane, etc. When player E comes in for a landing he should be having to find a place to land among or just outside stuff added gradually over time by other players. I\'m kicking things off with a first base on Minmus, and Carts for the first plugin. The persistence file is attached and will be updated as people finish their turns! Minmus: The Lake of Broken Landers - 36 deg. 0\' 51' S, 334 deg. 55\' 36' W (or 25 deg. 04\' 24' E) Current craft: 7 landed, 1 scheduled Thrionian Cloria 1a, Planitia Livens - 89 deg. 59\' 59' N, 393 deg. 33\' 51' W (or 33 deg. 33\' 51' W) Current craft: 2 landed, 0 scheduled Mun: Thrionian Cloria I Base - 0 deg. 42\' 44' N, 115 deg. 26\' 34' E Current craft: 6 landed Aluminium Oxide base - 05 deg. 45\' 10' S, 05 deg. 8\' 20\' W Current craft: 3 landed, 3 scheduled Aspiration Base - location 09 deg. 49\' 42' S, 25 deg. 54\' 54\' W Current craft: 2 landed, 1 scheduled Kerbin: Lake Kostok base - 79 deg. 52\' 50' S, 86 deg. 22\' 13' W Current craft: 1 landed, 2 scheduled Past Flights: Undamaged - No damages. Lightly Damaged - Small damages, able to fly. Medially Damaged - Heavy damages, able to fly. Heavily Damaged - Unable to fly. Out of Fuel-Little/no damage, little/no fuel. 1. Khyron42 - Minmus Rover - Lake of Broken Landers (Minmus) - added Carts mod 2. Candre - SEV - Lake of Broken Landers (Minmus) - no mod added 3. dogon11 - DogonHabitation-1 - Lake of Broken Landers (Minmus) - BACE 3.1 and Novapunch added by special exception since he expected MisterSpork\'s flight to add Novapunch. 4. MisterSpork - Cloria I HQ - Thrionian Cloria I Base (Mun) - no mod added 5. Candre - HTV - Lake of Broken Landers (Minmus) - no mod added 6. Khyron42 - E Aho Laula - Thrionian Cloria I Base (Mun) - no mod added 7. sirscott - Munar Communications Unit - Thrionian Cloria I Base (Mun) - added MechJeb mod 8. luciencd - Mun rover mk3 - Aluminium Oxide base (Mun) - added Sunbeam Laser 9. zekes - Zekes 1 & 'Zekes 1 Debris' rover - Aluminium Oxide Base (Mun) - added Thunderbird 3 10. dogon11 - DogonHabitation-2 - Lake Kostok Base (Kerbin) - no mod added 11. speedollama - CLORIA I SHUTTLE - Thrionian Cloria I Base (Mun) - no mod added 12. Radion Space Works - Titanic Habitation Module - Lake of Broken Landers (Minmus) - Probodobodyne added 13. Candre - Falcon33-Rover - Thrionian Cloria 1a, Planitia Livens (Minmus) - no mod added 14. MisterSpork - Thrionian 1a Rover - Thrionian Cloria 1a, Planitia Livens (Minmus) - no mod added 15. xeranes - Space Outhouse - Lake of Broken Landers (Minmus) - no mod added 16. Tim_Barrett - Pizza Delivery Mk2 - Lake of Broken Landers (Minmus) - no mod added 17. Cooly568 - Community Space Hotel - Thrionian Cloria I Base (Mun) - added mobile Space Port 18. zekes - Z-BL3 - Aluminium Oxide Base (Mun) - added ExPI 19. TheCardinal - Gabriel 13 - Thrionian Cloria I Base (Mun) - added IFE 20. RedDwarfIV - Aspiration Observer- Aspiration Base (Mun) - added C7\'s old Mod pack 21. Candre - RCS Lander - Aspiration Base (Mun) - no mod added Upcoming Flights: On all of the ones stating 'no new mod announced', they\'re still free to add one - and the ones that people have listed can change - you don\'t have to announce your mod ahead of time, just your destination so that we can tell when new base options are likely to open up. on hold to photograph the bases before 0.16 arrives! shhhilent1 - Lake of Broken Landers (Minmus) - no new mod announced khyron42 - Lake Kostok Base (Kerbin) - plans to add Fixed Camera mod dogon11 - Lake Kostok Base (Kerbin) - no new mod announced zekes - Aluminium Oxide Base (Mun) - no new mod planned Cthulufaic - Aluminium Oxide Base (Mun) - no new mod planned speedollama - Aluminium Oxide Base (Mun) - new mod TBD TheCardinal - Aspiration Base (Mun) - plans to add Damned Robotics 1.2 Lord Wasteland - Aspiration Base (Mun) - plans to add Kosmos Station Parts Pack Here\'s what you\'re expected to do when your turn comes around: - make sure you have all the previously used mods installed. - add one additional mod if you like. - download the latest persistence file. - to check that the mods are all installed, go to the tracking station. If you get any message about a vessel not being loaded because of missing parts, you\'re missing one of the previously used mods. - make sure your craft doesn\'t use any parts other than the ones in those mods and the one you\'re adding. (The simplest way to do this is to use a separate install of KSP for the community flights, with only the appropriate mods installed.) - fly your flight. - if you\'re landing a rover, put on the handbrakes to keep it from rolling away when someone else lands (B key). If you\'re landing a plane you may have to retract the landing gear, or just accept the fact that it will roll away during future landings by others. - Make a post in this thread with the persistence file as an attachment, a link to the forum thread for the mod you\'ve added, and a screenshot showing all craft that have landed at the current base, not just yours. If you are defining a new landing site on your turn, after landing I recommend that you submit it as a place name to the Kerbin Geographic Society thread over in General Discussion. Carts 1.32 NovaPunch 1.2beta BACE 3.1 MechJeb 1.8.4 SUNBEAM Laser 2.1 Thunderbird 3 Probodobyne DIY kit v0.5 BigTrak v.23 Mobile Spaceport v1.1 ExPI v0.3.0 IFE v1.4.2 C7\'s old mod pack
  2. Lucien - most of the fun is seeing the other 10 craft already there when you land and add one more... I was considering separate persistence files for each landing site, but that would make problems for people who want to do one of the possible mission profiles (move your ship from one base to another.)
  3. Seanoog - if you\'ll pm me the draft changes, I\'ll at least get the Mod community base going.
  4. The Jupiter one was, yes. As for the Minmus monolith, well... we know the monoliths are beyond human and kerbal understanding. This one appears to be teleporting as needed to remain fixed above a certain point on the surface... I say we land, and start digging.
  5. I haven\'t heard from Seanoog lately, and I\'m still waiting for him to start the new community base thread. Hopefully we\'ll get this going again soon!
  6. Maltesh - Yes, it makes sense that mechjeb will make use of SAS. SAS are capable of helping stabilize a rocket. ASAS, however, does nothing but send commands to existing gimballing engines and fins, same as mechjeb does. That\'s what we were saying are pointless to have more than one of, not SAS + MechJeb. Also, the weight of SAS usually doesn\'t make sense compared with the control allowed by gimballing engines without extra weight. My test of the same basic design worked in 0.15! I just got a very similar craft to my earlier one into orbit - 42 full FL-T500 fuel tanks, 6 that are about 1/6 full each, 36 empty FL-T500, 13 LV-T45 engines, 24 struts, 18 radial decouplers, 6 fuel lines, 1 ASAS, 1 stack decoupler, 1 parachute, 1 stock pod. Total mass in a 75 x 85 km orbit, 157 tons. The craft had 31 LV-T45s and 18 SRBs during launch, and is named 'Slideshow Fuel Supply' for a reason. I\'ll just leave it in orbit and hope save-files are compatible whenever we get a update that adds another planet, cause it\'ll need that fuel for deep space. Image Gallery
  7. Agreed - GenJeFT, I don\'t know if you realized this, but mechjeb\'s KILL ROT function does the samething as an ASAS while still accepting control inputs. Heaviest thing launched in the past - This for a fuel-in-orbit challenge back in 0.11 (I think.) I\'ll update in a little while once I figure out how much weighed. Since the final booster stage was in orbit with it and could have been left attached, that\'s gonna take some math. ----- That was 166 tons to orbit, assuming the final stage was empty when I jettisoned it. I\'ll have to see if I can still launch that in 0.15!
  8. I\'d say any craft that needs a nosedive to break a record set in level flight, can be beaten by the previous record craft doing the same nosedive? I did a 'X-2 Demon' design based on my first one that got a little faster (959 m/s,) but it\'s definitely reaching the point of diminishing returns. The Demon is almost as stable as the Monster was, you just have to be a little more careful during the pitch-up part at low altitude. Views during initial climbout showing the design: Approaching engine burnout: Flight results shortly after burnout:
  9. Seanoog and I are going to be running stock and mod 'shared bases' over in the Spacecraft Exchange thread, that will have people taking turns to add one more craft to whichever of several bases they choose. It\'s been a while since Seanoog posted anything about it, but he was reworking the rules we had for the last one (because too many people weren\'t able to fly a mission when their turn came up) and will start the new 'community base' thread with the stock parts only bases when he can, and I\'ll put in the second post with the mod parts allowed bases. Be patient for a little longer and we\'ll have that set up again, but if you\'d like to run a separate minmus-only one that\'s cool too. We\'re letting you know about that other thread in case you want to use it instead of starting your own, but it\'s not like there needs to be only one such setup.
  10. I really need to remember to hit F5 while in orbit instead of just going 'wooo! cool! made it to orbit again (about the 6th time), time to try the hard part again - keeping it from behaving like a leaf in a hurricane when it gets back down to 1000 meters.' but the main reason for my design - the rockets are physically unable to draw from the jet fuel tanks, and by the time the jets would get anywhere near drawing from the rocket ones, those are empty. Hmmm... that gives me an idea...
  11. Here we go. Nasty craft to fly at low altitude. Take off routine: Turn on ASAS. Set throttle to about 25 percent and stage to start the engines. Start holding S and tapping the F key for the smallest possible nose-up when you reach 60 m/s, and keep very carefully tapping nose up until you have about a 20 degree pitch up on the runway. It should take off at that point. Retract gear and stage to ditch the front gear. At this point enough up-pitch will be happening that you can tap F to nose up without hitting any other keys; do that until you\'re at 30 degrees - TAP, don\'t just hold down. A degree at a time. Climb out to about 8000 m and up throttle to 33 percent. At 12 km up throttle to 50% and start using W + tapping F to angle nose back down to about 20 degrees; at 14 km go to full throttle and then just manage nose angle to level off around 17 km. Hold there until you run out of fuel; the 6 tanks draining at first will be followed by one final tank powering all 7 engines for a final speed burst.
  12. I keep coming close on this, and ending up with too light a plane on descent causing uncontrollable pitch-up in the lower atmosphere seconds before landing. Then again, I\'m using the fuels the way they are supposed to be used and using gimballing engines for the rocket portion - I think I just need to play with disabling the 'forward' jet tanks for ascent and draining the rear ones first, saving the front ones for landing and keeping weight forward. I\'m incredibly close to something that works, though, and I\'ve been avoiding looking any other working spaceplanes so that I learn how to do it myself. Oh, the current craft during the 'burn both jets and rockets' phase of boost - makes it to orbit with 1/2 rocket tank per rocket and 3/4 jet tank per jet engine still, and I burn all rocket fuel before de-orbiting so that it lands again on just jets.
  13. Nice! I chose to make an 'Evolved into a jet version' variant using modern jet plane style wing positioning (Here\'s the thread). I was also pleasantly surprised by how good the handling was on mine - must be something about all that wing surface in both cases. Did you consider using the 'swept wing' part instead of the wing connector + delta on the outboard front? They\'d have a lift rating of 1.6 on each side on the outboard part instead of the current 2.9, which should help with the excess front lift. I understand that it\'s not quite as good a match for the look, though.
  14. Robotic probes confirm elevations above 5706m there. Also, the ground is rather treacherous up there - the kraken appears to live beneath that ridge, dragging ships sideways and down to their doom. There appeared to be higher peaks nearby, but my probe slipped sideways and was ripped apart before I could plan a hop to the higher ground. The high point appears to be towards the western part of that area. Later, the whole craft fell completely under ground and signal was lost. I recommend caution. Given that it was a robot probe, I claim no naming rights here. May your crews fare better than my attempt!
  15. I had wondered if anyone would notice that little dot. I\'ve been landing more planes there in the process of designing failed spaceplanes. It\'s turning into quite an airfield.
  16. It just sank in that the animation can probably be anything you want... say, a heat shield glowing and trailing flame in the upwards direction... It\'s probably best that I have no clue about how to do any of this stuff, I waste enough of my time playing the game already without working on mods too!
  17. The P-38J Jet Lightning in a glide pass over KSC, inspired by the WWII P-38.
  18. Inspired by the Lockheed P-38 Lightning World War II fighter/bomber, I give you the P-38J Jet Lightning. Like the original, it features an unusual 'twin boom' fuselage (Jeb was very disappointed when he learned that no, this didn\'t mean two explosions happened every time it flew by.) Some design changes happened to allow it to function as a supersonic high-altitude jet instead of a propeller plane; the wing shape changes are the main difference. Speed: Full throttle at 15.5 km altitude, Approximately 550 m/s. Takeoff performance is different on the two versions due to the shift in center of mass: Avionics Version: Pull back on the stick at 150 m/s. You\'ll lift off before the runway ends. ASAS Version (pictured): Pull back GENTLY on the stick at 110 m/s. You\'ll be about halfway down the runway at that point. Glide performance: Able to sustain a reasonable glide at speeds down to 50 m/s in thick air (below 1 km altitude.) However, control response is very poor at this speed, and fatal unrecoverable dives can happen with little warning especially if you attempt to maneuver during glide. Landing: unpowered landings preferred due to high glide performance. One advantage of the very low speed landing is that even a landing that comes in slightly short of the runway will often leave the crew alive. Two models of the plane are attached, using two different SAS approaches. The first one uses C7\'s Aerospace\'s Avionics Package. The second one uses STEADLER Engineering Corps\' Advanced S.A.S Module. both have room to attach a small payload in the area between the two booms, though payload space is reduced on the ASAS model.
  19. The plane is impressive for its wingspan and its ability to run 3 different types of engine without the thrust or lift getting imbalanced during the transition. It doesn\'t look very elegant, but that\'s what you get for compromise designs like that. Good job of using the engine types for what they are stated to be for. The engines tend to perform differently than the stated performance, though. The high-altitude turbojet engines work reasonably well as low-altitude engines as well, thus making the low-altitude ones pretty much obsolete except for craft never intended to go to high altitudes; When designing for suborbital hops, there seems to be no reason at all to include the low-altitude engines. Avoiding them and planning for a glide landing might have saved enough weight to get outside the atmosphere, plus allowed for a smaller wingspan and therefore even less drag, leading to more altitude and range. I made the initial question about why you were using feet, and I apologize if that\'s what caused everyone else to focus on it; I think instead it was your own response to my question that caused that focus, since you had more of an interest in real-world aviation standards than Kerbal Space Program standards, and this became a barrier to getting people to appreciate and try out your aircraft. (Damion, I hope you can forgive this; I\'m trying to explain to him why people got sidetracked, since he really didn\'t seem to get why. If not, let me know and I\'ll remove this paragraph - the rest of it is actual feedback on the craft and I\'d like that to survive.) I still haven\'t tried out the aircraft, but I definitely have learned from it. My usual inclination in design is to go for delta wings, and your design points out that it\'s better to put a broad wingspan right at CoM (or CoP, but once you go with a broad wingspan in this game, it tends to put CoP where ever the wing is.)
  20. Thus making it all the more Kerbal to name islands these. ;P right back at ya.
  21. I can\'t believe this hadn\'t been named yet. I\'m thinking this needs a poll, it\'s kind of a semi-major feature especially given the location. I suggest the name of 'Spaniel' for this island, northeast of KSC. The smaller companion island can be known as 'Beagle'. Both are a play on words on the real-world Labrador, but the Kerbals wouldn\'t know that - the islands would have been named those things for their own reasons, though there are two breeds of kerbal dog-analogues that were developed on these islands and named after them... ;D The pictures were taken near the highest point on the island, 112m above sea level. I ended up visiting Spaniel after a failed spaceplane launch caused me to jettison the rocket engines, recover from the spin they\'d caused, and land at the nearest available location. View from the ground, looking towards Beagle. Aerial view of the island. Satellite views, with and without lat/long. Edited to include persistence file with landed craft. Requires MechJeb. Please ignore other crafts in the sfs!
  22. Why are you giving altitudes in feet? That would take a lot of converting to read what\'s on the metric altimeter.
  23. A south polar region high valley, below higher peaks, with a drop-off at one end towards lower valleys - with a slight slope to it where I landed. Here\'s the (proposed) Minmus 'hard' landing zone.
  24. To be clear, I meant you\'d have the choice of either launching a new craft, or moving one of your existing ones, every time it\'s your turn to fly. no moving other people\'s craft, no moving one AND launching a new one.
  25. Are you going to expand it any? I can see a few more word particles. Sili - humorous, amazing Sko - singular of Bal (so, person)
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