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  1. MISSION_ACOMPLISHED The last Hydrogen glider on reentry after a succesful refueling mission to K.G.01 Foreword: I embarked on this journey, with 80h of gametime under my belt little over a year ago. At the time I had only achieved 3 visits to the Mun (1 planned mission, one rescue mission and a rescue mission for the rescue mission) and the construction of K.G.01v1. I really hated getting rockets through the atmosphere due to its soupy nature, amplified by spaghettiness of the rockets. So I thought it would be easier just build two space "gas stations" I could do interplanetary missions from - thus bypassing the atmosphere... With the first iteration of K.G.01 done I suspected K.G.02 would have been finished soon after...Little did I know how wrong I would be. Never would I have expected. That, 775 recorded hours in the game later, would be when I finished the project. I guess it's a small consolation that Its 775 hours at, at most 15 fps - and at the lowest 5 fps. Meaning that no, it's not really 775h of active play. A lot of it was just drinking coffee, chatting with my kid while the game ran in the background doing its things. How ever.. Finally. After designing and redesigning, I have achieved what I set out to do the 27th of Match 2023. Build a LKO station, that would be the first stop of getting resources into space - and then a station in Mun orbit, that will serve as the gateway to the rest of the Kerbol system. As well as all the vehicles needed to service such stations. I would like to thank everyone who had the endurance to follow along on the process, as well as all the advice and encouragement. Without further ado. Lets get through the last triumphs. Mission Task: Refuel K.G.01 with Hydrogen. Refueling K.G.01 with the H.T.V.: Now even at this last stage - there would still be a few iterations to the vehicles. Namely the H.T.Vs. I had gone with a 3 leg 3 engine config on the 1st and 2nd stage for this vehicle. But with how tomblesome the LT-3 Wallaby Legs are I had to change the design a bit. Even though I carefully tried to land the 1st at less than 5m/s (which I find is really hard to do, since 1-2% of thrust means a lot.. and you end up spending a lot of time hovering over the pad.. wasting fuel) I would still experience this: That one leg simply boke off. It was frustrating.. and even if I liked the look of the 3 legs 3 engine symmetry. I knew I needed 4 legs to help it not lose legs or fall over so easily. I really wish we had some better large legs The final design ended up looking like this: It looks alright - It's just more busy. Any way it means that the rocket reaches 900 m/s a lot earlier than before - SO I also have a lot more Δv to land again. I could maybe push for a heavier methalox load? - or cut on the 1st stage fuel level even more? Not to mention.. I have not used this rocket since the update to v0.2.1 - and judging from the fact that my hydrogen glider uses 200 less Δv going through the atmosphere now - I suspect that I can tweek the heavy vehicle even more. But I won't have to do that before I've spend some of all the methalox and hydrogen I've now gotten into orbit. The State of K.G.01 Docking tower: As you can see - the deterioration of the docking tower has accelerated a bit. Vehicles can still dock with the station and not explode. So for now I wont change it.. I dont have to look at it if i rotate the station - but at some point I need to fix it... as it annoys me As I can understand - this was also a issue in KSP1. Where you would have vehicle warp over time. It's a thing I hope they can fix in KSP2 at some point. With kolonies etc. I suspect ships can have a really long life span.. but if they deteriorate like this, that's a serious issue in my opinion. Hitting the Mark: By taking a screenshot of "where" the 35km mark "is-ish" on the path down - I have been improving my "hit rate" of KSC - Now I land within the mountain range that KSC resides. Since I bleed of all the energy between 17 and 35km. Knowing when you hit this spot means a lot when guesstimating how much "lead" you need to have on KSC for it to land propper. If your curious its here: What I do now is decreasing my orbit to around 75km - This means that planet rotation will have as little influence as possible. Then I aim for the 37km mark to be a little behind KSC. With K.G.01 orbiting at 100km it means somewhere between 1/4th and 1/3rd from the ground and K.G.01s orbit path. Not a perfect system.. but its easier to use with how much variation I have in Δv and speed coming down again. I really wish that there were markers on the path or something to indicate when you hit the atmosphere of the body. Since the path is only "true" on bodies with no atmospheres. Any way It means I now land within the KSC complex.. Refueling the last 5t Hydrogen with the Hydrogen gliders: The revamped atmosphere had 2 positive effects. 1. The glider now produces reentry flames. And boy I think its satisfying to see them trailing off the rocket - Showing the AoA in all its glory and giving a sense of the direction. 2. as mentioned earlier. My rocket spends a lot less Δv getting into space? I had to use m/s as my staging mark now ~1100 m/s. which is around 1800 Δv Considering that before the patch I had gone from 1800 Δv to 1600 Δv with the mass added to fix the glider.. and now im back at 1800Δv again... using m/s seems like the right choice. For more re-entry flame pictures see spoiler section: Moving Forward: I think I'll be taking a short break from KSP2 now - After that a short tour to Minimus to square off Kerbin SOI, before venturing into out to other bodies in the Kerbol Sytem. I feel a bit ridiculous having almost 800h ingame.. and never leaving Kerbin SOI (Unless you count me graveyard parking a few empty stages in a Kerbol orbit.) Any way. Thank you for staying with me all the way. Bechmeister Signing Out.
  2. This game has seen many creations which the creators cannot have imagined would be possible, like stock piston engines, rotating hinges, and even submarines. However, as far as I know, this is the first real trebuchet to be created in Kerbal Space Program*. *Scott Manley did make a trebuchet several years ago, however it had no sling, no hinge, and used a mod for the bearing. For those who do not know, a trebuchet is a form of siege weapon used in the Middle Ages in Europe. Before gunpowder artillery was invented, the trebuchet was the largest, most powerful weapon used against fortified castles, and many were so large that they had to be built on the site of the siege itself, as they were too massive to be transported easily. The biggest trebuchets were able to lob boulders weighing nearly half a ton hundreds of meters[citation needed]. A trebuchet in general is actually quite simple, being essentially a first class lever. The energy needed to operate the arm is provided by gravity (or lots of really strong guys pulling on ropes, in the case of a traction trebuchet), and an extremely heavy counterweight is mounted on the end opposite the throwing arm. A sling is often used to transfer as much energy as possible to the projectile, and the counterweight is usually mounted on a hinge to relieve stress on the arm and help conserve energy. This design proved so effective that trebuchets continued to be used in warfare long after gunpowder weapons arrived on the battlefield, and their construction is so simple that many people still build recreations of them today. The projectile fired by my trebuchet is a stayputnik probe core. It may be too light to smash buildings, but because of its weight (or lack thereof), I can make the counterweight lighter and still get a cool looking projectile. The sling is a KAS winch, which can be extended to various lengths to allow for different release angles. The only problem with this (aside from the fact that I had to use a mod) is that the projectile must be released by an action group, making it nearly impossible to achieve a consistent, repeatable release. As you can see, I can launch the projectile a considerable distance using nothing but the power of gravity and instinct. By tuning the length of the sling and finding the best time to release the projectile, I daresay that this machine could actually launch even farther, but I haven't tested it yet. Here's the trebuchet after firing. Technically it can be reloaded because it uses a KAS winch, but I'm not sure if the action group used to release the ball would remain. To give you an idea of just how big this is, try and find the Kerbal standing in front of the machine. FIRING PROCEDURE Stage once to release the hinge. This allows it to swing freely. Extend the sling to the desired length. I typically use 10 meter long sling for my shots. Stage again to release the arm. it should not fire because of the landing legs I have placed in the way. Press G to retract the landing legs, allowing the arm to swing upwards. Once you do this, you have committed to the shot, and you must act fast in these next steps to get a good angle and range. Switch to the arm (it's a good idea to test which key you need to press before you pull the legs back) and watch for the sling to reach your desired release point Once the sling is in position, press 1, triggering AG1, which releases the projectile from the sling ??? Profit!! DOWNLOAD Required Mod: KAS If you can make a further shot than me, post a picture of it here, and I'll keep a leaderboard of record shots. Whoever can make the furthest shot will get... uh... an honorary Kerbal Siege Engineer certification? Yeah, that sounds good. If you make it on the leaderboard, you can make people refer to you as *insert name here*, KSE. Sounds cool, right? I can probably come up with a cool badge for your signature too, although I don't know how well MS Paint will work for that... Anyway, Enjoy!
  3. Aw, thanks! The OPT Mk2 cockpit looks way better than the stock version. Also, before I go to bed: Vanguard is on its way to Jool. 12,000 m/s delta-V, so no concerns about getting stranded out there like Odyssey was at Dres. The ship handles fairly well at 3x physics warp, even with the mass of the Knight pulling it to one side a bit. Acceleration is about on par with the NERVA NTR, so I made two burns at periapsis. There will be another maneuver in about 200 days to adjust inclination. I intend to launch one more vessel, a fuel tanker which will also carry a mining vessel. Not all of Vanguard's landers were fully fuelled as of departure, and that was an intentional decision. I wanted to reduce structural instability at the docking ports. But it does mean that if I failed to send extra LFO along, at least one moon landing would become impossible. Most likely I would cancel the Tylo descent. It's the most risky part of this entire mission.
  4. Good morning all, I'm playing a challenging Career. I have the following self-imposed Rules - NO mods. I'm using the full KSP1 updates including Breaking ground and Making history. - As Green as possible. Not leaving descent stages etc on the surface of visited bodies - Doing things as quickly as possible in game time. This makes it particularly interesting as I'm making ships that have high Delta V to do interplanetary missions so I can get there as quickly as possible without having to time-warp for days/weeks/months/years to get to optimum launch windows. - I'm allowing myself to test craft on a sandbox game before committing in the career. - I'm regularly saving and I do allow myself the luxury of reverting back to an old save if I lose some Kerbins, The fact that I have lost a week of realtime progress is the punishment for my neglect (So far I have only had to do so once). So far I'm up to day 120ish and I've made a lot of progress. Tech tree is maxed out, Fueling facilities on the Mun and Minimus, Interplanetary ships on the way to Moho, Eve and Duna and the next interplanetary launch will be to Dres. Now the challenge that I've set for myself is the Holy Grail, EVE Fuel is not a problem. I have refineries (The Eve interplanetary mission includes a refinery for Gilly) so I can burn fuel as required. The trick is getting to the Eve surface, and back, without discarding stages which is a hard task. The obvious answer is an Eve SSTO. It is possible, people have done it, but it's a very hard craft to get right. The way I'm planning to get around it is to build an Eve Single Stage to Suborbital, and then "catch" the craft as it nears the Apoapsis with another craft that is in Orbit. What makes it hard is that the orbital Velocity at LEO is 3,200 m/s. The capture craft needs to do a rendezvous burn to match the lander, where the difference in speed will be massive, and then do an orbital burn. All this has to happen in minutes whilst the lander is above Eve atmosphere. The difference in velocity is huge, which makes for a huge capture ship. Assuming Zero orbital velocity of the lander at Apoapsis you over 6K Delta V. A ship with 6K Delta V is easy enough. Liquid fuel and lots of Nerv's. But this wont work as you simply can't burn fuel quickly enough to get enough velocity change in the timeframe of minutes. So it has to be a Conventional rocket. But this has the problem of the tyranny of the rocket equation whereby you just can't get 6K and have a fast enough burn to to the catch. The obvious answer is to discard stages but anything discarded will end up in a suborbital trajectory over Eve, which defeats the point of the exercise. So now I'm working on a lander craft that is as optimised as possible to get as close to orbit as possible. So far I have managed over 1K orbital velocity with the Apoapsis at 110km. My target is 2K, If I can get that then a "catcher" with a starting Delta V of 3K should be able to do it. and this should be achievable..... WIsh me luck, If I can do It I'll post a mission report with Photo's etc.
  5. [snip] I have. And I've stated every other thing I've done. I use the same descent profile I've always used: Coast to 10km, burning whatever fuel I have to take as much speed off as possible. At 10km, which generally but not always gets me a speed of ~200 m/s, I stage the chutes. Drogues and normal chutes at the same time. This has worked without issue in KSP1, and it worked without issue in KPS2 until 0.2 dropped.
  6. I'm sorry, but I'm not sure exactly how to address your problem. Y1, D500 to Y2, D7 - 4-crew capsule and first space station (and Year 1 rocket comparison) Y1, D500 - A Yellow Dwarf 2-R launched Algieba 1 (not to be confused with algebra), the first spacecraft to carry up to 4 Kerbals (Jebediah, Bill, Bob, Valentina). It spent one day in a polar orbit around Kerbin before splashing south of the space center on Day 501. Y2, D4 - One year on (rescaled) Kerbin normally has 506 days. Starting off the new year was the launch of Regulus 1, the first space station, by a YD-2-R. It had a scientific laboratory, a small observation cupola, a new gravioli detector, several docking ports, and a few weeks of supplies. The station was launched into a 200 km orbit. Y2, D7 - Algieba 2 (Dofel, Camsey) launched and became the first to dock with the Regulus 1 station. They would begin to collect and process scientific data, but found out that while the large solar arrays were more than enough to power the lab on the day side, the batteries quickly ran out on the night side. A new module would have to be launched not only to address these power issues, but to enable the growing of food for longer stays in orbit. Lastly, here's a comparison of all rockets launched by the Aerospace Research Agency so far.
  7. Still occurring for me even on the latest patch. Got three FT-100/200 tanks on a lander with an MK1 Pod +Spark and a docking port, but undocking (even with fuel transfer absolutely disabled) shows up as disabled/empty capacity which makes no sense
  8. One question about training - what is the best way to train Kerbals for longer missions? I am prepping an Eve mission, wanted to first make a 200-days long high Kerbin orbit mission for the crew to gain experience... But due to health issues, I had to deorbit after just 30, with the crew barely getting 6% training. I tried using the KSC training option, but I find it confusing to track how long does the training take, what is the current progress and how long do I have to wait before I can launch the mission... Plus sometimes it seems that Kerbals just stop their training midway and I have to hop into VAB and start the whole thing anew...
  9. I’d enjoy if aerobrake and gravity assists were covered by missions/tutorials. I think these advanced maneuvers play an important role on the emergent gameplay features that show up once you really start to learn the game and it would be nice if they are made more digestible to the average player. Example mission: establish and orbit around Jool while spending less than 200 dV after entering its sphere of influence (advanced tip: Tylo is smiling at you)
  10. tl:dr airplane wheels are supposed to be able to take strong impact, yet suddenly my airplanes are destroied by very mild landings. i'm fairly sure it's some kind of bug let's go from the start. i'm trying to make an eve spaceplane. to test it, i found a place that's fairly flat, so i can use the cheat to drop the plane there from a low altitude and experiment takeoff. i've been doing this for a while now. the planes are fairly big, at around 200 tons, because they must also have fuel for orbiting. i use several big-S delta wings. the wheels are LY-60, though i experimented with other models. i attach the wheels to NCS adapters on the wings, but i also tried attaching them to the wings themselves. i've been doing this for a while, dropping the planes at the chosen spot from 5 meters of altitude, then accelerating and taking off. some worked, some didn't, but i never had any problem with the drop-off part. i could drop them from 10 meters too, and they'd still stay in one piece. the latest model exploded when i dropped it on eve. i even tried lowering the altitude to 3.5 meters (less than that it sticks into the ground), and still it explodes, from a very small bounce. i tried several different configurations of autostrutting and fixed attachment, i tried to attach the hweels and wings in different ways, it always explodes when i drop it. i couldn't figure out what was wrong with my new model, until i had a realization, and i made a test with one of the older models. the ones that i tried and tested over and over and have always worked (well, except that they failed to reach orbit on powered flight, hence why i'm trying new models. but they never exploded on being dropped off on eve surface, and they can even take off and fly well). and they exploded too. this looks to me like some kind of bug. the game behaved one way until a few days ago, until suddenly it behaved differently. i also had a similar bug with docking ports attached to robotic parts, where they always worked in the past, until at some point they always crashed. today i tried reinstalling the game. the docking port bug disappeared, so reinstalling at least worked there. but my planes keep exploding as i drop them on eve. and yes, physical facilitation is active during the drop. i don't know what to do to try and fix this. onnly thing i can think off is to active the "indestructibility" cheat, but that seems a bit extreme
  11. The need for such large number of launchers will spur the development of reusability in European space as well. In response to a question about how long to build a new Delta IV, ULA head Tory Bruno responded two years. A reusable launcher that can be launched again within a matter of weeks would have a major advantage. I wrote the following blog post in regards to advancing European manned spaceflight. However, in regards to a financial motive, a greater reason for developing the launchers I discuss is advancing reusability in European spaceflight: Towards Every European Country's Own Crewed Spaceflight, Page 2: saved costs and time using already developed, operational engines. https://exoscientist.blogspot.com/2024/01/towards-every-european-countrys-own.html Key, and most controversial, points: 1.)Any European country can field their own, independent, manned flight capable launcher in under 2 years, IF they design it around already developed and operational engines. 2.)By eliminating the two SRB’s on the Ariane 6, and instead adding 1 or 2 additional Vulcain engines on the core stage, ArianeSpace can field such a launcher in less than a year. 3.)In any case, such a manned flight capable launcher by following the commercial space approach spear-headed by SpaceX could be developed for less than $200 million, assuming they didn’t have to pay engine development costs by using already operational engines. Robert Clark
  12. Given the Raptors repeated history of leaking fuel and catching fire I was surprised the booster was able to complete its portion of the ascent with no engine failures. Hypothesis: the booster flew without engine failures because it throttled down to < 75%. The Starship had engine failures because it ran at ~90%, like the booster did on the first test flight with its multiple engine failures. Two separate observers found fairly constant propellant flow rate, and therefore throttle, before where the booster begins to prepare for stage separation. Rocket thrust is given by (thrust) = (exhaust speed)*(propellant flow rate). So can get degree of throttle by propellant flow rate. The graphs give the percentage of propellant remaining vs time. From this we can calculate the percentage change rate as the slope. For the booster it’s about 0.5%/s, 0.005/s as a decimal. Then given the total propellant load of 3,400 tons, in absolute term that propellant flow rate is 17 tons per second. But the full thrust propellant flow rate for each Raptor v2 can be calculated as: props flow rate = thrust/exhaust speed = 230,000*9.81/(327*9.81) = 700 kg/s. Then for all 33 engines on the booster that’s 33*700 kg/s = 23,100 kg/s, 23.1 tons/s. Then the throttle down for the booster amounted to: 17/23.1 = .736, less than 75%. For the Starship, from the first image below, in its second graph we see from 4 minutes to 8 minutes, 240 seconds, the propellant level dropped from ~80% to ~5%, for a percentage rate drop of 75/240, 0.313%/s. Then the absolute flow rate for a 1,200 ton prop load is 3.756 tons per second. But for the 6 engines the flow rate at full thrust would be 6*700 = 4,200 kg/s, 4.2 tons/s. Then the throttle is .894, ~90%. Note that throttling down to 75% also correspondingly drops the combustion chamber pressure from 300 bar to about 225 bar, allowing the Raptor to operate without leaks. But this reduced thrust would also mean the SuperHeavy/Starship could carry less payload. I estimate a drop in payload to ca. 100 tons reusable. In such a scenario, the 16 refueling launches needed for a Starship HLS would be increased to 24 launches. Robert Clark
  13. Here's some shots of my Station mission that was inspired by yours. The goal: Build Station, Get OSL-25 "Starlab" module into orbit, Crew the Station, Get the science home safe. Notes: The build & Docking of the station itself, I have no pictures of. I didn't think to record my progress as I wasn't sure the station would be a success at all. Docking went really well, better than expected actually. I only had one failed rendezvous, this was due to lack of planning. I didn't time my launches, and if I had I would have saved a boat load of Delta-V. I did build all my rockets and tugs with way more Delta-V than needed however so no real issues here. I launched my Monoprop tanks at a particularly bad time, so rendezvous was going to take way too much time and Delta-V for meetup, so I opted to de-orbit it and try again. The rockets themselves were designed to be as "realistic" as possible. I know the payload mass is way heavier than anything in real life, but I think I split up the load in a real enough way. I absolutely despise one launch SSTO style stations. The tanker launch was a bit silly though, and I should have launched them empty and forced myself to refuel them. I may dump the fuel later and fuel them up manually for the "roleplay" of it. You’ll also notice I “cheated” by attaching a large tug as the second stage to each rocket. I probably could have gotten them up without it, and did a proper handoff, but this gave me more control and allowed me to be lazier with launch timing. The bad... Three times while docking, right before the craft docked my ship would fling itself in a random direction at 500+Ms. Quick saving/loading was the fix for this. Other than that, my PC itself became the main issue. Once the station was complete my frames took a dive. I planned on extending the solar arrays out with another set of trusses on either side, but may not do that now. There were to be two medium tugs attached to either side of the solar arrays, however I parked the single medium tug back on the cupola after securing the solar trusses. My pc does not need another vehicle up there.. I may de orbit the medium tug anyways, as the large tug is more than enough for station keeping. I may even de orbit the large tug and replace it with one that has less lights. A little more than 200 to get into the atmosphere from the station, the rest I spent in a desperate attempt to get me closer to KSC after I had already entered. I think I just need to plan the atmospheric entry closer to KSC itself maybe. This is likely true! The build and breakdown in VAB Station Built & Orbiting Crewing up! The Approach The Drive Home This was a super fun project inspired by yours for the need to get every bit of science in my game for unlocking more parts. I hope you didn't mind me sharing on your post. Now I will go plan a crew mission to the Jool System.
  14. So do I, but in order to build rockets to do the missions I wanted, I couldn't invest in them. I ended up just cheating the science in so I could use them before I got to Jool or whatever. And I play with 200% science rewards. (Biome hopping holds no interest to me. If I can land reliably a single time per mission, I can add some Dv and land multiple times kinda thing.) I much preferred the tiered buildings from KSP1 limiting your part count or mass for example. That forced me to get creative. The current state of exploration mode isn't bad, but after KSP1, it is a definite step backwards, to me at least. Having said that, I must give the devs a shoutout for the aim of their attempt; trying to prevent players from sticking to the Kerbin system because interplanetary seems too daunting. Once we get a stock launch window planner and cleaned up maneuver node interface, they won't have to rely on putting most of the science behind an interplanetary "wall" to entice people to go there. Ideally, players will try out the new tools and be like "oh, so its like a Mun transfer, only I have to inject during a certain time window and spot on my orbit? That's way easier than I thought!" I used to be that player stuck in the Kerbin system. Alexmoon's calculator is great and all, I understood it, but alt+tabbing around was asking for a crash, lol. Cool part was that when I got a new computer, it was like getting the best DLC ever. I don't disagree, I just hope the emphasis is fair. If the devs do a good enough job with the game, all new players will soon be old timers and want to do more complex missions.
  15. No I haven't done any playing/testing with the scan arm. Yes it's JNSQ. Currently more focused on the FPS thing Yes if you think logically. That's why it's even weirder that the non-kerbal vessel + ROCs has a different outcome than kerbal-vessel + ROCs. Because of this I am very much interested in whether or not this can be reproduced by others having similar FPS problems to know whether they're related or if it's an isolated issue. Edit: I went through the log and followed the ShowFPS output for the moments where they change. There is nothing in there except "Packing asdf" just before the FPS increases and "Unpacking asdf" just before FPS decreases again. (asdf is the name of the super basic pod, tank, engine lander) Packing asdf for orbit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 32.07555, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 52.61335, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 52.61335, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 52.61335, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 52.61335, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 [Snipped a lot] Unpacking asdf (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ReCoupler: FlightReCoupler: onVesselGoOffRails: asdf (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 56.92297, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 56.92297, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 56.92297, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 56.92297, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 56.92297, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 56.92297, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 56.92297, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 56.92297, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 39.84355, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 39.84355, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 39.84355, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ShowFPS.OnGUI, curFPS: 39.84355, fpsPos: (x:0.00, y:0.00, width:200.00, height:17.00), size.y: 17
  16. Right now, I'm watching the original Predator, and just passed the point where one of the soldiers is yelling at the native tracker, "You know something!" (The response was "I'm scared.") Now, I also watched Prey (the most recent Predator movie), which was set ~200 years ago, involving a Predator's encounter with North American natives and French colonizers. Prey puts that line in a new light, suggesting that the legend of an alien predator was handed down through the generations. I like that idea. Of course, since the Predator movie predates Prey by some 35 years, it's really just coincidence, unless that line started a train of thought that led to the script of Prey... And yes, Prey was worth watching, IMO.
  17. Ladies and gentlemen, Damen und Herren, we're live in Deutschland celebrating the nation's top three most produced planes from WWII. Here we have our bronze medal winner, the Schnellbomber straight out of Dessau. Let's have a round of applause for the Junkers Ju 88. The Ju 88 on display in the SPH. The plane’s only battery is a Z-200 that’s at the rear end of the ventral (belly) turret pod, located underneath the main cockpit and behind the front guns. For the engines, just like with my VC-54C and B-10, I kept the motor size and output at 100% BUT I set the main throttle torque limit to 1%. As I found out during the test flight, the minimum throttle percent required to cruise was quite low. The tail was harder than it looked, as I had to get the stabilizers to line up with the fuselage despite working with a Tail Connector A. I forgot how I did it before, so I cut the tail from my TG-3A replica and made it a separate craft file before merging it with the Ju 88 WIP. Then, I redesigned the rudder and repositioned the rear stabilizers accordingly. With its long fuselage and low mass, I had expected it to have a long range - albeit not nearly as long as my Mosquito replica’s. Historic photograph of a Ju 88 Schnellbomber heading west soon after takeoff. You can see the Island Airfield under the aircraft. And here's another story about the Island Airfield and how it was used in wartime. If one remembers my post about the Fokker Dr.I, they'll recall that it was once used by Heinkel during the First Imperial Wars until it was forced to surrender the island when it ended. After the Second Imperial Wars broke out, it was used as a naval flight school with at least one cruiser guarding it at all times. Back in the present day, a replica was built and tested. It would not be used in combat thanks to modern-day jets, but it would at least be used for airshows featuring historic designs - whether they be aircraft from that era or replicas thereof. A Ju 88 replica flying over Kerbin’s desert. Back in the Second Imperial Wars, (actual) Ju 88s were used on Allied tanks in that same desert. During the test flight, I started to get Blazing Angels flashbacks again. However, they were short-lived as this was not the plane that was shooting at me and blinding me with smoke in that fjord. They were actually Messerschmitt Bf 110s. They had twin tails (two rudders) while this bomber had a conventional tail. According to this aircraft guide, the Ju 88 is not a plane that can be unlocked or used. One could argue that they were the German twin-engine bombers I would have to shoot down sometimes, although the same thing can be said about Heinkels - which Frank had explicitly mentioned in the Battle of Britain. The Ju 88 flying over some mountains before hitting the ocean. When the Ju 88 had only 10 units left, it had covered 1,640 km and was flying over the ocean. AND SO BEGAN THE MOST NAIL-BITING MOMENT OF THE TEST FLIGHT Since there was some land on the horizon, I decided to go for something I honestly shouldn’t have in hindsight: landing straight ahead. I started by cutting off the engines and gliding down toward the ocean. I figured that if I got too low, I’d use whatever energy I built up to gain some altitude and then glide down again when I reached the top. However, I soon realized that such a strategy wasn’t enough. When I was less than 400 meters above the ocean, I started the engines at 9% and kept it low. For a while, I thought I would run out of fuel and the plane would end up in the water. At last, by the skin of my teeth, I managed to land on the ground safely with only 1.48 fuel units left. I only felt that way in KSP once before, and that was when I was doing the Jool-5 in my T-6 Cannonball four IRL years ago. The KSP replica's cruise performance stats were as follows: Altitude: 8.2 km (~26.9k ft; Class Alpha airspace) Starting Velocity: 205 m/s (~459 mph) The cruise ended at 214 m/s (~479 mph) Blade Deployment Angle: 40 degrees Recommended Throttle: 18% Expected Range: 1,640 km HAIL HEINKEL! The first unmodded replica of the Ju 88 - and, apparently, the first Ju 88 replica with an actual picture - on KerbalX. Any of you have any cool planes you would like to show off? I'm sure you can also build a replica no other kerbalnaut has before, though you'll most likely find those planes in Hangar One due to the later planes being so popular. Oh, and P.S. Replicas Remaining: 208
  18. I made a mod! (sort of) Introducing: Superfluous Nodes! Ever get tired of precisely placing surface attach parts, such as solar panels, science experiments, wheels, etc, when there's a perfectly good node available? ..no? Well, I did. So I played around a bit in MM, learned a thing or two, and patched up a bunch of stock parts with nodes. Complete Parts List (as of 0.8): Pods: EAS-1 External Command Seat (switchable) Mk1 Lander Can (switchable) Mk2 Inline Cockpit (switchable) Mk2 Lander Can (switchable): Nodes meant to be used in Rover variant for wheels. Patch provided by @zer0Kerbal Mk3 Cockpit (switchable): Nodes are meant to be used with Kelsus-LV Bay Mobility Enhancer. Attaching the ladder with the nodes ensure smooth transition between the Kelsus and the handhold on the cockpit for your kerbals. This has been a huge pet peeve of mine. Fuel Tanks: Stratus-V Roundified MP Tank Stratus-V Cylindrified MP Tank Engines: Sepratron I Command And Control: Place-Anywhere 7 Linear RCS Port RV-105 RCS Thruster Block[+v2] Structural: M-2x2 Structural Panel(switchable): This patch is disabled if KIS present. M-Beam 200 I-Beam(switchable) M-Beam 200 I-Beam Pocket Edition(switchable) Modular Girder Segment(switchable) Modular Girder Segment XL(switchable) Modular Girder Adapter(switchable) Octagonal Strut(switchable) All Structural Tubes (Making History)[Texture Color Variants] Robotics (Breaking Ground): G-01L Alligator Hinge G-01L Alligator Hinge G-32W Hinge Coupling: All Engine Plates (Making History)[Texture Color Variants] Shielded Docking Port (This is a static node and isn't affected by the port being open or closed) Payload: Mk2 Cargo Bay CRG-04(switchable) Mk2 Cargo Bay CRG-08(switchable) Mk3 Cargo Bay CRG-25(switchable) Mk3 Cargo Bay CRG-50(switchable) Mk3 Cargo Bay CRG-100(switchable) Aerodynamics: Advanced Nose Cone - Type A Advanced Nose Cone - Type B Aerodynamic Nose Cone Big-S Delta Wing(switchable) Big-S Elevon 1 Big-S Elevon 2 Big-S Wing Strake(switchable) Delta Wing(switchable) Elevon 1 Elevon 2 Elevon 3 Elevon 4 FAT-455 Aeroplane Main Wing Small Delta Wing(switchable) Structural Wing Type A(switchable) Structural Wing Type B(switchable) Structural Wing Type C(switchable) Structural Wing Type D(switchable) Swept Wing Type A(switchable) Swept Wing Type B(switchable) Swept Wings(switchable) Wing Connector Type A(switchable) Wing Connector Type B(switchable) Wing Connector Type C(switchable) Wing Connector Type D(switchable) Wing Connector Type E(switchable) Wing Strake(switchable) Ground: LY-10 Small Landing Gear LY-35 Medium Landing Gear LY-60 Large Landing Gear LY-99 Extra Large Landing Gear RoverMax Model M1 RoverMax Model S2 TR-2L Ruggedized Vehicular Wheel Thermal: Thermal Control System(small) Thermal Control System(medium) Thermal Control System(large) Electrical: Fuel Cell Fuel Cell Array OX-4W 3x2 Photovoltaic Panels OX-4L 6x1 Photovoltaic Panels OX-STAT Photovoltaic Panels OX-STAT-XL Photovoltaic Panels SP-L 1x6 Photovoltaic Panels SP-W 3x2 Photovoltaic Panels Z-100 Rechargeable Battery Pack Z-400 Rechargeable Battery OX-10C Photovoltaic Panels SP-10C Photovoltaic Panels OX-10L Photovoltaic Panels SP-10L Photovoltaic Panels Communication: Communotron 16-S Communotron DTS-M1 Communotron HG-55 Science: 2HOT Thermometer Atmospheric Fluid Spectro-Variometer Double-C Seismic Accelerometer GRAVMAX Negative Gravioli Detector Mystery Goo Containment Unit PresMat Barometer Surface Scanning Module Utility: Illuminator Mk1 Illuminator Mk2 Kelvus-LV Bay Mobility Enhancer Mk12-R Radial-Mount Drogue Chute Mk2-R Radial-Mount Parachute Mk2 Crew Cabin Navigation Light Mk1 Domelight Mk1 Spotlight Mk1 Lightstrip Mk1 I'm working on the landing legs (on hold). They're proving to be more of a problem than I'd anticipated. There are patches in here that give you a switch to disable the corner nodes on all the square and right triangle structural panels from Making History, at the request of @Barzon Kerman. They default to on, so if you don't care, you won't notice. License: MIT Download: SpaceDock Secondary (please use Spacedock if able) Source: These are just MM patches, they are the source. Dependencies: ModuleManager B9PartSwitch Installation: Remove any Superfluous Node folder from your GameData folder, then copy the contents of the zip folder into your GameData folder. Recommended Mods To Go With Superfluous Nodes: KIS/KAS: Precision building in the field is much better with nodes Konstruction: You can weld nodes, you can't weld surface attach parts (iirc)!
  19. GEO GTO LEO-REF LEO-ISS LEO-POLAR MEO TLI 0 Solids N/A 3,500 kg 7,700 lbs 10,800 kg 23,800 lbs 9,200 kg 20,300 lbs 8,500 kg 18,700 lbs N/A 2,300 kg 5,100 lbs 2 Solids 2,600 kg 5,700 lbs 8,400 kg 18,500 lbs 19,000 kg 41,900 lbs 16,300 kg 35,900 lbs 15,200 kg 33,500 lbs 3,900 kg 8,600 lbs 6,300 kg 13,900 lbs 4 Solids 4,900 kg 10,800 lbs 11,700 kg 25,800 lbs 24,600 kg 54,200 lbs 21,600 kg 47,600 lbs 20,000 kg 44,100 lbs 6,200 kg 13,700 lbs 9,200 kg 20,300 lbs 6 Solids 6,500 kg 14,300 lb 14,500 kg 32,000 lbs 27,200 kg 60,000 lbs 25,800 kg 56,900 lbs 23,900 kg 52,700 lbs 8,100 kg 17,900 lbs 11,500 kg 25,400 lbs Upgrade 7,000 kg 15,400 lbs 15,300 kg 33,700 lbs 27,200 kg 60,000 lbs 26,900 kg 59,300 lbs 24,900 kg 54,900 lbs 8,600 kg 19,000 lbs 12,100 kg 26,700 lbs Stole this from ULA's website. It would appear that performance would be comparable to Atlas V 401, with a slight upgrade. BTW this is amazing. BTWBTW This is also amazing that you know Tory!
  20. @ralanboyleI have 1 mini Jet fuel tank with 1 nose cone in front of it hidden in the air intake. I've loaded the plane to KSP Builds if you would like to disect it! Under 'Harbor Crane v1' The only difference here is I've added air brakes and a single chute. But I can upload this specific build if needed! Take it apart and you'll see the mini tank with the nose cone. No nose cone makes the everything like 200 m/s slower. https://kspbuilds.com/build/Harbor-Crane-v1
  21. IU-59 Nuclear Explosion Imitator was a drum with 120 kg of TNT and a "pyrotechnic composition" that would produce a very convincing mushroom cloud (and potentially kill or injure anyone within 200 m in a decidedly non-imitative fashion). It appears the Russian military is less enthusiastic about such earth-shaking training aides. Kavkaz-2020 featured... this:
  22. Might want to look at what happens if the player sets Science Rewards to something non-default. For instance, when set to 50%, all the completion percentages are high by a factor of two and add up to exactly 200%. I don't know where the bug creeps in, but there probably needs to be a check against player settings somewhere.
  23. Happy 200 post

  24. I'm building a rocket capable of going to Tylo's surface & back. Needless to say, the 200 ton lander, and the huge amount of hydrogen needed to push it, well, it's heavy to say the least. (I'd check, but my game is currently dying) I finally finished the testing stage. Tylo lander & pusher works amazingly. Next up was making something to lift the few hundred tons. So....I stuck about 56 Vector engines and 9 or so large fuel tanks (spread out) and I wanted to see what would happen. Turns out, the moment the launch pad loaded something exploded (note, the launch pad screen was not up yet. I was in the VAB & launch pad picture screen at the same time when something went kaboom) So I reverted . . . As of right now (time of post) I'm stuck on this screen. Also as of right now, GPU has calmed down now, it's down to about 17% used by KSP now that the VAB has . . . 'loaded' Anyways, that's 10gb of ram being used right now. As a note, I have 32gb of ram. I think I just found a reason to somewhat justify 16x2. Lol Just wanted to share this, and also a warning to those at 16gb of ram: Be careful with ludicriously heavy / large rockets
  25. How Chuck Yeager broke the Sound Barrier - The Complete Mission - KSP RSS/RO - XS-1 flight, October 14th 1947- Hi, I finally finished this project that kept me occupied for some days (weeks? ), a full reproduction of the historic flight of the Bell XS-1, breaking the sound barrier, in RSS/RO : ) 76 years ago, October 14th 1947, Chuck Yeager embarked on his Bell XS-1 "Glamorous Glennis", carried by a B-29 at Muroc airforce base. While having two broken ribs, he, the USAF and NACA marked history with this milestone, crucial in developing technologies and knowledge both for planes and manned space exploration. Embark on the "Glamorous Glennis" with Chuck Yeager, for this historical ride above mach 1, breaking the sound barrier for the first time ! The whole mission was flown from the cockpit, but the video has some external views as well, some archives images and original crew conversations, but from X-1A flight (starting at 5:40, the rest is AI custom generated voices I created to add immersion and make the thing feel more alive). This was definitely a challenging and fun mission to do, as well as learning a lot about the outstanding research and systems from that time ! Yeah I'm just in love with the old days analog era, true pioneers ! Any feedback appreciated (best watched with headphones) Below the video, you'll find a mission report on how it was flown, recorded, many cool and interesting historical details with pictures, ressources, links, and mods used ! : ) Thanks for watching ! First some quick additional details about the video : - As mentioned above, I used the audio archive from the X-1A flight (credit to Retro Space HD), and made the audio match the corresponding parts. After digging and digging, I coudln't find any audio from the 6062 flight, if anyone knows about it, I'd be very interested ! - The chase craft is inspired by a P-80, which I believe was the plane used for this (please confirm if you know : ) ). Turns out it in the end, it looks more like a f3D, but it's ok The cockpit interior of the chase plane isn't historically accurate of course (that's a lazy bit from me). - 5:15 : This is a mistake from me, I'm almost positive the purge fuel exhaust was placed near the engine section, facing rear, not on the belly like here. - 6:14 : From what I red, when released, the mothership/X-1 assembly were slightly pitched down, to avoid stalling on the Bell upon drop. But as I had to record each scene multiple times, to get different angles, I resolved flying it horizontally instead, at the 20 000' drop altitude. This because I needed consistency between the different takes, to have the same background/altitude/angle, and make my life a tad more easy - 7:57 : As mentioned in the video, I'm using VOR (radio) navigation to return to Edwards. I don't know if Chuck did so too, does anybody know about this ? I'd guess he was flying VFR, but he also couldn't see much in this thing (actually much less than here, since this cockpit ingame can have its seat go up/down). Visibility was so poor, how could he fly and even land in that thing ^^ The how(s) (click pictures to enlarge) - After setting up a KSP install where I could get acceptable frames with all those pretty mods (that was almost some sisyphus/impossible task for my config^^), I first built the craft files, then I needed to create a custom IVA for the B-29 cockpit (from Airplane Plus mod), in unity : before after below, I'll maybe release this as a mod at some point, or addional config for Warbirds cockpits mod, by @theonegalen . : ) I worked with reference images, so it's mostly accurate to the real B-29 cockpit. I also tweaked both the X-1 IVA and P-80 chase IVA interiors. (both are from the great Warbird cockpits mod - The P-80 uses the Mk1 inline cockpit WB ASET IVA) - Then I created a custom runway, that I made match the Edwards base one, using Kerbal Konstructs. First I flew the mission in one go, only from the cockpit, with B-29 mothership / Bell XS-1 assembly. After that I recorded all the external shots. - Finally, I needed to have views from the chase plane : that was the tricky (to say the least) bit I used two methods : firt I created another runway next to the main one, spawned the two crafts on each runway, and with the help of Physics Range Extender mod, I made them both take off at the same. Once in the air, I used Atmosphere Autipilot amazing cruise flight controller, to automatically control the B-29, while I was manually flying around with the chase plane. Another solution I used, was simply, in the most kerbal fashion, to strap the P-80 on top of the B-29 assembly, making it a double mothership haha. And yes it could even fly ^^ - The last interesting and funny bob I'd like to mention is the "elevator" that Chuck used to get inside his X-1 cockpit midflight : for that I added a little elevator actuated by robotic parts. I would have the kerbal exit the B-29 cabin by the back. And EVA to the elevator to get in the cabin. Well, I forgot Kerbals on EVA can't walk on parts while under acceleration. This led to Chuck being slapped against a B-29 structural panel, "constrained" and unable to move with a wind of 200 MPH against his back. So change of plans, I redid the thing to be even a contrapti-er (?¿) contraption : I constructed another version of the craft, and put an external command seat on top of a spaghetti assembly of robotic parts that would take the kerbal from the start point, to the elevator, and down with it to the X-1 cabin. (Yeah as you noticed, I carefully hid this horrible thing as much as I could in the video^) The History : I'll add here some interesting facts that hooked my attention ("fascinated me" would be more accurate ) - Two nights before the flight, Yeager broke two ribs when he fell from a horse. He was worried that the injury would remove him from the mission, and hid it from his superiors. On the day of the flight, Yeager was in such pain that he could not seal the X-1's hatch by himself. His pilot friend Jack Ridley, the only one he told about this, rigged up a device, using the end of a broom handle as an extra lever, to allow Yeager to seal the hatch. Just imagine a Nasa test pilot doing the same thing today haha - I find amazing that the mission report by Chuck Yeager himself, only consisted of a single printed typed page. I used this as the good reference for the flying ingame : - Details on the XLR-11 rocket motor and its (very cool) cockpit controls : - For Science ! - The essential Mach meter : - The crucial stabilizer : - Finally, a random collection of bits and bobs - Ressources : - Recommended videos about the X-1 : - Mods used in the video : Thanks for watching and reading ! And happy new year !
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