Here We Go Again... Again.
Tuesday is the first day of Spring classes at Duck U, which means the Duck U Bookstore is going to be crazy-go-nuts for the next few days. Pity us, we few, for we will suffer the deluge.
Posted by: GreyDuck at January 21, 2014 08:24 AM (CUkqs)
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I do have to wonder if working in a college book store is worse than having to actually buy the books. I'm constantly amazed how much they've gone up since I was in school.
Posted by: DrHeinous at January 22, 2014 04:38 PM (/Y+Yb)
A Bridge Too... High?
Some many, many years ago, I spent a few days in Stillwater, MN. Ph.Duck's older brother and his family lived there, and I was a guest in their home while Ph.Duck and Momzerduck did... something I don't remember now, perhaps attend a wedding. Something like that. Anyway, being a college kid, I didn't want to just hang out at their (really nice!) house, I wanted to find something fun to do. Hard to do without a car in Stillwater, but not impossible.
After descending the Thousand Stairs Of Doom, I found myself in the Historic Downtown District. To my left was quaint shops, some attractive looking bar & grills, that sort of thing. To my right was the riverside area. I headed to one of the bars... it was a sunny early afternoon and warm, so the dark and air conditioning was welcome. The place, and I will never forget this as long as I live, was called "Cat Ballou's" and had what looked like a life-sized wood-carved statue of Jane Fonda from the movie of the same name near the door. I was pretty much the only person in the place that early in the day... I remember the cheeseburger and fries being tasty, and the beer quite pleasant indeed.
After a couple of hours working on my version of The Great American Novel, I headed back out to the riverside area. Yup, it's a river. Oh look, boats. Pretty girl in a sundress. More boats. Still a river. What the hell is that?
At the time, I had no idea there was such a thing as a lift bridge. Drawbridge, sure. Truss bridge, uh-huh. Suspension, cable-stay, arch and cantilever bridges, you bet. But a lift bridge?!?! What sort of magic is this? I was fascinated! As it turns out, it was stuck in the up position at the time, due to all the equipment being original to when it was built and it sometimes does that, but I didn't care at all. How lovely it was to see such a thing.
I'm sure the traffic that had to detour some ridiculous distance to get across the St Croix river disagreed with my assessment, but that's beside the point. It was the neatest thing I saw during that visit to Minnesota. It's still there, though you have to make an appointment with the State to open it for your boat, but it's still there.
Then came the climb back up the Thousand Stairs of Doom. The climb up was a lot worse than going down, and I changed my plans for the next day so to avoid them. I haven't seen the bridge since.
I still think it's magic, and I can't honestly see a reason to build one over a drawbridge, but it's still awfully cool.
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I think you can build a lift bridge closer to the water than a drawbridge, since you don't need to swing the counterweights. There are actually a lot of lift bridges out here. And they seem to be more common for railroad bridges.
We even have a pivoting bridge on the railroad on Ebey Slough.
Posted by: Mauser at January 12, 2014 11:04 PM (TJ7ih)
Portland is distinctive in as much as a major river (the Willamette) runs pretty much right through the middle of it. As a result, it's crossed by a lot of bridges, and they're a wide variety.
The Steel Bridge and the Hawthorne Bridge and Broadway Bridge are cantilever lift bridges, like yours.
The Morrison Bridge and Burnside Bridge are draw bridges.
Downstream there's a swivel bridge, for rail.
The Sellwood Bridge was built high enough so that it doesn't obstruct river traffic, as was the Fremont Bridge and the Marquam Bridge and the Ross Island Bridge and the St. Johns Bridge.
As I said, we have a lot of bridges, and they're all busy all the time.
I agree that Cantilever Lift Bridges are pretty awesome.
Posted by: Steven Den Beste at January 13, 2014 12:15 AM (+rSRq)
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I used to live in Vancouver WA. IIRC, the bridge on I-5 over the Columbia is also a lift bridge, although for the longest time they've been talking about replacing it. I haven't been down there in over a decade.
Posted by: Mauser at January 13, 2014 05:49 AM (TJ7ih)
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I'm an idiot. That's not a cantilever bridge, it's a truss bridge.
Posted by: Steven Den Beste at January 13, 2014 12:59 PM (+rSRq)
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Cool bridge! The counterweights on a drawbridge have to be much, much heavier than the bridge itself, since they are a short lever arm acting on the much longer bridge deck. In contrast, the counterweights on a lift bridge only have to be equal in weight to the span itself. Therefore, all else being equal, a lift bridge is cheaper to build than an equivalent drawbridge. Or equivalently, for the same cost, a lift bridge can be built of heavier, stronger materials. Of course, the downside is that there is obviously a height limitation on ships passing under the lift bridge.
Mauser: Sure, a drawbridge as we typically picture one does need someplace for the counterweights to move. But there are clever ways of getting around that. The Pegasus Bridge in France is a drawbridge where the counterweight is located above the height of the deck, and the whole structure actually rolls back to raise the bridge. Plus, is has a cool D-Day background story, being one of the first sites targeted for capture by Allied airborne forces.
Posted by: flatdarkmars at January 13, 2014 06:02 PM (0h1CL)
KSP WTF?
I appear to have lost the ability to make something that can go to space. I can't understand why. Even the successful Mun Launcher I fails to reach orbit. I'm surely just doing something wrong, but I'll be darned if I can figure out what it is.
It's frustrating, but also exciting... once I figure out my problem, it'll be all "clear skies and hot jets!"
Or maybe I should say "if". If I figure out my problem.
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Is your problem a "ship falls apart", "I can't keep the pointy end pointed at space", or "ship runs out of fuel" problem? I've found a few times that a ship design that was stable once isn't always stable the next time I l load it onto the pad.
Running in career mode has been very good for my piloting skills, as I do lots of flights with progressively more powerful and complex ships. It hasn't been so good for my ship designing skills, as the answer at low level is not usually the efficient or elegant answer.
I've been watching videos by HOCGaming and Scott Manning, both of which have done good things for my ship building and piloting skills.
Posted by: David at January 13, 2014 12:29 AM (da+4f)
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I've only played in campaign mode, and I don't have the parts for a Mun lander yet... but I've got a pretty nice design that can brute-force Jebediah pretty much anywhere in the system, and occasionally get him home okay!
I found that the fuel crossfeed tool is incredibly useful - I can rig the tanks to empty out in pairs and jettison them when they run empty. Lets me put a decent second stage into orbit, enough fuel to run a Minmus intercept and get home with more than 500 units of fuel left in the can. Probably I could settle for less fuel and more payload, at the moment it's just a science pod with a pilot and a couple solar panels... just the thing for phoning those reports home until you suck all the science points out of a mission, though.
Posted by: Avatar at January 14, 2014 07:39 PM (zJsIy)
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Avatar, if you're getting to orbit with your second stage, you're doing things right. Of course, that's with a pretty loose definition if you're dropping tanks on the way. A ring of external tanks that feed in a spiral to the center and drop as they empty out is called "asparagus staging" and it's pretty much the win button in KSP.
It's pretty amazing what you can do with the basics in career mode, I've seen videos of campaign mode where first flight is sub-orbital, second is orbit, third is a round trip to the Mun, and the fourth was a round trip to Duna. I wasn't anywhere near that quick, but I was trying to be methodical and extract all the easy science at each point along the way. I try and run three or even four copies of each instrument available so I can suck all the points out of each point I hit on a given mission, and not have to go back to that spot.
Posted by: David at January 14, 2014 08:18 PM (da+4f)
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I just run one of each and transmit the results, then juice back up and do it again. Doesn't take a lot of power, a modest ring of single solar panels keeps me juiced up. Haven't tried deploying a big array yet, but I don't really have any need for that much power. Maybe once I'm out in the great dark?
Haven't been playing recently, it's been Fallout NV, SC2, and moving to Hawaii. (My car got here, yay~)
Posted by: Avatar at January 14, 2014 09:26 PM (zJsIy)
... it's been Fallout NV, SC2, and moving to Hawaii.
How is Moving to Hawaii? I hear its second life aspects are excellent, but that combat is unpleasant when it happens. It also is a bit pricey for me ATM.
Posted by: The Brickmuppet at January 14, 2014 10:49 PM (DnAJl)
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Yeah, they removed some elements from the previous game, Job in Dallas. The weather system is completely revamped and much less annoying, but at the same time, they've taken most of the guns out as well. And the amount of grinding is pretty similar.
The fiancee minigames are worth it on their own, of course.
Posted by: Avatar at January 15, 2014 01:42 PM (IopVv)
To The Mun IIIa: The Search For Something That Flies
After the failure of Mun Rescuer I, it was time to go back to the design phase to come up with something less likely to turn itself into a brightly glowing ball of incandescent gas. An hour or so of tinkering brought forth the cleverly named Mun Rescuer II: This Time It's Personal.
This time with more lights! No, they do nothing for purposes of getting to the Mun, but it does make it look purty-ish! The media beast must be fed, don'tchaknow? It heads into space on the immense power of four Mainsail liquid fueled engines.
See? It leaps off the pad with the greatest of ease, and practically wants to scream into space at a speed guaranteed to rend it into component atoms before the gravity turn. It wasn't until Mun Rescuer II: This Time It's Personal dropped the Orange Cans of Fuel that I realized that there was a problem. Namely, this beast was horrendously underpowered to go to the Mun. The stage that I had intended to use for Translunar Injection was swallowed just getting into a stable orbit.
Worse still, the lander-and-go-home stage clearly didn't have enough gas get to the Mun on it's own. Chalking it down as a good test flight, I deorbited, hoping the PPD-12 Cupola could handle the re-entry stress. Really, the whole endeavor would come down to that... it's pointless if we pick up Bill Kerbin from the Mun, only to fricassee him a few kilometers from home.
Much to my surprise, it didn't turn into something resembling a melted marshmallow... the Cupola really isn't meant for that sort of thing. Even better, the capsule didn't pull apart from the lifeboat when the parachutes opened up. Huzzah! Feh.
So! A spectacularly frustrating first flight. Everything worked perfectly... except for the whole reason this thing exists: getting to the Mun and back. That part? Not so much. But at least Bill Kerman is having fun on the Mun.
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I've been trying to get to Duna and back for the last several days. I actually had Jeb stranded on Duna at one point, he landed in one piece but the lander fell over. I should have left well enough alone and mounted a rescue attempt, but I wanted to experiment a bit so I tried rolling the lander a bit with the torque module and then launching when it was pointed vaguely upwards. I kind of expected it to go blooey on me so I did a quicksave first. Sure enough the launch didn't work, only I hadn't actually done a quicksave, and when it reloaded I was about 2 years earlier in my career at my first Minmus landing. Oopsie!
I've since been trying to repeat the Duna mission, but I have less in the way of parts available and can't make that same rocket. I'm actually in orbit over Duna waiting for my window back to Kerbin right now, waiting to see if I've got the juice to get home or not.
Posted by: David at January 09, 2014 03:53 AM (da+4f)
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That's very cool, I didn't know you could do lights.
Posted by: Mauser at January 09, 2014 05:06 AM (TJ7ih)
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The lights are very nice. I forgot to put lights on my first lander, and while it was OK for my first landing, for my second landing I really wanted to land in a specific spot where it was dark, and that didn't work out so well. Hitting a mountain side at ~40m/sec hurts. I also had one time where I spent about 10 minutes trying to get my Kerbal back into the capsule in the dark before realizing I was trying to climb up the wrong side of the lander.
Posted by: David at January 09, 2014 06:23 PM (dr1tX)
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I've been looking at your Mun Rescuer II design up there, and I'd be astonished if it got much past orbit. I only just got access to the orange tanks and mainsails in my career game, but I recall that while they do surprisingly well, they don't do *that* well.
The launcher stages I've been building have been several times larger than that, but I've been trying to move very heavy landers with all the science instruments and the power to bring them back. I don't know how much that lander can weighs in comparison, but I bet that rescue lander is quite a bit heaver than the original one, and for every pound you add at the top, you're going to many many times more in the launch stage.
Posted by: David at January 09, 2014 06:29 PM (dr1tX)
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David, while I understand that you're farther along in the game than I am, part of this series is me learning by my mistakes. I'm trying to figure out what I'm doing as I'm doing it, and making it enjoyable for the readers in the process.
Let me do that, 'k? If I need help, believe me, I'll ask.
Posted by: Wonderduck at January 09, 2014 08:41 PM (Izt1u)
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OK, I was just trying to be helpful and keep some comments active, but I can pick other kinds of things to say. I am trying to enhance the fun, not ruin it.
I've hit an interesting wall in my own career, I've finally pulled off the Duna mission I've been working on for a week, and now I have no idea what to do next. I think I want to build a space station or munbase, but I haven't researched most of the necessary parts. I'll probably end up duplicating my Mun, Minmus, and Duna missions, but this time with a three Kerbal crew. I hate to think how big the rockets will get if I'm trying to do that without multiple launches and orbital rendezvous.
Posted by: David at January 09, 2014 09:58 PM (da+4f)
Too Cold To Complain About How Cold It Is
Here, inside, at Pond Central, it's a comfortable 70 degrees. Outside the confines of Pond Central, however, it is -18°F, with a windchill of -45°F! There is a 115 degree difference between inside and outside right the heck now... and it's just short of noon.
It's not the coldest I've experienced, as I lived in Minnesota for two years, but this is easily the coldest I've seen here in Duckford. A couple of hours ago, I stepped outside just for a few seconds. That was a terrible mistake. Fortunately, Duck U is closed for the day, and even better, they announced it early Sunday afternoon!
Holy crepe, it's cold.
UPDATE: It's cold enough that Duck U has shut down for another day already! We're closed on Tuesday... just what this lil' duck needed!
The Magic Of Memory
So there I was, working on the design of Mun Rescuer II, listening to the playoff game between the Chargers and the Bengals on the radio. They're in a time-out, and Ian Eagle and Trent Green, one of the better NFL pairings on "network" radio, are talking about what had just occurred on the field. In the background, the Bengals stadium entertainment system is playing some music that... I've heard before. It's a simple guitar four-chord progression with a bit of fuzz overtop. It stops before anything more than that plays, practically nothing to identify it with, but I know this song.
Except I don't. You could hold a gun to my head and say you're going to pull the trigger and scatter my brains over a 1" x 1" area if I don't tell you the title right now, and you'd best have a kleenex handy to wipe up the mess. I've heard it before. I know I like the tune. I just can't place it, nor where I know it from. I begin to fret over the name... or even just how the song goes... or even where I've heard it fore. ANYTHING I can use to place it. TEN FRIGGIN' MINUTES later, I shut down Kerbal Space Program, throw on some warm clothes, and head out to the gas station for a bottle of grape juice and a 12-pack of Sprite before the arctic vortex hits and the temperature get flushed down the sewer. Of course, the entire way there, I'm trying to figure out the tune. It
isn't until I'm back in the car after obtaining my liquid bounty that
something dredges out of my memory: "the rock." Then the certain
knowledge that it was used in an AMV from years ago. Suddenly, the mile-long drive home from the gas station feels like a hundred miles... I need to search for this!
I hop onto yootoob, punch in "the rock AMV", and start scrolling through the list... and there it was. Sure as heck, that's it... it's a lousy copy, so I search for a better one, but that's the song! I'm practically dancing in my chair in celebration as I load it up. Ladies and Gentlemen, I present to you the song that I heard about five seconds of: Apollo Four Forty's "Stop The Rock"!
I would love to have the chance, one day, to ask Allison Keith (Naoko) and Laura Chapman (Reiko) how they went about saying their lines in the dub for Golden Boy. I nearly coughed up a lung from laughing while watching their particular episodes (And Episode 6.).
Posted by: cxt217 at January 07, 2014 09:27 PM (sEA0S)
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Nifty! The thing I noticed is that the style of the character designs feels familiar, but I can't attach a name to it.
Posted by: Mauser at January 08, 2014 02:41 AM (TJ7ih)
To The Mun III: Rescue Bill Kerman!
After the truly Kerbal Space Program-level success of my Mun landing, it was time to go rescue the first Kerbal on the Mun. Which meant, of course, designing a new Mun-ship!
Presenting the cleverly-named "Mun Rescuer I". It didn't take very long to come up with the design, since it's simply Mun Launcher I with a PPD-1 Hitchhiker Storage Container ("The HSC was an invention of necessity - how do we store 4 Kerbals
on-orbit without any real provisions for return? Who needed this
remains a mystery, as do his motives.") stuck under the Mk1 capsule, more fuel cans and six landing struts. No way this baby's gonna break off the nuclear rocket, nuh-uh!
In retrospect, I probably should have spent a little more time on the design phase.
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Bill will just have to hold his breath until he turns green, and his eyes bug out.
Oh.
Well, hopefully he can do science reports.
Posted by: Mauser at January 04, 2014 03:55 AM (TJ7ih)
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I need to strand a Kerbal or three out somewhere just so I can have the fun of trying to rescue them, but so far my flights have either been successful, or fail so spectacularly that there are no stranded Kerbals to worry about.
Posted by: David at January 04, 2014 01:22 PM (da+4f)
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Some of my heavy-lift vehicles have to be flown to orbit at less than full throttle, otherwise they'll self-disassemble somewhere around max Q. The Mainsail engines are mighty beasts and demand respect.
Posted by: flatdarkmars at January 04, 2014 04:35 PM (0h1CL)
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And I do mean heavy-lift vehicles, like this one used to boost the components of my permanent Munbase.
(Hooray I can post comments with links again!)
Posted by: flatdarkmars at January 04, 2014 04:55 PM (0h1CL)
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That's am impressive lifter and Munbase, flatdarkmars. I haven't built anything like that yet, I need to get into that stuff soon.
Posted by: David at January 04, 2014 06:37 PM (da+4f)
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I can honestly say I've never had so much fun reading posts from people playing a game that I'm unlikely ever to actually own on account of it requiring mental faculties I completely lack. The Royal Squirrel Patrol Space Force entries and these adventures of Wonderduck's are an absolute hoot.
Posted by: GreyDuck at January 05, 2014 12:15 AM (CUkqs)
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Does the program name the kerbalnauts, or does the user?
Posted by: Steven Den Beste at January 05, 2014 12:33 PM (+rSRq)
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The program does. Most of them are randomly named, like "Ludfurt" or "Munfel", though 1:20 of them have a proper name like "Al" or "Jim".
However, your first three Kerbalnauts are always named Bill, Bob, and of course the legendary Jebediah.
Posted by: Wonderduck at January 05, 2014 02:02 PM (Izt1u)
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That's a pity, because it seems to me that one of them ought to be named "Clem". It just seems like the right kind of name.
Posted by: Steven Den Beste at January 05, 2014 03:41 PM (+rSRq)
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So that means that when someone seems to be using a kerbelnaut with a different name, those in the know can snicker because it means that they've been killing their kerbelnauts (which isn't easy because they're so hardy), right?
Posted by: Steven Den Beste at January 05, 2014 03:50 PM (+rSRq)
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It doesn't necessarily mean their Kerbals are dying... the Munbase linked above holds 25 Kerbals, which necessitated a bit of a recruiting spree. But it certainly could be that old Jeb, Bob, and Bill have been shuffled off if they aren't in use. Kerbals may be hardy where air, food, and water are concerned, but they don't stand up very well to abrupt lithobraking maneuvers.
Posted by: flatdarkmars at January 05, 2014 05:48 PM (0h1CL)
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By default the game will put Jeb in your capsule if it only fits one Kerbal, and Jeb, Bill, and Bob if it fits three. But there is an astronaut academy where you can recruit plenty more of them, and there isn't any kind of limit on how many active Kerbals you have. In my case I use Jeb, Bill and Bob for the dramatic stuff that I expect to succeed, and use lesser Kerbals for stuff that is likely to blow up or is just a repeat of a mission I've already done.
Posted by: David at January 05, 2014 06:48 PM (da+4f)
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The game does keep track of your various Kerbalnauts... for example, it won't let me use Bill, since he's currently waiting for rescue on the Mun.
I want to get him back, since he's one of The First Three who get the orange jumpsuits. All the rest just get gray ones.
Posted by: Wonderduck at January 05, 2014 08:25 PM (Izt1u)
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GreyDuck, I'm glad you're enjoying the posts. But don't let a fear of needing high brain power keep you from playing KSP. It's not like we sit down with calculators and spreadsheets and figure out the technical details of a rocket. The Kerbal way is to slap together a bunch of rocket parts, put it on the pad, and see what happens. After you've used a given engine part a few times, you get an impression of how powerful it is, how long it burns, etc. Then you can think while building your next rocket "can that engine lift this stage? Probably not-add more of them!" Then you look at the wild array of tanks and engines and decide whether it will hold together, whether you can keep it pointed straight, etc, etc. Most of those things you will consider you will learn from the experience of the previous rocket where you couldn't. But watching a rocket violently dissassemble itself and send booster flying all over the sky is part of the fun.
Posted by: David at January 05, 2014 11:59 PM (da+4f)
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I watched one youtube video where a guy designed and built a rocket to get him to Duna (aka Mars) and back. He did it on the fly, without any references, and with a highly limited subset of parts, in about half an hour. His first attempt to get to Duna with it failed, but it was because of his piloting, not the rocket.
I just spent a few hours designing, building, and testing the rocket that I hope will get Jeb to Duna and back. That's after I spent a few hours last night doing the same thing before realizing that my basic concept simply wasn't going to do it and starting over. The rocket I just came up with weighs nearly a kiloton, and meets my first criteria, which is to get my lander and return vehicle to orbit without using any fuel from the transfer stage. I'm pretty sure the transfer stage is massive overkill for a trip to Duna, but I won't know if the lander and return vehicle can do their job until I try tomorrow. If not, then I get to build a rescue mission, which will be fun.
Posted by: David at January 06, 2014 12:04 AM (da+4f)
16...I'm unlikely ever to actually own on account of it requiring mental faculties I completely lack.
You think I know anything about what I'm doing? I don't even know three-quarters of the basic instructions of the game, and I'm still having a blast.
Quite literally in some cases.
Posted by: Wonderduck at January 06, 2014 12:54 AM (Izt1u)
To The Mun! II: Electric Munaloo!
After hours upon hours of poorly thought out mission parameters, unsuccessful orbital routines and rapid unplanned disassemblies...
...I have finally figured out how to to routinely make it into orbit. As Robert Heinlein pointed out, "once you're in orbit, you're halfway to anywhere." So, like any good Kerbalnaut, I set my sights on My First Mun Landing®. How hard could it be?
Here is the trusty steed, the cleverly named "Mun Launcher I", in the middle of the gravity turn for orbit, a short time before dropping the heavy boosters. Players of the game might recognize that I'm actually heading towards a retrograde orbit... what can I say? I'm an iconoclast! I've also had four consecutive successful Munar orbit launches this way, and zero successful Munar orbit launches going the normal way. It's probably just me.
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For my birthday (the 31st) I went legit and bought the full version. So many parts! I found the Wiki, which is very helpful so far (I didn't know how to set up the staging).
I once made Munar orbit with the demo, 7 stage rocket, I think I even made it home.
Learning to make good use of those Maneuver markers is next on the agenda. It would probably ruin the game if they made them autopilot points.
I do wish there were a little more on-screen documentation/Controls, instead of bringing back the days of needing a keyboard cheat sheet for each stage of the game.
Posted by: Mauser at January 01, 2014 11:56 PM (TJ7ih)
Posted by: GreyDuck at January 02, 2014 11:17 AM (3m7pZ)
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Nicely done! A Mun landing in true Kerbal style.
After your original post got me back into the game, I've been running in career mode. It's a LOT harder to get to the Mun when you have a limited set of parts, but it's also a great learning process. The rocket that got me to the Mun and back was quite a bit bigger and more complex than yours, but I didn't have the big fuel tanks, fuel cross-feed, or nuclear engines available. It turns out that Minmus is actually an easier target, that same rocket and lander did that as well for their next mission, and was able to do a few orbits of the Mun on it's way back for more research.
My latest goal was to get a probe out to Duna. I finally managed it last night after redesigning my rocket about 5 times. The rocket that finally did it was scarily huge, and even so I wasn't lifting a return vehicle, my lander didn't have the juice to get back to Duna orbit from the surface.
Posted by: David at January 02, 2014 11:30 AM (vtKcn)
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My Mun lander had a central "400" tank with a pair of "200" tanks on the side with the 909 engines on them, fuel feed from the center tank to the exterior ones. Put on four of the very simplest small solar panels, radial parachutes on top of the side tanks and the pod, an extra battery or two, and an SAS on the central tank just above the decoupler, and you've got a lander that can easily handle itself from Munar injection through several Munar landings and a return to Kerbin.
You've gone way overboard on the struts, especially if you've got all the parts available and are using medium or heavy connectors. For tanks below 800, I connect them to the central body with one light strut at top and bottom, and connect them to their neighbor likewise with one strut at top and bottom, and that's plenty strong enough to hold things together without any flex. For the big 3200 tanks, a similar pattern of medium connectors is good enough. If your lander or transfer stage get big enough, you might tie them to the lower stages with struts out to the boosters to keep things from flexing.
I don't see much in the way of control on that ship. For something that size, I'd have winglets on the external tanks, and a large SAS at the top of the central tank, backed up with RCS rockets if I'm going further than the Mun and need precise trajectory control. RCS is also good for landers, as in a pinch it's extra thrust if you run the main tanks dry.
Posted by: David at January 02, 2014 11:44 AM (vtKcn)
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If that's a nuclear rocket, I think your astronaut has a more immediate problem to worry about than running out of air. A NERVA type booster becomes intensely radioactive during use, and he's standing a couple of feet from the business end of the thing....
Posted by: Ed Hering at January 02, 2014 05:42 PM (aEOAA)
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David sez: You've gone way overboard on the struts, especially if you've got all
the parts available and are using medium or heavy connectors.
The first version of Mun Launcher I only had one strut to each, and one from each to the body of the command unit. In perfect KSP fashion, they fell off on launch... and fell onto the "GetMeUpHigh" stage. In perfect KSP fashion, it all went Boom. So... OVERSTRUT!
David sez more: I don't see much in the way of control on that ship.
Don't need much. There's an Inline Advanced Stabilizer up there under the Decoupler attached to the Mk1 capsule. Further, there's only need for one maneuver for this puppy: the gravity turn. If the "GetMeUpHigh" stage needs to do anything more than that, well, "You are not going to space today." The rest of it is handled quite nicely by the IAS... in real life, I suspect the rotations/second this thing can do would kill a person.
Posted by: Wonderduck at January 02, 2014 07:09 PM (Izt1u)
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Ed sez: If that's a nuclear rocket, I think your astronaut has a more immediate problem to worry about.
Yes, but at least he'll stay warm.
Posted by: Wonderduck at January 02, 2014 07:11 PM (Izt1u)
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Those barrel things look horribly non-aerodynamic. Gad.
Posted by: Steven Den Beste at January 03, 2014 01:35 AM (+rSRq)
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Yeah, the aerodynamic drag model of KSP leaves much to be desired. It used to be that each part had a drag factor, but it basically just boiled down to more parts and more mass = more drag, so adding aerodynamic nose cones and payload shrouds was actually a bad thing. I heard that they patched it a bit in the latest version, but I need to verify that.
Posted by: David at January 03, 2014 03:06 AM (da+4f)
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I've been inspired by the Wonderduck, and have decided to blog my own KSP adventure.
These are the stories of the Royal Squirrel Patrol Space Force.
Posted by: David at January 03, 2014 03:07 AM (da+4f)
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Steven, those "barrel things" are the fuel tanks for the Munar Stage. And yes, in real life, they'd be as aerodynamic as a cement truck. But, as David points out, there isn't really a drag model in KSP... yet. Near as I can tell, every piece of equipment, from a narrow strut to a sideways mounted Orange Can Of Fuel, has the same drag.
Every fiber of my being wanted to put a nosecone on them, believe me.
Posted by: Wonderduck at January 03, 2014 07:16 PM (Izt1u)