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  1. Electrically pumped like the real-world Rutherford? (no alternator, burns EC as well as LF+OX, periodically ejects batteries...)
  2. Don't need anywhere that many. US OSHA requires five toilets for an office with 81-110 workers. Source: https://www.shrm.org/resourcesandtools/hr-topics/risk-management/pages/osha-restroom-rules.aspx Fast attack submarine (with a crew of ~112) has six toilets, one urinal: https://www.quora.com/How-many-restrooms-are-on-a-fast-attack-submarine
  3. That's mostly it, but there's also the Connected Living Space add-on (which requires a pressurized path between kerbal seats for internal transfers)
  4. The periapsis error from "return from a moon" has bugged me as well. It's easy enough to work around once you get out of the moon's SoI, but when I get a chance I'm going to try characterizing the error a bit better - try creating the node at different times and then dink around with the maneuver node editor on the maneuver node created by MJ and look at what changes to either the node's timing or delta-v do to the predicted periapsis value. If you're right and it's just a mistake in reference frame it might be a simple fix.
  5. It's here. (Looks like most recent version was just marked compatible with 1.3). Thanks to NecroBones!
  6. It's a common place name in the US (list here); about 15% of the US population is of German ancestry.
  7. To correct the record, chickens can indeed fly (at least when their primary flight feathers aren't clipped..); they're just not very good at it..
  8. When using this mod to launch off of bodies other than Kerbin, it looks like the destination height is adjusted, but not the turn start velocity. This is particularly obvious on minmus where if you don't adjust the turn start parameter you don't actually ever start the turn. It might be better to use a "time to Ap" value to start the turn rather than a specific velocity.
  9. Ran with that dev build and did not see any spurious rotation after multiple SoI changes (I think I did four SoI changes in the mission I ran with the dev build).
  10. Possibly related to this, I've noticed that ships often pick up some spin on crossing an SoI boundary. I think this started after I installed the latest KJR.
  11. I was going to say "New Glenn", with 7 x BE4 engines.. (Though the currently available information is that New Glenn will be 7m in diameter. Would match existing practice of SpaceY models being bigger than their real-life inspiration..)
  12. Well, when the obsession comes back, a few large scale boosters have been announced recently, with enough detail that a KSP model would be plausible: Blue Origin's New Glenn and the SpaceX ITS (formerly BFR/BFS).
  13. How do you actually do this? I installed the 1.7.2 off of SpaceDock and can't get the timer to fire a separatron on a detached stage (I'm trying to replicate the look of soyuz booster separation, where it kicks out at the heel and then lets go at the nose). If I trigger the timer on the pad, the separatron fires after the expected delay. If triggered by staging, it doesn't fire on the separated stage (but the red light goes on on the timer unit).
  14. Observed the same - esc or F3 causes the window to pop up.
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