• Content count

  • Joined

  • Last visited

Community Reputation

138 Excellent

About bigcalm

  • Rank
    Hendrik Lorentz

Recent Profile Visitors

1573 profile views
  1. Rover Designs

    A few here:
  2. The Hypatia Stone

    Native (unoxidised, i.e. pure elemental form) aluminium is known to occur on earth - I don't think you need space aliens or to make stuff up to explain this pebble.
  3. Sorry, yes you're completely right - Red Giant not Red Dwarf. Anyway. The whole question basically boils down to: How can you generate more energy than the gravitational binding energy of the earth in a very short period of time. 2.487 x 1032 Joules.
  4. 1. Wait 2. Sun expands into a Red Dwarf 3. ????? 4. Profit
  5. Most Kerbal Rocket?

    Private, we need a runway up in the mountains. Sir! Yessir! On it right now sir!
  6. This is entirely correct. The Eve launcher needs to get the tiniest payload that your mission parameters require into orbit around Eve - that should be your only consideration. If you want to then do something with what's in orbit, send a separate craft to go and pick it up. For what it's worth, here are some of my failures and successes. More is learned from failures obviously!: 1-man ascender - failure - too unaerodynamic - essentially went up to around 150ms and then decided it didn't want to go up any more and fly sideways instead (even after ejecting parachute assembly and landing legs). 1-man ascender. Failed. Again, too unaerodynamic, not enough dv to make orbit. However. Ripping the fins off the upper stage gave me this that made it: This is precisely the same craft as was shown in the previous pic, except without the fins on the upper stage (and obviously, landed). This made it to orbit so easily that I didn't even have to use the final stage at all, compared to the one with fins that couldn't make it. Lesson learned: Make it as aerodynamic as is possible. I've also been designing shiny new ascenders in the last few days to re-assault Eve properly. To test I now hyperedit to Eve orbit and go from there so I know they work before sending the real mission. A twenty man ascender. I'm helped significantly by parts from SXT mod (I think, it might be near future), notably, a 17-man crew capsule that weighs just 6.75 tons, and the wonderful Tsar-Pushkas engines that actually provide decent thrust at sea level on Eve and are 2.5m engines. Scaling this back a bit and replacing with mainsails should be highly do-able and replacing the crew capsule with a hitch-hiker pod should make it stock though - and get you orbit for 7. Really surprisingly easy to fly but if you don't land on flattish terrain, there's going to be explosions. As it's ISRU (in the middle can't see it in the screenshot, lots of non-fatal explosions on take-off), it'll take many many days to refuel before being ready to ascend. A 3 man ascender that's very nearly stock (I have a MechJeb and some supplies from MKS mods - all these really do is make the payload heavier). All tested, a little tricky to ascend with but has enough delta-v to cope with minor piloting error. Finally, the next pic isn't an ascender, but it does indicate how you can use heatshields as really draggy fins and keep your lander stable on entry to Eve atmosphere without burning up. I've used this strategy quite a bit:
  7. Asymmetric Aircraft

    Yeah, it was #2 in the original link . Actually, most of those are fine, except for #8 which, once you see it, you can't not see it.
  8. Calculating rocket engine thrust

    You're missing how fast the fuel is burnt essentially. F = ma = momentum / time = (mass of fuel ejected * velocity of fuel ejected) / time = \frac{ m_{fuel} * v_e } { t } (NB. This is what m dot means, ultimately the derivative of mass by time, dm/dt ). So you'll need to find out how much fuel per unit time is being consumed in order to calculate thrust. Consider an ion engine - it ejects a very small percentage of its mass per second - giving it very low thrust, but because v_e is very high, it gives extraordinary efficiency - very high delta v. Compare that to say a mainsail engine, it's ejecting a huge amount of fuel per second, giving it very high thrust, but it's not hugely efficient because v_e is much, much lower.
  9. Asymmetric Aircraft

    Lunacy like this. I wouldn't even attempt it in KSP.
  10. Asymmetric Aircraft

    Have you ever designed an asymmetric craft? Well, the real world has some too --
  11. The key with Eve ascent rockets is to make them really aerodynamic. Make them as slippery as a fish, add fairings as required, even closed intakes can help (for some reason closed intakes are aerodynamically very low drag). Oh, and have around 7000ms delta v (this should give you a margin). Of course, there's a trade off. Making it really aerodynamic means really tall and narrow. This is generally bad news for actually landing the damn thing in the first place as it'll tend to topple over. So you either have to compromise on aerodynamics or build out some Acme corporation landing rig. Landing and ascending from Eve really is hors categorie of kerbal space program.
  12. What's the most science you've ever gotten from one mission?

    Just found this screenshot. 28082.9 science. Basically, a Jool-5 type mission with lots of biomes.
  13. Life Support Mods

    Yes think you're right - it's part of Ground Construction mod - I've never used it (it's not part of USI by default):
  14. Life Support Mods

    The SkyCrane (I assume that's what you meant!) is pretty much equivalent to 6 24-77 Twitch engines attached radially, plus a battery and a reaction wheel - the Delta V and TWR is roughly the same for both - it's not overpowered - it just uses one part rather than 8
  15. Life Support Mods

    Here's my notes on USI LS - I've not used TAC or the others so can't comment on those: Roverdude's MKS suite of mods allow colonisation of other planets and moons. They can be supplemented with Planetary Base Systems and Extra Planetary Launchpads. This means that you're no longer just doing exploration missions - you're going to stay at least for a while, and you have to worry about life support. If you then make the mission larger, you can start building a self-sufficient colony that can produce its own rockets and new Kerbals being born in-situ. This adds a significant level of challenge to KSP, and isn't recommended for the starting player - if you're comfortable being able to send 40 ton payloads to other planets though, this may be ideal for you, as this opens a whole new game. MKS adds two things you need to worry about: * Crews need plenty of room. This means additional crew cabins and special habitat modules to stop your Kerbals going stir-crazy. Essentially, if you give your kerbals too little room to move around in and no creature comforts, they will go on strike after a period of time and refuse to work (become Tourists). * Crews need supplies to keep them alive. Again, by default, they will convert into Tourists when they run out of supplies. * If a crew member becomes a Tourist due to lack of supplies, returning them to Kerbin, or placing them in a medical bay will make them revert to their actual profession. * Whilst it is possible to change the default behaviour of what happens when they run out of supplies/habitation, I would advise against it - I've mostly had them revert to being tourists due to an MKS bug rather than lack of planning on my part. Thankfully this hasn't happened for a while now. == Habitation == MKS is designed so that you can do almost everything Mun-related without having to worry about the above - crews can starve for a week, and cope with cramped conditions for a week. This also applies to transferring of crews - so if a Kerbal has spent the journey in a nice roomy spacecraft, they can climb into a cramped capsule for a week or so before going on strike. Improving the length of time that a Kerbal can spend in a craft is relatively straightforward. * Increase the number of crew cabins * Add special habitat parts - of the standard parts, the Hitch-hiker pod, and the Cupola both provide habitat bonuses. Each habitat module requires you to "Start Habitat" on those parts to give the benefit, and this uses a small amount of electricity. There are also numerous special habitat parts supplied with the mod, and if you need more Planetary Base Systems has more options. In addition, there are also "inflatable" parts, which also have the same effect - but these can be transported uninflated (i.e. not heavy) and inflated using Material Kits when they reach their destination (when they become significantly heavier). Some of the habitat parts add additional days to the habitability of the craft, others add a multiplier, so a combination of these two is best. * Within the VAB (or SPH), clicking on the green toolbar icon will tell you how long the crew can survive in a particular vessel based on the parts that you've added and the crew that you've assigned. Be slightly cautious of the numbers it gives you if you are planning on having different numbers of crew aboard - if you have recycling capabilities and calculations based on four crew members, and then add a fifth one for some reason, the habitation ratings will take a nosedive. == Supplies == Supplies can be added in the VAB or SPH - the containers in the Life Support tab contain plenty of parts that allow you to add supplies to your vessel. Improving the length of time your supplies last is more complex than habitation. * The easiest way to extend the duration of your supplies is to add Life Support systems. These either come as parts themselves, or are built into the crewed parts (e.g. Science Lab, Salamander Pod). These recycle a percentage of your used supplies, meaning that supplies last longer. All life support parts can support only a limited number of crew - adding a life support system for a single Kerbal, and then cramming a crew of seven in is going to mean your life support will basically be redundant. Water purification also counts as life support. All life support uses electricity. * The next way to extend the duration of your supplies is to use Agroponics (farming). This means taking Mulch and Fertiliser to create more supplies. Mulch is produced by your Kerbals when they consume supplies in a 1:1 ratio, and Agroponics will take Mulch and Fertiliser in a 10:1 ratio and convert it back into Supplies. This chain uses a small amount of machinery - more on machinery later. If you're sending crew to another planet, it's very worthwhile to use the Agroponics route for both the transit vessel and the final base, as agroponics ultimately means that your supplies last ten times as long. For multi-year long trips, add an empty mulch container and pack some spare machinery. * The final way is to generate supplies directly, normally in combination with the methods above, as raw supplies generation is very slow. Essentially, Substrate or Dirt plus Water will give you supplies, when using an Agriculture module and the Cultivate method on it. This chain also involves using a small amount of machinery. * It is possible to produce more fertiliser - this normally takes place when landed using an Agricultural Support Module, converting either Gypsum or Minerals into Fertiliser. Again, this requires a small amount of machinery.