Blaarkies

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About Blaarkies

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    Junior Rocket Scientist

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  • Website URL https://github.com/Blaarkies/Volynov

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  1. Blaarkies

    Logical tech tree

    Fairings are in nodes like " Specialized Construction" , " Advanced Construction" . I don't think they are hidden in the middle of the tech tree with the plane parts
  2. Blaarkies

    Nomographs - Rocket science made easy

    Because TWR changes as you burn fuel, causing the ship to expend more dv in the second half of the burn (if split 50/50). The degree of dis-proportionality depends on the changes in TWR of course, so most burns won't benefit from it...only those really kebal missions do
  3. I never knew this That means all those analogies about a Boeing flying around the sun will take hundreds of days...that can be tried and tested in KSP
  4. Do those arrows mean that aerobraking is possible at Kerbol?
  5. Blaarkies

    Nomographs - Rocket science made easy

    First! Shouldn't "600:'600, Nerv'," be 800s instead? https://wiki.kerbalspaceprogram.com/wiki/LV-N_"Nerv"_Atomic_Rocket_Motor Other than that, this is really pretty cool! Maybe we need another graph to convert Liquid fuel number, and vehicle mass, into the mass ratio required by Tsiolkovsky equation. Can it have multiple measure on the right side, for each fuel type (since they have different densities) like balanced LF+O, MonoProp, Xenon, LiquidFuel only
  6. Blaarkies

    Strut has no attachment points?

    Try the Hardpoint pylon. It works just like a redial decoupler, but it does leave any marks behind (The radial decoupler leaves those three metal points on the parent part) https://wiki.kerbalspaceprogram.com/wiki/Small_Hardpoint
  7. Blaarkies

    Looking for Mod: Tone down reentry effects

    That advice is incorrect for KSP versions after 1.0 Since the aerodynamics have been remodeled after that, terminal velocity easily exceeds 1400m/s once your altitude is above 10km. The most efficient launching profiles in KSP actually involve a lot of plasma effects.
  8. Blaarkies

    Science Checklist Kerbin

    What about the M700 Survey Scanner? I believe it provides a little bit of science, but without binomes, only once per planet/moon
  9. This is awesome! OP just wanted to save their sat contract, and then you guys go find the best solution literally behind the Mun This ^ is why ksp is so great
  10. A - Burn into an elliptical orbit. B - Burn retrograde at Ap, for 2x orbital speed Mission plan: A + B + A = total dv required ...but the larger A becomes, the smaller B becomes, so the question is "How much should A be (for the elliptical orbit) to minimize the total required dv?" so, rather Vis-viva equation maybe?
  11. Something like 2 x orbital speed, (i believe 4400m/s ?), not even counting gravity drag. @claudemeister But you could always do it for much cheaper, by first thrusting into an elliptical orbit, then at Ap thrusting Retrograde to change the orbital direction, and at Pe again thrust to slow down into the intended circular orbit. This at least costs less than 2000m/s dv without any aero-braking. Im not sure what the optimum solution would be though, has anyone seen the math for this somewhere?
  12. Blaarkies

    Logical tech tree

    When I got the game years ago, I just wanted to quickly see what it was about, if it was worth my time. I jumped into Sandbox and I was blown away by the massive part selections. When I started Career mode the same day, it immediately made so much more sense what each part is. New players don't notice it weird that airplanes are not a starting tech, but they do notice and appreciate that there are only 5 new parts to worry about for every hour of gameplay
  13. Is the Wiki wrong? https://wiki.kerbalspaceprogram.com/wiki/Science Celestial body multipliers Each celestial body has different multipliers applied to the collected scientific data, based upon where it is taken in relation to that body. Biomes do not affect these multipliers. The altitudes given in this table determine the altitude above mean sea level of the boundary between lower and upper atmosphere and between near and outer space. The upper atmosphere extends to the atmospheric height and the outer space extends up to the end of the sphere of influence. Surface Atmosphere Space Total Celestial body Landed Splashed Low High Border Limit Low High Border Recovery Total Science Total Data Kerbol N/A N/A 1× 1× 18 km 600 km 11× 2× 1000 Mm 4× Moho 10× N/A N/A N/A N/A N/A 8× 7× 80 km 7× Eve 8× 8× 6× 6× 22 km 90 km 7× 5× 400 km 5× Gilly 9× N/A N/A N/A N/A N/A 8× 6× 6 km 6× Kerbin 0.3× 0.4× 0.7× 0.9× 18 km 70 km 1× 1.5× 250 km 1× Mun 4× N/A N/A N/A N/A N/A 3× 2× 60 km 2× Minmus 5× N/A N/A N/A N/A N/A 4× 2.5× 30 km 2.5× Duna 8× N/A 5× 5× 12 km 50 km 7× 5× 140 km 5× Ike 8× N/A N/A N/A N/A N/A 7× 5× 50 km 5× Dres 8× N/A N/A N/A N/A N/A 7× 6× 25 km 6× Jool N/A N/A 12× 9× 120 km 200 km 7× 6× 4 Mm 6× Laythe 14× 12× 11× 10× 10 km 50 km 9× 8× 200 km 8× Vall 12× N/A N/A N/A N/A N/A 9× 8× 90 km 8× Tylo 12× N/A N/A N/A N/A N/A 10× 8× 250 km 8× Bop 12× N/A N/A N/A N/A N/A 9× 8× 25 km 8× Pol 12× N/A N/A N/A N/A N/A 9× 8× 22 km 8× Eeloo 15× N/A N/A N/A N/A N/A 12× 10× 60 km 10×
  14. Blaarkies

    Add hinges please

    It would be cool in stock, but while we wait there is this one: https://forum.kerbalspaceprogram.com/index.php?/topic/170484-14-dockrotate-lightweight-robotics-rotational-control-on-docking-ports-plus-noderotate-make-any-part-rotate/ Very stable, minimalistic and allows docking ports to rotate around...you can create massive cargo bays, VTOLs, folding rovers, wing retracting planes...
  15. Blaarkies

    Balloon into orbit

    The simple mechanism doesn't account for edge cases, that is the point i am trying to get across to you. Software development takes a lot more effort than it seems, but constructive criticism like me and @Snark [snipped] are giving makes that much easier. This thread alone is already worth a few days of planning that any dev would go through to catch these issues before the code is even implemented, that is really helpful. Trying to silence any "opposition" does not help the cause at all, neither does incomplete "simple mechanisms". I want the game to be all that it could ever be, but balloons in stock won't be a great feature if it is rushed and "simply" implemented. It must be thought through and put up to the test like everything else in the current game to match the quality of the rest of the game, and the community threads help more than you might think. I know the rigors that SQUAD go through every time some bugs show up after release, and I applaud them for always fixing those and appreciate the 4 major updates I have gotten even after my paid for v1 was announced. So please, help answer the edge cases I posted to help in the possible development for this instead of doing what I already mentioned: