Jump to content

Gordon Fecyk

Members
  • Posts

    1,124
  • Joined

  • Last visited

Reputation

1,004 Excellent

Contact Methods

Profile Information

  • About me
    Trust me, I'm an engineer, eh?
  • Location
    Manitoba, Canada
  • Interests
    I do IT for a living, especially desktop support, so I'm most interested in making popular applications safer to use and games safer to play.

    Since discovering KSP I've done some novice film making. Look for the "Agencia Espacial Kanada" channel on YouTube.
    --

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I find the Umbra Space Industries parts a little more manageable. You can pick and choose the part packs you want, and with a combination of the Orion pulse drive and the Alcubierre (warp) drive you can get pretty far.
  2. Oh you went retrograde, too! Nice touch - that seemed to keep us in signal range of Kerbin during the most important parts of the mission.
  3. I stopped myself from looking at the submissions until I finished mine. Your design went overkill on the decals - no wonder you knew. You got the appearance down, and I had no idea the decals didn't block solar panels!
  4. And here we go! Aside from it being a while since posting a video, it's also been a while since playing pure Stock, no Kerbal Engineer, no Ferram Aerospace, no anything even DLC. But here it is. I tried to meet all of the rules, including the music which is all from the game. I'll add save file download links to this post, and I'll provide proof of eligibility to Squad staff that ask.
  5. Thanks so much for responding to this. I'm almost ready to film the mission. It's easy enough to check - just remove all of the decals and review the engineering report. I'll of course make the save and craft file available for inspection.
  6. That confirms the sizes are correct. I hope the judges take the flag decal oddity into consideration.
  7. I have an issue with how KSP is interpreting the sizes of these things. The structural panels are 1 m wide. Stacking four of them gives me 4 m tall, but the Engineer Report tells me this: The engineer report says 4.7 m tall, and over 4 m wide and over 4 m long. I added the panels on the side for comparison. I'm also using flag decals as panels. But this does not look like 4 m wide or long to me.
  8. Kerbal Konstructs Kompatibility I'm not sure what the problem is with Kerbal Konstructs and why I get frequent questions about it. I can use it with different home worlds without difficulty, and it appears objects placed with one homeworld setting will continue to work in other homeworld settings. This was a Level 1 launch pad, crawlerway, and VAB dropped on top of a MapDecal placed in the middle of Laythe's ocean. These objects remained accessible in saves from Kerbin and Eve, and I presume other home world settings. Now the current edition of Kerbal Konstructs requires a support add-on called Custom Pre-Launch Checks, so make sure when using KK to also have that support add-on installed. Otherwise I don't see what the problem is. Now some home world placements won't accommodate all of the customized KSC layouts some folks constructed, but nothing should stop anyone from adapting these.
  9. Alien Space Programs v1.12.0 Released After a long break caused by Real Life[tm] I inspected and corrected problems in Alien Space Programs caused by the updated surface textures. ASP 1.12.0 works on KSP 1.12.3. For releases earlier than 1.12 the older releases of ASP are still available.
  10. @EndAllFilms I uploaded a preliminary version for KSP 1.12.3 to the GitHub repository. I didn't change much, just the HazardousBody configuration for Jool. Speaking of Jool, its placeholder surface is translucent but still walkable. RestoredDuna still doesn't work, but I'm going to try copying a lot of stock Duna's configurations to it to get it to behave. I got Restored Duna working!
  11. Sorry for being away for so long. Earth was blessed with an abundance of water. Maybe Eve was blessed with an abundance of carbon, or some other ice. And hydrogen is everywhere. We can always fiddle with the chemistry to use different hydrocarbons than ethane, though from what little I remember the heat values didn't change all that much. If Eve's oceans were a liquid hydrocarbon sludge, maybe there's more than one kind of hydrocarbon chain in there. Eve would've been in that state for quite a long time, and with +140 C surface temperatures some of that would have to evaporate. Or if it doesn't evaporate, it could come from other hydrocarbons. "Cracking" is a process that can break down longer hydrocarbon chains into shorter ones. Real world cracking requires pressures about seven times greater than we experience on Eve (7000 kPa vs 500 kPa on stock about 1000 kPa on JNSQ or Realistic Atmospheres), and temperatures five times greater than Eve's surface (700 C vs 140 C), but Eve would have immense ocean floor pressures and a lot of major geological events at those depths. We get pressures much greater than 7000 kPa in Earth's deeper oceans, and magma can reach over 1000 C, so I could see these conditions present in Eve's ocean depths. Bubble up a bunch of cracked hydrocarbons over a few eons and 1 to 2% in the air seems a lot more plausible. I also found it interesting that we didn't need that much hydrocarbon vapour in the air. Before I played with these engines on Huygen in JNSQ, I tried to see if the chemistry changed much if methane was in the air instead, and it didn't. So while I based the math and chemistry off of ethane, it seemed to apply to methane, and there's less than 2% of that on Huygen. And the intakes don't suck 100% of that either - the circular intake is only 47% efficient, so on a place with 2% methane I'm only getting 1% combustible vapour - the rest would be expelled with the rest of the surrounding nonreactive atmosphere. As long as I have enough oxidizer to burn that, I get energy to run a turbine.
  12. Science Blurbs and Localization for non-stock worlds Sorry for the long delay. I've been away dealing with Real Life. But in between bits of that I just submitted a pull request to add science blurbs and localization for the non-stock worlds.
  13. Part 05: Eve Δv: 1.8 km/s from low Kerbin orbit, 2.3 km/s to capture, 7 km/s to ascend, can land on parachutes I'm very familiar with this place after succeeding in the Purple Space Program series. This version of Eve is actually a little easier than stock Eve, due to a lower atmosphere ceiling and lower gravity. Things only get difficult below 6 km or so in altitude, and if you can land on one of many equatorial plateaus, you will find any Eve lander you designed for stock Eve should work. Or maybe not. The faster low orbit speed causes higher atmospheric entry heat. You could reduce that with a descent stage and bring it down to stock Eve speeds, but you're better off researching the 10 m heat shield and using that. The problem with that becomes, how do you get rid of the thing? At that low altitude and high atmospheric pressure, sepatrons don't work. The second attempt was luckier. Ferram Aerospace adds some chaos to the aerodynamics, allowing giant Frisbees™ to behave more like giant Frisbees™. This Eve also has multiple possibly-copyright-infringing ocean bodies, named after Japanese Kaiju, which makes sense since this Eve is a monster! Even so, hydrocarbon lakes and the Explodium Sea make a return appearance, justifying the use of Explodium Breathing Engines. I didn't visit Eve in a do-over playthrough, so I don't have any bonus images. I have a bonus video though (4 minutes, YouTube), showcasing the ascent without commentary. While this design worked near sea level, you can also use OhioBob's Eve Optimized Engines in 10 atmosphere mode, or the new optional Javelin engine provided with JNSQ 0.10.1. The (very!) warm sun prompted the use of Namco's Horinesian Sundance music. And well, the routine consumption of live kerbals by this monster suggested the rest of the musical theme for this episode. Soundtrack French Lovers - Storyblocks (also unavailable) Mission Control - Víctor Machado, Edú Castillo, Squad (KSP Soundtrack) The French Theatre of Doooooooom! - Storyblocks (unavailable) Peaceful Desolation - Kevin MacLeod Tempting Secrets - Kevin MacLeod Volatile Reaction - Kevin MacLeod O Canada - Allan Gilliland, played by the Edmonton Symphony Orchestra Horinesian Sundance - Namco, Pac-Man Championship Edition 2 Boss Battle - Namco, Pac-Man Championship Edition 2 Boss Defeat - Namco, Pac-Man Championship Edition 2 (because wow, it sure felt like winning!)
  14. And now you spoiled it! But seriously, GPP and GEP are the only planet packs Team Galileo is supporting alongside JNSQ. With the warp drive I'm hoping to continue the journey, provided the save file survives the migration to the new system.
×
×
  • Create New...