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AngrybobH

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Everything posted by AngrybobH

  1. Micro gravity for hours would probably have no appreciable effect on humans. Days is space can a bit jarring to some but a week or two can start bone decalcification and other effects. I imagine that some people would experience an uneasy feeling after some hours in micro G when getting back to a gravity-all-the-time environment. Though, I do believe it would be quite short lived. NASA has done quite a bit of study on this and is currently running a study on the ISS. Valeri Polyakov spent the longest consecutive time in space (438 days) and probably poked and prodded for some time. Info on this is readily available. As far as food goes, vegetarianism is a perfectly good solution. plants do grow in micro G. Clothing can be either synthetic or organic. Synthetic fibers can be made from plant material and most clothes could be recyclable. Also, why wash clothes with water? why not dry clean, no tumbling or spinning required.
  2. Can't wait! I'm not sure what I'll build but I'm sure I'll over build it.
  3. Ooops yeah thats what I meant
  4. I always thought the B type was for engine mounts instead of SRB toppers. Well, thats how I usually use them. Like this I like the A type on radial boosters because the angle toward the ship is good for mounting sepratrons. I have never noticed the tendency of the type A to move toward the core. Good to know though.
  5. So stock KIS but the question I need to ask is can we mod the number of slots and carry weight of the kerbals and the storage box?
  6. That is the very first mod I installed because my first docking experience almost made uninstall the game. I was so terribly frustrated I couldn't see what I was doing wrong. Rendezvous by itself was challenging at first but, docking was a herculean task. After finally getting docked, I downloaded DPAI and MJ. I actually don''t let MJ auto dock anymore (too much wasted monoprop) and just use DPAI with decently placed RCS thrusters. Of course, MJ has an auto RCS balancer in it that I do use. Just recently I had to learn to dock without RCS. My lander ran out of fuel during the rendezvous burn which left RCS to slow down when I got near my target. The target ship had no RCS but had plenty of fuel. DPAI still helped there and the experience wasn't that bad. Compared to my first attempt docking it was easy.
  7. over 2100. It's my go to entertainment and it's pretty cheap too.
  8. I override the friction and spring/dampers. I set the steering to 0.4 (keeps stress low on steering gear, prevents veering) and the non-steering wheels to 2.5, spring is, of course, variable depending on weight but, dampers I always set to 1.9 (2.0 seems to make them explode). I set the rear brakes to 200%. And, always remember that S-turns slow you down (as stated above). The art of landing is not so much flying as it is staying just below the speed you need to fly but above the speed that you have control. Landing is the hardest airplane skill to master. Edit: If your center of lift is far outside the center of mass nose dives are the way you will land unless you go for the ground at flight speed. Which the early landing gear will not handle.
  9. I wrote a MM script for this (and other) purpose. It gives all crewed parts the science container ability, which I feel they should all have, and saves a part or 2. With that I can just bring 1x goo and 1x mat bay. The only tricky thing is landing to let Bob out to reset them. My biggest problem with the 30 parts is getting to orbit but once I get the first VAB upgrade I never notice a part restriction. I'd love to see an entire revamp of career mode. It could be my favorite mode because restrictions inspire innovation and feelings of accomplishment.
  10. My first Mun landing ended in a similar fate but not because of design but because of windows "sticky keys" pop up minimized the game. There were many expletives uttered about the "helpfulness" of windows. While it sucks that this ship crashed, I agree that they did a real good job getting that far and hope they make another attempt.
  11. I don't remember actually. But, I think it was airplanes plus. I had that and some other airplane mods installed when I built that. I change mods quite often based on mood.
  12. That pic makes me feel like I'm playing KSP with an extreme graphics mod.
  13. Yeah, firespitter doesn't do it right, which is disappointing. Even with stock moving parts (search KSP forum for stock propeller), autorotation doesn't work very well or at all and counter torque still does not work. I suppose it might be possible to do a mod like you want but I'm really not sure KSP is capable of doing it well and not summoning the Kraken.
  14. Not sure if it is what you are after, but, I use the firespitter mod for helicopter and prop plane parts. here a pic of the electric helicopter main rotor in action. note: some of the physics aren't simulated, like counter torque. No gears or janky stock KSP moving parts.
  15. My hopes for 1.8 are for making the landed state of a vessel actually stable(I mean really this time) and fixing the spring dampers to actually work like like spring dampers instead of the physics breaking things we have now. sure, dampers are better than they used to be but they still need work. I like the idea of adding more science and planet surface exploration. I really do want a reason to visit places other than for the f...fun of it. I'd also take better graphics because ,apparently, I'm weird in that I built a computer for KSP(well for the...uh..fun of it too).
  16. What kind of contact? just a radio signal (or any other long range communication method) that will take decades or more to receive a response, or aliens in a ship? Just a radio signal makes almost any question ok but, "how did you find us?" seems like a good one. Maybe we can learn something about detecting other civs out there. Aliens on a ship makes a toss up between "how does your ship work?" (so some of us can leave one day) and "Why did you bother coming here instead of some other place?" (because humanity is...well...humanity)
  17. I modded the game within an hour or two because I couldn't dock and I was becoming frustrated. Docking port alignment tool was the first and I have used it so much I forgot that it wasn't stock. But, that can be said for a lot of the mods I use. Mechjeb was the next one because of dV readout and the SmartA.S.S. UI reminded me of a real flight computer. Then I fell down the mod rabbit hole and installed so many mods that I built a computer to handle it all instead of dropping some of them. Strangely, with the vast library of games I own and have played, KSP and Rimworld are the only games I mod. And I mod them quite severely.
  18. I think this wouldn't be too bad of a job considering most, if not all, adjustments can be made with a MM patch. MM patches are easily modified to suit the end users needs/wants. I would be interested in a community agreed (or roughly agreed) upon balance pass. As for batteries and their weight, I don't know how KSP batteries compare to real ones in actual electrical terms and real density. But, these are the specs of a real lithium ion battery in use on a nissan leaf 403V 24kWh 140Wh/kg 2.5kW/kg 192cells 294kg(648lbs) The newer leaf (2019) has a better battery(supposedly) but nissan hasn't even given the full specs to the EV specialists yet (me). Since KSP uses nerfed values for tanks and engines(RS-25D vs KSPs SSME), I don't know what would be appropriate for the game.
  19. Yeah, me too. Though, I kind of feel like it was chosen for the 1.7.......maybe. cool video. I over build everything so, I'd never discover the lower limits of mass.
  20. I fully agree with everything @Ozymandias_the_Goat wrote. And, to add emphasis, stock station parts redux and KIS/KAS are ALWAYS installed in any KSP game that I start. I'd also include in recommendations universal storage, spaceY, and MKS. Though, MKS changes the game quite a bit, it does have some interesting rover parts and station parts.
  21. Complex space stations are more a function of how much computer you have and mods to provide parts and hold it together. How to get it there and assemble it is a fun (for me) problem to tackle but also depends on the mods you have installed. The most complex station I have built started as a small mun orbit platform for the easy transfer of kerbals and science to and from the surface. It turned into something else because of contracts to expand it were the easiest money at the time annd I was trying to fund a manned(kerbaled?) mission to Jool. This thing is over 400 parts and brings my current computer down to about 10FPS. Still playable but a bit stuttery (is that a word?). This was built from more than 15 launches. It didn't start complex but I build stations to always have expandability in mind. So, my advice is to start small and then add modules until your computer melts or you are satisfied with it.
  22. I did the bicycle wheel test in my high school physics class. While holding a typical 10 speed bicycle wheel by handles on the axle and a classmate giving it a spin there is a very noticeable resistance to changing the orientation of the axle, even when the wheel is turning very slowly. so,
  23. I just recently came back to KSP and decided to check out the unofficial continuance of FAR. So, I'm just building airplanes in sandbox mode that have no real purpose. Here's my favorite so far.
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