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ARS

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Everything posted by ARS

  1. Whoa... didn't realize I got that far. My ship is being stuffed with reactors to sustain energy and also disable the commnet to make that far
  2. Make a name that's giving you hope (especially about rocket science or whatever you like). For me, my name was based from anime character, but can also be repurposed as abbreviation of space program-related stuff: ARS: advanced rocket system ARS: advanced reusable shuttle ARS: absurdly robust spaceplane And of course... ARS: absolute (or absurd) rocket science!
  3. I like your opinion :). 4 years ago when I played this game, I think "oh, this stuff is so cool!". Then fast forward 3 years later, I'm started playing KSP, I'm thinking "is that... really possible?", especially after KSP teached me about orbit, inclination and orbital speed to ruin every space movie ever. Then I'm thinking: wonder what KSP player say about this...
  4. A launchsite on a coast near KSC (for testing naval ships) Make the relaystation looks like a base (at least add a runway) Routine operation scheduler
  5. -have a way to carry the craft into lay the orbit (usually orbital tug) or make it multi-engine (rocket and jet) -slightly angle the wings upward for easier getting out of water -bring mining equipment (the smallest one, (smallest drill, tank and converter)) have a way to recharge the fuel -I find that using jet engine in laythe atmosphere is more efficient than using rocket engine -having a detachable parts to lighten the weight helps Hope that helps
  6. To quote: "Once you're in low Earth orbit you're halfway to anywhere". I think being able to get into orbit is a great accomplishment by itself. If you feel bad, think again. Did you play for fun or to learn? Anything is okay. It's a single player game that can be played however you like. I do uses a cheat a lot in the past (back in KSP 1.1) for learning how to get into interplanetary travel or building SSTO, but now I think I have a necessary skill to build a legitimate SSTO or did an interplanetary travel without cheat (I'm exploring duna now). For me, cheat is a tool for learning in KSP, after I'm able to did it with cheat, I'm learning how to fix it without it. It's a personal preference whether to use cheat for fun, or using it for learning
  7. The farthest distance of my ship is.... IDK. My ship is on escape velocity of kerbol and it's still moving (the navball record the speed at 15,896,579 m/s (I'm using GN drive engine mod, for sending rockets as far as possible for fun (and science))
  8. Either you have a kraken attack or your maneuver placement is not optimal. IDK, but mostly stuff like this is caused by glitches or bug when adding a mod. So yeah, my guess is you are being attacked by kraken
  9. To be able to do this kind of experiment, it's logically more sensible to choose planetary body with atmosphere. That way, there's a higher chance that the experiment subject survived instead of being placed on airless rock
  10. Today, my newest superheavy commercial aircraft are rolled out of hangar. I present to you, the "Crimson Sunset", a 174-seat nuclear-powered aircraft with infinite range, perfect for large-scale tourist mission on kerbin. The sight of it's 24 atmospheric nuclear thusters is a sight to behold Meanwhile, on KSC, after modifying the worker truck from SPH/VAB, Corburry Kerman decided that the best thing to be hauled with this truck is not a rocket parts, but an entire rocket instead. However, it's still not kerbal enough, so the truck is also converted into a mobile launchpad... For nukes... (BTW, this thing is called "SKUD Launcher". Because the more explody it is, the more kerbal it is) It's a beautiful day
  11. That's the ground relaystation. If you enabled commnet feature and your rocket is away from kerbin, you might notice a green line that connects your craft to kerbin. That's the role of those radar dish, providing signal connection so you can transmit science and control probe in deep space
  12. In gundam 00, the GN drive is a porable solar furnace that accoding to it's wiki: A GN Drive is a semi-perpetual generator, scaled for installation in a mobile suit, which harnesses the byproducts of baryonic decay as an energy source. Like every other power source, a GN Drive has a limited moment-by-moment output; however due to its very nature a GN Drive will continue to supply power for a theoretically infinite period of time, so long as the GN drive is not pushed to breaking limits. Within the context of mobile suit combat, it affords a unit the benefit of an inexhaustible power supply. The non-existent heat signature of its internal processes, combined with the GN Particle emissions, give any unit with a GN Drive a potent mix of stealth and ECM characteristics; neither the GN Drive nor any thruster emissions can be seen by infrared sensors and the GN Particles scatter radar and disrupt long range communications. Which is one of the many "minovsky physics" that you can find. Interestingly, the GN drive itself has been made into KSP mod, providing the GN engine, for when you want to be a bit "cheaty" without hyperedit
  13. I think I'm already attempted something similar with this, if I remember, it was a long time ago (KSP 1.1) where I'm on a mission to gather science from multiple biome around laythe. I'm using a spaceplane that's being flown like a normal aircraft in laythe atmosphere (there's 4 whiplash on my craft) and performed biomehopping from suborbital trajectory. My personal opinion about this method is, it's quite efficient and you can get from biome to biome very fast. Sadly, my mission ended when the spaceplane crashed on one of laythe biome and I mistakenly press save instead of load
  14. Hiring new crew means you can choose their occupation that suits your mission instead of being given a random crew from rescue mission
  15. Uuuum.... the "Midnight Requiem" takes about 3.5 hours for me to complete (and an hour to test), but my SSTO before ("Grateful Sunray") takes me almost a day to complete. So, yeah, it depends on each individual craft Since when building Midnight Requiem I only focus on "How to make her able to get into sea with all systems functional", compared to when I'm building Grateful Sunray where I'm focusing on "Must make it into orbit with additional fuel level calculation, aerodynamic and all other stuff (mainly strutting) to make sure she doesn't break up mid-flight" Especially considering that I'm building Grateful Sunray to be able to reach suborbital flight and leave the atmosphere without any input whatsoever (except initial pitch at takeoff)
  16. On average, 3 hours. Might take longer for more complex vehicles
  17. Having installed weapon mods, today I'm launching my newest craft. A warship "Midnight Requiem" She's built primarily as an anti-air vessel, with several AA guns on her deck. Originally, I'm putting the M65 atomic cannon on her, but that makes her too slow as well as compromising her structural integrity (That cannon is so heavy). Luckily, I found another solution for "mass destruction protocol" Testing her CIWS/AA turrets Testing her laser turrets Deploying the "mass destruction protocol" Up! Up! Up! Nuclear missile ready for launch (I'm targeting the island airfield, sending GPS data) Launch! Impact in 3... 2... 1... BOOOM!!! Well, that concludes the weapon trials. It's so satisfying to be able to complete her construction today
  18. Sub-orbital is when your flight trajectory does not create a circle around the planet Orbital is when your flight trajectory create a circle around the planet Judging from your report that it orbited kerbin for 15 days, I assume you mistaken the term sub-orbital with orbital. In KSP, orbit does not decay (unless with mod) so when you said "orbiting" yet for "15 days" it's clearly that your rocket is on sub-orbital trajectory instead of orbital Another assumption is that your rocket does make an orbit, yet the lowest point of orbit is still inside kerbin atmosphere, allowing atmospheric drag to slow your rocket, causing orbital decay that changed your orbital trajectory into suborbital trajectory (If you want to orbit kerbin, make sure the lowest point of orbit is above 70k meter) hope that helps
  19. Haha, obviously Since we have much more experience in terrestrial mining than extraterrestrial
  20. Explaining it will take it longer than what it should be
  21. According to the backlog, it's said that the time of planet cracking depends on the size of the planet. Small sized planet like mercury might takes 5-7 years while larger planet takes longer. The establishment of colony on planetary surface is to survey the rich-mineral region, designate the cracking site and built the megavents structure that acts as a connection point for the ship's gravity tether (the ship's gravity tether cannot simply "latch and crack" from orbit) during the mining operation, the Ishimura acts like an orbital refinery, smelting and refining ore, storing it inside her cargo bay before being picked up by another ship to be transported to earth. Also, as a note, sometimes, the surface colony is the only thing left after planet cracking is done, attached on the final rock chunk where it acts as a checkpoint outpost for further mining operation. The reason why they crack the planet is because earth is so desperate to find resources needed to sustain civilization, so if they find a planet that can be mined, they will mine every last bit of it That said,it doesn't explain the effect on cracking planet against it's orbital characteristic (on the second game, it's revealed that titan (Saturn's moon) has been cracked, and the remaining colony becomes a sprawling orbital colony attached on titan's last chunk of land that's still orbiting Saturn)
  22. Left 4 dad A visual novel game about a girl that must live alone with her ill father
  23. There are infinite amount of kerbals that you can rescue, considering that the final upgrade level of astronaut complex allows infinite amount of kerbal, and the fact rescued kerbals are listed in your crew roster
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