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Mr. Peabody

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Everything posted by Mr. Peabody

  1. So basically your saying that spontaneous generation happens?
  2. Definition of theory: a supposition or a system of ideas intended to explain something, especially one based on general principles independent of the thing to be explained. You cannot say scientifically that life evolved. Definition of ambiogenesis: the original evolution of life or living organisms from inorganic or inanimate substances. "to construct any convincing theory of abiogenesis, we must take into account the condition of the Earth about 4 billion years ago" So you see, ambiogenesis is based on the theory that life evolved.
  3. I know this is going to touch off a hotbed, but this whole assumption that there might be life on other planets is built on the belief that life evolved in the first place. If life evolved on earth, maybe if evolved somewhere else too. I'm not saying it didn't, because that's not scientific, but speaking scientifically evolution is a theory, not a fact. And there are a lot of problems with the theory. We can't say for sure that life evolved. It might have, who knows? But we also have to consider the possibility that life was created some other way that we haven't thought of yet. I'd need to see convincing evidence first before I conclude that there is alien life, but if there is one of Jupiter's moons is the most likely place.
  4. Ok. That clears up some things, but is there some kind of game setting that allows me to give antennas infinite range?
  5. This week I downloaded 1.2.2 for the first time and I have a few questions. How do you place waypoints? And Is it possible to have the comm system enabled, but still transmit without the restrictions imposed by it? Is it possible to place waypoints without the comm system? What I really need to do is place waypoints across Kerbin out of range of the KSC without a orbital communication satellite system. How would I do that?
  6. I always use spacedock instead of curse whenever possible. Its much better thought out and there are considerably more mods.
  7. Unmanned first would really limit the kinds of things you could do early in career after the kerbnet update. For example, while orbiting you would lose control for quite some time.
  8. I'm not sure if this is intentional, but every time I create a sandbox game a new komet spawns. Why is this? Great mod by the way! Especially since I'm useless with capturing asteroids and this mod allows me to advance transfer to them.
  9. Good thing your mission didn't turn out like the original Russian moon mission did. They did land, but they probably didn't expect to be going as fast as they were when they landed. Moon or bust, literally.
  10. I know. Some mods just don't work well with 1.2. I also use 1.1.3 for most of my stuff.
  11. New space missions, both commercial and for exploration are launched quite frequently leaving spent stages or damaged equipment orbiting the earth. Recently, China created the largest orbiting debri cloud ever when they tested their satellite capable of destroying other satellites. Decommissioned satellites also contribute to space junk. So that begs the question, how are we going to clean up this huge orbiting mess? A good start would be to require commercial rockets to be equipped with remote control cores and be staged while they still have enough fuel to be de-orbited. That would slow the build up of space junk, but cleaning up our current space junk would require something similar to an orbiter with a lot of fuel and cargo capacity. The orbiter could rendezvous with large pieces of space junk and attach small solid rockets to de-orbit them. The orbiter could also use a claw to grab space junk and place it in the cargo bay. Another option would be to use a small pod equipped with an electromagnet and launched from a medium sized rocket. Once in orbit and in a large cloud of smaller space debris the pod's electromagnet could engage and once the debris was secured to the pod the entire pod could be re-entered incinerating the space debris. Both of these options would be relatively expensive and would likely need to be enforced by an international space counsel. So the question is, what will we do about the space junk problem? I'd be interested to hear your responses.
  12. Most of the planets in KSP are similar to RL planets but no identical. Just because Jupiter might have a liquid hydrogen ocean doesn't mean Jool does.
  13. Has anyone sent a probe as far into jool as possible? Maybe the science report would reveal something. I don't think jool has a liquid hydrogen ocean though.
  14. I had a problem similar to this a while back. My CPU was beginning overheat when running KSP and the protection system would automatically crash stop the computer to prevent it from being damaged. I suggest you select a higher performance power plan and if your computer is a laptop and your cooling fan is on the bottom of the computer I suggest you raise the computer up on a thick book or something similar to allow proper cooling when running KSP.
  15. I'm sure some of you out there use it, but aside from its lower cost and reverse thrust capability the wheesley has no real advantages over the panther jet engine for use on low atmosphere jet planes. The panther is more fuel efficient, produces more thrust, and has less mass than the wheesley. So why would anyone use it? Does it just exist in the game so players in career mode can have an engine for their early aircraft? I'm curious to know what use it would have that the panther wouldn't be better at. In my opinion there should be more distinction between the wheesley and the panther, such as greater fuel efficiency or less mass.
  16. My personal favorite WWII aircraft is the Messerschmitt Bf 109. While it became obsolete towards the end of the war it fought a very successful campaign in north Africa and Italy and was the preferred weapon of choice for most German WWII fighter aces.
  17. Nice Mun base. What mods are you using?
  18. Today I was trying to merge two vessals in the SPH and they just would not merge even though they both had attachment points that they should have been able to attach to. I wasted 30 minutes trying to get them merged and am now extremely frustrated. I hope someone has a solution to this problem.
  19. Exit/entry hatches that can be placed at any point on a command pod and be used as the default hatch. I don't block my command pod hatch very often but sometimes your particular vessal design requires you to sink the command pod into another part or block the hatch with a part. In that case hatches would be a great addition and create a lot of new potential vessal configurations.
  20. If by "turnable" parts you mean something like this, (below) then you can use a stock grapple claw set to free movement.
  21. Just making up theories to fit our observations, if there are civilian kerbals in the game (which is very unlikely) its probable that they don't wear bouyant space suits or if they do then maybe they can regulate the pressure in the suit to allow it to sink?
  22. If kerbal homes are in the game then they certainly aren't above ground or someone would have found them by now, and it doesn't make much sense for them to be underground because what's the point of having something in the game that you can't get to? I think it makes more sense for kerbal houses to be underwater. Kerbals can swim, and if they lived far inland what use would they have for swimming? Also, it is possible to explore the seabed using submarine mods or boats with scanners, so it wouldn't be impossible to reach and most of the sea floor is unexplored on kerbin. As long as it remains so my "myth" may have some merit. While I don't believe there are undersea houses there may be easter eggs in kerbin's oceans and if there isn't that would be a cool addition to the game.
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