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pmborg

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Everything posted by pmborg

  1. Hello, Please check this reply, page 3 with video: https://forum.kerbalspaceprogram.com/index.php?/topic/143285-the-ksp-interstellar-proxima-centauri-challenge/page/3/&tab=comments#comment-3647894 is the CentauriDreams mod adapted to this Challenge.
  2. About "radial tanks" deftly I will try them, but that would change the all ship design/model, but yes if they are droppable I need to consider a try in that design. About the new release I am still a big scary , the last one had a huge impact on so many mods that I had to revert back to previous, but sure I will try it
  3. I will use the "Kolonization" parts on "Von Broun" planet (target), I have a "Container Kit" with a "small factory" Inside that "Container Kit" is a big and mobile Factory, and after that I will create a House Colony to farm materials from drilling and then with those materials I plan to do the Colonization using the "Kolonization" @FreeThinker, If is possible, I would like to have your help/suggestions to reduce the weight on these parts in tones: Any Idea? Specially the red ones. Please note that the BigSphereTanks are empty
  4. Might not look like the images of a InterStelarShip science fiction movies, but this work in the simulator... Can keep a crew of 6 people awake all Journey in a total of 50 colonizers with (Cryonetic Freezing), in a max of pax 56 for 60 seats. Delta-V 172M for a payload 2tones Delta-V 170M for this one:
  5. Ok, thanks this are really Good inputs i will take that into account. Btw: The mini payload version is already on 171M deltav
  6. please check my reply after this one about it. ( Posted 17 hours ago ) I have now another payload instead 600tones this one have 128tones, but with no live Support, they need to be in Cryogenic Freeze all Journey
  7. We can use "suicide burn" when we are inside the SOI of the target, which is not the case. I am not counting with SOI influence and in this case they should be big, because the Ship will be inside 3 different SOIs: Escape "Sun" SOI, will decrease the initial acceleration. Intercept "Proxima Centauri A&B" SOI, will decrease the final deceleration. Intercept "Proxima Centauri" SOI , will decrease the final deceleration.
  8. Yes, indeed I noticed that I forgot to count with a higher TWR at the deceleration, will be just 2.5 years to do the deceleration, total 18.5 years then! Not counting time to refuel and time to final rendezvous
  9. TOTAL Distance: 41,386,231,576,325,600.00 3.5 years with continuous acceleration, travel distance: 4,652,348,400,000,000.00 12.5 years travel cruise speed, travel distance: 33,410,777,176,325,600.00 and another 2.5 years with continuous de-acceleration, travel distance: 3,323,106,000,000,000.00 Yes indeed the trick part of the tests that I have done, is to break and enter in the Star SOI, once there I target the initial speed to be around 100,000m/s to enter/travel inside the Star System, until reach the target planet neighborhood orbit, please remind that the star will do a permanent acceleration to the ship, should keep between 200,000m/s and 300,000m/s delta-V for that. Once near the planet, to do the final burn to be in the Star orbit "near" of the Target planet. Once there just a matter of doing the final planet rendezvous. But yes in my generic calculations didn't discount these 300,000m/s to make sure that we will land on the planet. Maybe the final version will have just a separated tank for that reserve
  10. Project: InterStellar-Prob: Have a project to send a probe with payload 1850kg to AlfaCentauri in 18 (3.5+12+2.5) years only! -or- Project: InterStellar-Humans: Have a project to send a Craft with Humans in a payload 600,000kg to AlfaCentauri in 23.5 (3.5+17.5+2.5) years only! Preliminary Conclusions of the InterStellar SpaceShip Study on Kerbal Space Program with ksp-interstellar mod: It's possible to go on a planet of Alfa Centauri (distance: 41,386,231,576,325,600m) in 18 years of InterStellar Ship travel time: · Max cruise speed: 84,300 km/s · Max cruise in speed of light: (28.1% speed of light) · Total InterStellar Ship delta-V 168,600 km/s (56.2% speed of light) These 19 years will have a dilatation of time of 1.042: · On Earth this 18 years will be 18.798 + 4.367 (light travel time). On Earth we will acknowledge the landing in 23.165 years:
  11. Hello cybutek, Congratulations for your excellent mod, but I found a problem on this function: FILE: BuildAdvanced.cs #line 415 private void DrawBurnTime() { GUILayout.BeginVertical(GUILayout.Width(75.0f * GuiDisplaySize.Offset)); GUILayout.Label("BURN", titleStyle); for (int i = 0; i < stagesLength; ++i) { stage = stages; if (showAllStages || stage.deltaV > 0.0) { GUILayout.Label(TimeFormatter.ConvertToString(stage.time), infoStyle); } } GUILayout.EndVertical(); } If the burn time is bigger than 24h, the value will be zero, can you please fix it? or just print on console log the stage.time Many thanks in advance!
  12. Got it (@FreeThinker), there is only one way to do it, I mean make a 3th stage to work, replace 600tones of payload and transform the 600tones in another 3th Stage... of 1850kg of payload that could give with Daedalus: Another 18.85M delta-V on a total 143.85M delta-V, so that's why in theory work but not in practice, but can give 47.95% speed of light, to send a probe is ok! with Bussard: Another 43.6M delta-V on a total 168.6M delta-V, so that's why in theory work but not in practice, but can give 56.2% speed of light, to send a probe is ok! (and this is my new record then!)
  13. First Attempt - Engine Power from Asteroid, I am trying to understand the scale of the drills and ISRU needed.
  14. As I suspected, already confirmed don't work, another stage reduce the delta-V from 124.7M to 119M:
  15. In theory this is a good idea, but in practice once useful payload is 600tones, I am not sure if the small ones will be efficient to do the work but I can try. (@FreeThinker), What is the payload and delta-V of this baby here?
  16. That it should be a very good Idea for the "Ground Construction mod" Please keep in mind that whatever you want to construct cost resources but resources can be made/farmed But if it is needed to remove some junk from a remote planet scenery like what I do in a remote planet is remove it! (notepad++)
  17. Actually with the "Assembly line" we can create a new "Kit Container" and attach a new vessel inside, so yes in the other planet we can create whatever will be needed over there. We can't create more Kerbals on the other planet... like we do on KSC by recruiting But there is a mod that will simulate child's from Kerbins Civilian Population:
  18. Yes that's the pretty thing about "Kit Container", that's why I am using it, I can put over there what ever I want (300 or 600 parts) and will count only with 1 part, until being constructed. So I have 1 "Kit Container" with the Car+House+"Assembly line" inside and 1 Tank-factory (mobile factory) only, that
  19. Yes this can be one of the possibilities, but with the way that I am doing it, I don't need that mod and in practice do the same.
  20. Went with a balloon type over there at that position Saved the position with notepad++ Recovered the ballon Pickup one of asteroids that are in orbit, changed the balloon "position" with the asteroid "position". This was "Balloon type" position: sit = LANDED landed = True skipGroundPositioning = False vesselSpawning = False launchedFrom = LaunchPad landedAt = KSC displaylandedAt = #autoLOC_300900 splashed = False met = 98.819905757904053 lct = 668475539.79294729 lastUT = 668475638.61285305 distanceTraveled = 515.52345315709022 root = 0 lat = -0.098673705952374346 lon = -74.522388298149977 alt = 64.569542951066978 hgt = 1.47541833 nrm = -0.0250147283,-0.0148511529,0.999576807 rot = 0.583818614,0.800399244,0.0888111591,0.103099555 CoM = -0.00688099861,-12.8979635,1.50726223 stg = 2 prst = False ref = 720921111 ctrl = True PQSMin = 2 PQSMax = 9 GroupOverride = 0 OverrideDefault = False,False,False,False OverrideActionControl = 0,0,0,0 OverrideAxisControl = 0,0,0,0 OverrideGroupNames = ,,, altDispState = AGL cPch = 0.154 cHdg = -0.1739998 cMod = 0 ORBIT { SMA = 300815.41150032368 ECC = 0.99479870470064879 INC = 0.099043526226397088 LPE = 89.970433349832049 LAN = 313.81764215614982 MNA = 3.141592313265114 EPH = 668475638.61285305 REF = 1 IDENT = Squad/Kerbin } Original Asteriod Position: VESSEL { pid = ba66e590e8f0425facce00821031fd42 persistentId = 1221993883 name = Ast. LWN-827 type = SpaceObject sit = ORBITING landed = False skipGroundPositioning = False vesselSpawning = True launchedFrom = landedAt = displaylandedAt = splashed = False met = 668475518.37296772 lct = 668475518.37296772 lastUT = -1 distanceTraveled = 0 root = 0 lat = -0.55781777049346815 lon = -89.290834923992122 alt = 14228200388.274847 hgt = -1 nrm = 0,1,0 rot = 0.00292284274,-0.228961512,0.170795977,0.958330214 CoM = 0,0,0 stg = 0 prst = False ref = 0 ctrl = False PQSMin = 0 PQSMax = 0 GroupOverride = 0 OverrideDefault = False,False,False,False OverrideActionControl = 0,0,0,0 OverrideAxisControl = 0,0,0,0 OverrideGroupNames = ,,, altDispState = DEFAULT ORBIT { SMA = 14032032172.555252 ECC = 0.036964021273038467 INC = 0.63374638306081099 LPE = 34.59915334524969 LAN = 171.97672404410264 MNA = -0.5627157779875509 EPH = 671656361.93986225 REF = 0 IDENT = Squad/Sun } Final Merge: VESSEL { pid = ba66e590e8f0425facce00821031fd42 persistentId = 1221993883 name = Ast. LWN-827B type = SpaceObject sit = LANDED landed = True skipGroundPositioning = False vesselSpawning = True launchedFrom = landedAt = displaylandedAt = splashed = False met = 668475518.37296772 lct = 668475518.37296772 lastUT = -1 distanceTraveled = 0 root = 0 lat = -0.55781777049346815 lon = -89.290834923992122 alt = 14228200388.274847 hgt = -1 nrm = 0,1,0 rot = 0,0,0 CoM = 0,0,0 stg = 0 prst = False ref = 0 ctrl = False PQSMin = 0 PQSMax = 0 GroupOverride = 0 OverrideDefault = False,False,False,False OverrideActionControl = 0,0,0,0 OverrideAxisControl = 0,0,0,0 OverrideGroupNames = ,,, altDispState = DEFAULT ORBIT { SMA = 14032032172.555252 ECC = 0.036964021273038467 INC = 0.63374638306081099 LPE = 34.59915334524969 LAN = 171.97672404410264 MNA = -0.5627157779875509 EPH = 671656361.93986225 REF = 0 IDENT = Squad/Sun }
  21. I am studding other more realistic, ways using asteroids and trying to merge them with current ship. Basically I am talking about "almost" infinite fuel and only using things that already exist on KSP.
  22. Hello, - Resource Scanning is there not appear on images: (opposite side ) About the Universal Drill yes also there: (Oposite-House-Side): About the Tanks are not there on propose, please note that I have a factory and can do what ever I want over there. Right now my payload is about 600tones, don't want to go further than that Have 2 versions of the ship 105M (35% speed of light) and 125M (41.666% speed of light) My dream goal is to have a 570M i.e. go 95% speed of light and break from it. I am studding crazy possibilities to rich that I think that is possible. I record a video of 30mins do show/demonstrate the payload and house working but discovered that the payload is not balanced after tank leave the payload bay (cannot fly balanced due center of gravity changed)
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