sgt_flyer

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  1. sgt_flyer

    cool ai

    Interesting video - it could likely help for a lot for normal launches of monster rockets, but would likely need a way to switch to higher quality physics (up to full simulation) as you approach edge cases for the loaded learned set. as seen in the video, edge cases (fast moving objects) are not registered by the trained AI currently - and ksp can quickly have high speed collisions (staging too early side boosters, etc) Now, the AI would be needed to be thoroughly trained with rigid bodies, and more importantly to be able to work on random rocket builds
  2. Well, interstellar comms are going to be a problem though - you’d need new kinds of antennas / laser based transmissions to be able to have the necessary signal strength (based on ksp’s current signal system) at interstellar distances. maybe controlling probes in other solar systems will only be feasible if you set up a control station manned with kerbals in that system. (Kinda like in Remote tech 2 where you need a manned local space station to eliminate most of the signal delays)
  3. I meant to provide possible ingame justifications on why the current no delay comms gameplay exists. - as you said yourself - comm delays would likely not make a good gameplay experience. (At least, not for most people) as for KSP1, the remote tech 2 mod can provide comms delay. (Though, it also comes with a flight computer in order to preprogram the manoeuvers and execute them at a specific timing)
  4. Well, for pure gameplay purposes, the comms delay would be difficult to play out. It could be justified in severals ways though - 1- you could tell that your manual manoeuvers of the probe is simply a preprogrammed action sent some time before the manoeuver begins 2- the kerbals are more advanced than us in rocket AIs, so the probe is capable to manoeuver on it’s own in order to reach it’s mission goals (though, being a kerbal AI, it can mistime it’s manoeuver or perform the wrong one ;)) nevertheless, as they plan mod support for ksp 2, there would more than likely be a mod for that (as there actually is some mods for that in current KSP ^^)
  5. I wonder if, alongside the new srb's, squad will add a bigger and more powerful version of the separatron too ? (Maybe more streamlined without those struts the current separatron's have)
  6. Yeah - if they use n-body , they would need to recalculate all of orbits in the kerbol system (which is unstable in nbody) (Unless they mix on rail and n-body ?)
  7. Havok demoed a unity plugin at GDC this year for their physics engine There's 5000 entities dropped into a planet gravity well at around 18 mn mark - ksp would be reduced to a crawl with that - i hope the devs will at least test that plugin
  8. Well - to one in on the hyperfission / fusion thing : i think one of the most effective fission reactor concepts would be dusty plasma reactors. (A fission fragment reactor derivative) - one of the key things it enables is direct conversion to electricity (way more efficient than carnot cycle, or even brayton cycle) Plus, dusty plasma reactors can also be used as vacuum based rocket engines (very high theoritical ISP) Now, regarding the fusion reactor research, there's two research projects in europe that i think are quite complementary - Iter and Wendelstein 7X Iter to help learn notably about how to manage a reactor on the long term (notably manage hyperenergetic neutron damage over a reactor's service life) wendelstein 7X, as a stellarator design, is trying to get much more stable magnetic fields for plasma confinment. (So you'd likely need less power to contain the plasma vs a classic tokamak) So both these projects would likely play a big part in future production fusion reactors. Now we need to break even the net power production on the whole logistics chain for deuterium-tritium fusion - not only powering the magnetic fields, but also powering the coolant pumps and the generation of new tritium. Next step in fusion would likely be to tame aneutronic fusion (like P-B11) which can support direct conversion to electricity
  9. Breaking ground has the kal-1000 controller part, which is a sequencer that can manage multiple parts at once on a timeline (looping and ping-pong possible of the sequence) - all of that with bezier curves (so the controlled parts can vary their speeds during animation). Since last patch, the sequencer can also trigger actions (decoupling, engine ignition, etc)
  10. Only way to keep ISS old parts would be to replace most of the components inside that are nearing end of life (not likely feasible while attached to other modules) - replace all seals (which would need to depressurise the whole module) and make strong repairs of all the micrometeroid impacts the modules would have accumulated. current EVA suits would not be suitable for this kind of work. You'd basically need to either build an orbital drydock (or return it to earth) so astronauts can work on the outside within an atmosphere for those repairs... if you can launch an orbital drydock big enough for that, you won't need ISS anyway only recent modules would be any worth keeping (like a few russian modules, and the future russian MLM) - but russians plan to keep those anyway
  11. I will not be able to help you on those i'm currently playing with 1.7.3 with the two DLCs, and i don't really use mods outside cosmetics / utility mods without parts I'm sure other builders will be better suited to help you
  12. Do tell what you have in mind (and which mods / addons you wish for)
  13. I wonder what kind of ksp aerodynamic characteristics those blades will have - how long until someone try to make a plane using only those as wings ?
  14. We have a part in stock that is anchored to the ground - the launch clamps. Maybe KAS simply reused that code
  15. Heh it's the russian starfighter ^^ Still, dedicated antisatellite missiles would be much cheaper to build and launch than those though still, the soyuz spacecraft is really modular - then even used the soyuz instrument module (the engine section) to ferry the pirs and poisk modules to ISS