sgt_flyer

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Everything posted by sgt_flyer

  1. 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)
  2. 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 ?)
  3. 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
  4. 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
  5. 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)
  6. 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
  7. 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
  8. Do tell what you have in mind (and which mods / addons you wish for)
  9. 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 ?
  10. We have a part in stock that is anchored to the ground - the launch clamps. Maybe KAS simply reused that code
  11. 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
  12. erm - just tested, it also work on engine thrust... so i guess they are going to have to patch it :p it's a stock nerva... in atmo... just with a KAL-1000 set with your configuration, and the play time slightly moved in editor ^^ (at more powerful settings, the rocket burns from atmospheric friction.......... i wonder on how much that thing works :p (note : tested at the 'lowest' play time (was at 11000% thrust at liftoff)... - it went through 11000l of fuel in 1.05 minute - and was on a kerbol escape trajectory afterwards :p edit : more ridiculous ^^ : the lv-1 ant engine lifting 350 tons of LFO :p emptied half the thing in 10 seconds at the selected power :p (yup, that's an s4 tank here ^^)
  13. Currently torturing my computer :p 1804 parts 476 tons (the shuttle has been emptied - at close to the shuttle weight with loaded SRB's as payload on the crawler, the runway sometimes broke...) stock (MH + Breaking Ground) note : the crawler tracks are not yet decoupled in this picture :p i think i might try to make a video, but not much more ^^. was fun designing this monster, but the current crawler at 1200 parts is a slideshow in operation :p edit : after a good 20 minutes, i made it to the runway's slope (in game time - 1.30 minutes...) but i can keep the platform levelled with the runway
  14. In impractical but entertaining, you can have continuous tracks made of series of hinges, looped with a strut - all that powered by sprocket wheels (the tracks have still to be kept in shape prior to decoupling) - limited mainly by the track sections impact's speed, and physics cpu usage (with generally around 45 parts per track... it's quite taxing ^^)
  15. a workaround could be doing the reverse use robotics to do automatic staging ^^ You could use separatrons thrust limiter to a KAL-1000 aim the separatrons at the attachment point (made from a throwaway part) then keep the thrust limiter curve to 0 until the right time, then change it to 100% in 0.01s. Then it's just a matter of timing the overheat with the pistons extension (of course, stage the separatrons at the same time of the Kal's startup) Makeshift explosive bolt on a timer a small album to show the tech :p all solid engines are activated with a press on key 1, same time as the KAL-1000 the SRB is surface attached to the fin, the separatrons are attached to the cubic strut, and aimed at the fin. when the separatrons overheat the fin, the booster flies away for the last dregs of it's fuel :p (i set it up to have around 12s of fuel, the separatrons fire at 11.5s ^^) small album with the technique https://imgur.com/a/yPCGUzZ
  16. i'm wondering if you could use that on a small 2x6 solar panel, and use the solar panel's rotation to rotate a much larger array on a free hinge for sun tracking
  17. I can't reduce the number of hinges - anymore width between the hinges pivots and i would need larger sprocket wheels. If i use small hinges, i would end up with the same number of hinges, but more parts i might release a separate version with the same steering and levelling system, but with rovemax XL3's instead of the tracks As a sidenote, an idea for you - the edge radiator panel (the flat one) has higher impact tolerance than the decouplers (12m/s) (that, or if you have Making history, the SP06 panel has a 80m/s impact speed ;))
  18. rebuit a bit the articulation point and levelling system (was not strong enough, the pods tended to bend inwards under weight load) testing out the top speed of the rebuilt system 11.6 m/s (tough the game runs at 1 FPS ^^) the Crawler destruction sequence once 1 of the track hinges exploded (directed by Michael Bay) the aftermath of the breakup (going to be fined for littering :p)
  19. Crawler First run - at around 1 FPS ^^ 1217 parts (without the scaffold and struts which holds the crawler tracks prior to decoupling) 289 tons (of which, 'only' 29 tons of tracks ^^) 18 fuel cell arrays to keep all the systems powered ^^ Features : 8 independant tracks (2 on each tracked pod) the pods can have independant inclination, be steered, and can elevate the rotation point to level the platform when moving on inclines Torque of the pods sprocket wheels is controlled by the main throttle, RPM limits of the sprocket wheels is controlled by the translate F/B axis Play position of the KAL managing the steering is controlled by the translate L/R axis Play position of the KAL managing the levelling is controlled by the translate U/D axis Middle point of the KAL's is the neutral position for the platform / steering. still, those tracks are crushing the FPS ^^
  20. mmh :p with the strain on my computer, i think the computer might go on a grand tour by itself if i tried to add a grand tour rocket on top of that ^^ - the game runs at 25fps with the full crawler - while still in editor !
  21. Stress testing with 288 tons weight attached unfortunately i still needed to hide two LY-60 landing gears in the middle of the track to bear the load (else the track unit collapses and destroys itself) still, with this configuration, the track can manage a whooping 0.9 m/s of speed with that kind of weight on it
  22. I like the game but doing Deserts of Kharak vehicles would maybe be a bit too high partcount (just this crawler transporter is already making the game crawl - and it's not finished ! :p )
  23. Still WIP but it's stable under kerbin gravity (even after decoupling) (need to change a bit the supports, they collide with eachother during unfolding ^^) - maybe good 'ol separatron magic for that to roll the supports away from the crawler :p currently at 1103 parts, 247 tons and it bears it's name of crawler well - makes the game itself crawl :p
  24. well, one small improvement i found, is to set the limiters to 0-90 on the track elements to prevent it from bending the wrong direction. (that was one of the features of the large ones, as the crocodile hinges couldn't bend the wrong way ^^) doesn't improve top speed, but the track doesn't wobble anymore, and is now nearly instantly responsive to sprocket gear speed changes. for movement, i currently have the sprocket gears torque limiters set to main throttle, and RPM limit to F/B translation. (with RPM limit at 100, the tracks runs smooth at around 3m/s - i only reach top speed (and track destruction) at RPM limits of 250 :p
  25. Not really the forum post for that, but here's your answer The required delta-V, ejection angles etc varies with the relative position in their orbit of the planet you come from and the planet you want to go to. depending on when you launch, both planets can be in the ideal position (least amount of delta-V needed for the transfer) that's the same reason why in real life space agencies have to wait for specific times to launch interplanetary missions. check transfer window planner / or http://ksp.olex.biz/ (there's other transfer guides too, less old than this one, bit the why is still valid) for help calculating the right date for your transfer windows