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magnemoe

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Everything posted by magnemoe

  1. I say the main issue with the shuttle was that it was overturned like an F1 race-car, you had no margins and needed serious refurbishing between launches it also let to the loss of two crews and ships. But yes they was very capable crafts, building the IIS was the big one. I assume we will get an shuttle like starship or other heavy lift craft down the line, large cargo bay and a arm, probably multiple and able to operate well outside LEO, GEO, moon orbit and out to Lagrange points. Manned and spacious compared to the shuttle they are doing longer missions.
  2. Looking at the rotating station parts and I tought if you could add parts to the rotating ones.
  3. You want to use track if you are very heavy like the NASA crawlers and also move in very broken terrains as tanks. or don't want to add much ground pressure like the tractor above, in spring the soil is also very wet and tracks should work well here.
  4. Now I wonder if the doughnut between the rotating bar and the tanks are the colony hub who enables you to enter orbital VAB mode. The rotating bar with 8 windows I guess is science as each floor will have its own spin gravity. You also have the complex looking square thing, not the hub as it was added later. Probably another science part or something with resources, the large wheel is obviously habitation. One nice thing would be if 2.5 m and larger struts had the option to have an crew transfer tube inside.
  5. Now the 35 science points for 200 ton to Minmus is fixed in minutes, changed to 300 Docking ports might be harder, but on craft load game should check if docking port is docked to something and if not set it to ready to dock.
  6. You are correct for landings, not even standing on an tank or wing let you take ground samples who makes sense. But underwater might change stuff. Some who tested this tell.
  7. My guess is diving bell on the bottom of the sea. Perhaps exiting it while holding on to the hatch? Yes an capsule who sink might work just as well the diving bell is for aquatic science.
  8. Found this article https://www.independent.co.uk/news/uk/home-news/hedgehog-hat-bobble-woman-mistake-rescue-b2518848.html Lady found an wet bobble from an wollen cap and thought it was an baby hedgehog Handled an life hedgehog as an kid spikes was not sharp as in less than an wire brush. Had my car checked over, fun part is that its the headquarter from there my sister work. Its an bakery and they have an private enclosed bridge over the road. Less fun part is two suspension springs who has to be replaced +$1000.
  9. This, note same is true for naval gunfire, here ship can random walk the shells so guns on say an Iowa is not usable against other warships at their maximum range, lots of earlier battleships could not elevate their gun much but 45 degree is nice for shore bombardment. Tanks can also not elevate their guns much, self propelled artillery has much larger turret to let them elevate. With lasers you can launch mirrors to bounce and refocus the laser beam. Probably not the best against an warship but against an missile swarm you can start hitting them farther out.
  10. I did that on my first Moho and Duna missions. Docking port, seperator and docking port, it ruined the port, lander had just one docking port so single use. Having docking port, seperator and engine for another lander and it work with no issues.
  11. Like the parts containers in KSP 1, yes that is possible but I say harder to implement I think. It also almost require you to have an copy of the base in VAB so you can test the build before launching the parts. Say you want to build an ramp to access the landing platform. how many plates and other parts like struts do you need? Granted it could be smart to test this with the lander rover anyway so its not to steep.
  12. This, they do real full duration burns then engine is not connected to rocket but on test stands like image above. Launch pad is not designed for full duration of an large rocket. Usually the full duration burns are done horizontally to avoid heating the ground.
  13. And to bring more resources to the station to expand it. I assume it will be some resource "colony building material" you have to send from Kerbin to the colony. I also assume some sort of hub or workshop who enable the orbital or ground VAB. To expand the colony you send more building material. It could be multiple materials for realism and complexity. As I see it it will also enable building spaceships in space with materials you launched or modify an ship you docked to station to add missing solar panels, antennas and parachutes This will be very useful as its better to bring 100 ton of materials to an station at Jool than to send all sort of crafts for various purposes. Unknow if you can recycle parts, as in you break up the ship who sent the resources to station or base for more "colony building material"
  14. I agree, I fly lots of missions at once and the 5 eve landers is an serious impact on performance so Jool 2 was canceled, manned Tylo landings, SSTO to Laythe, exploring the ocean of Laythe and the well at Vall. While in KSP 1 80+ probe cores dropped in an free return trajectory around the Mun. It lagged a bit in map view looking at it but not else. Result was that they did one extra orbit encountered the Mun again, 4 was kicked out off Kerbin SOI as they came before the Mun, one crashed into the Mun and the rest got their Pe lowered so they impacted Kerbin. Now the game does not need to do anything about stuff in orbit, just calculate its position then needed. perhaps have an list of objects who require attention because SOI change or impact, this list could include maneuver nodes and you just need an front end for an alarm clock With communication blocking you would need to calculate the position for more as you could imagine you are in low orbit around Eve, com to Kerbin is blocked but you have an relay around Duna who you use.
  15. This should work, Mun is known to kick stuff out of Kerbin SOI, it can even capture asteroids in KSP 1 Happen in real life with the moon too. An Apollo 3rd stage was first kicked out by the moon, then captured 30 years later, spent some orbits around earth and got kicked out again.
  16. It works like an magnifying glass And yes past the focus point the beam will widen again, but you know your range because laser rangefinders
  17. Now that was an tiny transport with an rear ramp, guess you could get an car in there. That it's purpose, first thought was carrier resupply but this is air force.
  18. Few in the space industry seams to believe in Starship in the first place, but the the only hard part is second stage recovery who is not really needed to make Starship work out better than falcon 9.
  19. Its the Moon, and yes an gravity turn would save some dV but this was simpler and could probably use more reliable software, I assume other option was lunar orbit and then an return burn.
  20. As other said, they did not need more I suspect they did not run superheavy on full trust, extra capacity is not needed so take it a bit gently. Was release point earlier than expected?
  21. SpaceX was very lucky with their falcon 9 design with 9 smaller engines so they could reuse it as an vacuum engine for upper stage, this let them use center engine to land on, and the engines was reusable so they could do lots of test firings. This let them modify the rocket for reuse something who else would be almost impossible, only only existing rocket who aim for reuse is electron who splash down with parachutes, this work as its small. Standard rocket before falcon 9 was an 2.5 stage rocket usually with SRB, this does not work well for reuse. And developing reuse only make sense if you launch often, if you launch twice a year its not worth it. Also then lots of engineers thought about reuse they fell into the trap who is SSTO because its cool. NO, just no it does not work, and if you somehow managed to get it to work it would but couple of ton into orbit and be more of an hangar queen than the shuttle. Now how early could you do first stage reuse, falcon 9 style? I would ditch the SSTO idea because its SSTO and make it an first stage with an disposable second stage, this was 1993, pretty sure you could do this earlier. Second stage reuse, something like Stoke space second stage, require no exotic stuff. Computers in the 90's would have no issue doing this, its mechjeb yes you had to handle real world sensors and telemetry who could be wrong and select the best but its not something who could not run on a 286.
  22. This, they did not want to risk it getting stranded in orbit and falling down some random place who was wise as they got problems controlling it. Splashdown point was changed, but I strongly doubt this had to do with range some other reason. Perhaps other zone was in use its an test range after all. Or launch restrictions.
  23. It did not enter earth orbit but it did do an gravity turn according to the stamp at least Few deep space missions enter orbit first, Apollo was an exception as it was manned. It makes sense to do an gravity turn, you are no longer fighting gravity just getting velocity. Now many rockets launch steeper than optimal, yes this is nice for return to launch site but atlas 5 also does this but here its more about giving the centaur upper stage time to circulate. Its why they need two engines for the starliner, astronauts would come down to steep if rocket failed around separation. Same is common for GTO launches, your Ap is above GEO so the satelite has time to circulate.
  24. I agree, so spoiled by KSP 1, base need fuel to land the rest is history. Jool express landed next to Pol base who suddenly looks small. Jool express carry an Tylo SSTO an Laythe tail-sitter for water landings and its tanker to be dropped at other side of Laythe to collect some science I did not need. Now that makes me pumped about colonies at stage one is: is not an orbital colony an ship, devs responded you can move them. Now could I not dock my ship to the orbital colony, modify it and release, using the "part" resource, nice then you forgot parachutes, antenna, only have small solar panels at Jool, It will not help with forgetting docking ports
  25. How heavy is the lander? 2 m/s should not destroy anything. I landed at 9 m/s with an 80 ton Eve lander on 4 of the largest legs without problem except the terrain was to steep so it tipped over. With 24 parachutes it had to be massive. I tend to land on struts or H beams for heavier stuff in KSP 2 it has only been the 300 ton Duna lander but my Eve lander has H beams and struts as an backup mostly as I will retract the landing legs after landing, this to reduce risk of lander jumping then I return to it. Yes game is very buggy, not run into something gamebreaking, ships explode on takeoff, you can not time warp on surface on many airless worlds or you drop trough the surface, error in dV of craft, yes its buggy but nothing who stopped me from completing my missions. Except an weird docking port bug who I set up for.
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