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Steellwaters

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    Bottle Rocketeer
  1. Is that because the runway is raised?
  2. I don't buy Dark Matter/Energy. IF your empirical evidence contradicts your mathematical theory then you rework the theory to fit the evidence. Instead they have invented matter and energy to account for the discrepancy. to my knowledge the only evidence for dark matter and Dark Energy is that the predicted result doesn't match the observed result. that just means the equations we have created to model the properties of Gravity are missing a term. No model will ever be 100% perfect and the more correct the the model the more extreme the measurement needed to notice the discrepancy. So until somebody has some is a jar I see no reason to believe in dark matter/energy. I think this is off topic but I just wanted to give my 2 cents.
  3. I say keep it simple but we need damage from drag (not deadly but damaging...or harmful?) and definitely a resource system. I was thinking the other day.....food can be grown...hydroponics.....water can be recycled and air can be scrubbed(plants will help with food and air) so initially you have to store resources but the top techs can give you modules that will support x number of kerbals indefinitely. a balance between realism and fun. let's implement all the physics but in a creative way.
  4. Thanks guys. I didn't get on last night to reply. Good information. Tonight I figure it how electricity works in game. By sub orbital do you just mean the rockets that don't make it to orbit? Or planes...? I have never built a plane.
  5. Hello. I bought this game back in april after seeing a youtube video of it. I have loved space exploration since I was a kid and have been having a blast. I am an electrical engineer and used to be a navy nuke....so I love math. Up to now I have been just trial and error in sandbox mode and have only ever got one rocket into orbit without enough fuel to do anything but de-orbit. My methodology has been to build a rocket that looks like it might make it and tweak until i get there. But now that i recently discovered career mode I have shied away from zany contraptions to mathematically working out the design. I have been trying to figure out how to design a craft out of a given set of parts based on the numbers...I don't want to be given a craft....the fun to me is coming up with it(even though others may already have the answer) and it seems like most tutorials have example designs to derive future designs from. SO. If I know the DV I need to achieve my goal I have a starting point. I can calculate my TWR. I can calculate the DV the craft is capable of. Is design simply a TWR high enough and a capable DV? At the beginning of the career I have no staging option so my first attempt was a surprisingly stable pencil shaped craft with a TWR of 1.15 and a DV of 4800 I think it would have made orbit if I had cut the engines once the peak was out of the atmosphere and waited until I got out of the atmosphere to try to burn to expand my orbit.... anyway...any guidance? am I on the right track or am I missing something? I feel like I am missing something. Thanks for any guidance and thanks to the Dev's for a great game.
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