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Reavermyst

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Everything posted by Reavermyst

  1. So today, I accidentally deleted my station by clicking End Flight Rather than Space Center. It took me a few days to make such progress and i didn't want to do 3 launches so... I decided to put up the first half of my station in one go! You know what they say, when in doubt..... uhm.... MOAR ROCKETS! IT ACTUALLY WOR- I MEAN, yeah! I'm brilliant! So I got this thing into orbit a little too early.... I didn't want to carry these tanks when i deployed the station. So I dropped my periapsis to 32 km, released the tanks, and slowly moved away from the tanks to safely burn into a circular 150km orbit! Always nice to get a IVA picture of Kerbin, if only the pilot was patient enough to wait for the launcher to leave... We forgot to put an RCS tank on the launcher, so we had to rely on the escape pods to push the station out of the scaffolding. MISSION SUCCESS! ...Wait... the launcher doesn't have parachutes.... MOSTLY MISSION SUCCESS!! All I gotta do now is figure out how to get the bottom half on the station. This, is bound to get interesting! Sticky dis thread!
  2. I'd show a picture, but I accidentally hit End Flight instead of Space Center on a station that took me DAYS to build on my schedule.
  3. first attempt at lifting the escape pod module up up to the Station at LKO Welp, least those escape pods work!
  4. well I never bothered taking pictures of it, I ended up removing the item completely and replaced it with the smaller ASAS unit and sat it on top of my lander can xD
  5. Ugh... I know it's probably a problem with my own design, but why is it that my ASAS always breaks off when a Kerbal so much as sneezes on it? Most notably, it's the large Stock ASAS unit that even LOOKS flimsy. it always collides into something and breaks on launch and it's kind of frustrating! Anyone see this as an issue? Or is it just me?
  6. all I can think of is the face on the kerbal inside
  7. Eh sorta dull at times. I do wish you could color your craft! Do things like use UV projection to add logos and paint on the ship! That would be an epic feature
  8. I love that trailer. Really expresses how EPIC this game is(and more so in the future) in scope.
  9. by default, kerbals don't die permanently. however, if you get the Crew manifest mod off the spaceport, you can actually toggle on permadeath.
  10. congrats! you're one step closer towards kerbol conquest!
  11. As long as the station and ship are connected via docking ports, you should be able to refuel from there. If you want to be fancy, you can get a couple mods like KAS or Quantum fuel. I got both, but I like the idea of dragging a hose to the ship and hooking it up to refuel it. Feels like a space Chevron!
  12. I got some pictures ready of my grounded Station. Spent all morning working on it in the VAB and plan to start launching components into about a 125km orbit around Kerbin later on! Shinto Station! And a night Cycle of course! -Manned Control tower with Romfarer's Lazor system on the antennae to track all ships and stations in the Kerbol System! -2 escape pods in case of emergency(Also has cool strobe lights on them because the engineers thought it would be dramatic and cool!) -Utility module for sustained power!(Held together with our best duct tape!). -2 fuel arrays to hold a total of 8 tanks!(Did I mention it had escape pods?) -4 docking arrays in total, 2 for passenger shuttles and travel, and 2 for logistics! -1 space tug to get the fuel tanks on the station!(We added lazy kerbal chairs in the pods! THEY HAVE CUP HOLDERS!)
  13. That's my thought as well, I've seen people use the word stolen in the wrong way all the time.
  14. The math I did scales down the distance by 10 actually xD actual distance is too large for the built in calculator to perform so it reverted it to an exponent. I think it's 3.974 x 10^16 being the real distance to Alpha Centauri from Sol in meters. Scaled down by 10 is roughly 3,973.51 Terameters. I actually like 3 most, as it's probably the most feasible in that regard. I always figured it would be treated like interplanetary, but with a couple extra steps. You build your intersolar ship with an FTL stage. You perform a Solar escape, fine tune your trajectory so you get caught in the next system's SOI, then turn on the FTL drives once you're inbound to the next star! The only issue to solve from there is actually slowing down so you don't use the next star for gravity assistance and slingshot into the void. Maybe giving FTL drives a reverse thrust to ease it down to a reasonable velocity as it makes it's approach? Hmm let me do some math here, though I disagree with your methods, you do bring about a decent point about how fast these FTL drives should go. So if we calculate time of arrival at this rate with my calculation on approximately how far the new system would be, we'd get: T = 3,973,506,798,483,936/300,000,000 Since the speed of light is measured in seconds, the answer would be roughly 13245022.662 seconds. I'm not 100% sure if the timescales go by Kerbin years, so I'll TRY to do math to convert seconds into both Earth and Kerbin years. So by dividing those seconds into minutes(60) then hours(60 again), we get about 3679.173 hours to destination. Dividing this by the time per Kerbin Year in hours(2556.5 hours) we get about 1.4 Years of travel AT roughly the speed of light. In Earth time(8765.81 hours), that would be less than 6 months of travel time. This is a summary of what my work looked like: Kerbin Years to destination = (((13245022.662/60)/60)/2556.5) Earth Years to destination = (((13245022.662/60)/60)/8765.81) ((Again side note to real mathematicians and rocket scientists out there, if my logic is not sound in these numbers, feel free to school me! This is merely guess work with basic algebra.)) So either way, an FTL engine that goes AT the speed of light(or in this case a little over) would reach a new system at a reasonable time frame for the game's scale! Assuming my estimation is correct
  15. Assuming kerbals don't die of old age by the time they reach the next star system. Our solar system's closest neighbor is a little over 4 light-years away. I'm no rocket scientists, but I believe you can calculate this with a simple math problem. Assuming the ratio between Sol and Kerbol is 10:1 we can take the distance to Alpha Centauri, our closest neighbor at roughly 4.2 light years, convert that into Meters(3.973506798483936e+16), divide by 10, and we get 3,973,506,798,483,936 Meters! That's approximately 3,973.51 Terameters! Thank you calculator! ((side note to any REAL mathematicians, correct me if I'm wrong)) As for your idea, I personally think it's a bit far fetched. First off, there's no clear indication of how far Eeloo is from Kerbin, as it varies depending on it's orbital position. Though, in all honesty, I doubt it would ever reach anywhere near ~4 Terameters even on their most distance positions. FTL travel is not possible in reality(as far as I know), but this is probably the best place for Squad to get creative with the theories behind intersolar travel by creating a visual representation of what feasible FTL travel would look like! Why should they pass up on that?
  16. Thanks =D a friend drew a lil animation of it and I thought the face was just icon worthy X3 Agreed! Making kerbalized parodies of our galactic neighbors like Tau Ceti, Alpha Centauri, and Gamma Cephei, would really add to the experience and challenge of Galactic conquest! Awesomes =D curious to see how they'll approach the usage of it. If they'll follow a specific theory or go onto some vague classified tech that just happens to work.
  17. [Cool] <-- this means he's not using the word Stolen literally. Poor wording, yes, but it's nothing to stir controversy.
  18. Things happen to stations like that. I think this movie has a shot at expressing how scary being an astronaut can be if something like this happens.
  19. There is word that they MAY develop an FTL engine in future updates. That's where this speculation comes from.
  20. well it'll likely not move at all if they do so. Reason being I think it would be pointless to code in the orbit. After all, our solar system takes about 250 million years to make an orbit around the galactic core! Going by kerbal standards, that would be roughly 25 million years. unless you were to leave the game running at max time warp for weeks(possibly years! I didn't do the math), you'll NEVER get anywhere near that.
  21. One thing to keep in mind is that there will always be new blood out there. We're too early in development to say diversity is dying in mods. As time goes on, this game will get better, more people will join, and thus more modders will likely emerge from this. Not to mention, once we get around to about v.50(shoot sooner than that at this rate) I'm sure Squad will have a nice full dev team and will slow down their recruitment. Your worries are a tad inflated right now. Calm yourself and give the game and community time to show off more talent!
  22. I applaud your ability to read part of a post and completely miss the point Bravo
  23. So to those using Mechjeb for information and planning, put on your poker faces!
  24. this game is frustrating, and there are times where I too wish it were simpler. BUT, as I watch others play, I realize that this is a game of pure trial and error. you need to crawl before you can run. That amazing station you want to build needs to be paced. Put that core in space, and use the added components to practice your docking maneuvers. One thought I've had, on RCS control, was to simply take an object into orbit with your shuttle, let the object loose, and practice using your RCS to move around the object with your shuttle. Understanding RCS controls is one thing to master, and moving around a simple object is one way to practice. This also a good way to get an understanding on RCS thruster placement and how they behave right now. If it moves to fast or goes into uncontrollable spins, take note of that and try optimizing it and try again.
  25. Actually, modding games is one of many ways to break into the gaming industry. When great modders post great content, they are more likely to have a member from the game's dev team or even completely different developers contact them offering a job. It's actually one of the best ways to get a job in this industry as you're developing a portfolio on the fly and always run the possibility of catching a lead's attention! To say it's hurting the community is just, pessimistic. This project is community driven! The words and actions of us, shapes this game. Hiring members of this community is proof enough of that!
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