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RatchetinSpace

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Everything posted by RatchetinSpace

  1. I think its unlikely that the asteroid would cause global fires and mass destruction, (For one thing Kerbin has no forests :-P) but it depends on whether you want this to be accurate with real world. 1. Real life Physics: For starters, the asteroid isn't hitting the planet directly, but rather skimming through the higher atmosphere and then falling as a result of lost velocity. This means the asteroid is going to lose a lot of its energy, and its also more likely for it to burn up. The problem is in KSP the asteroids and planets are small compared to real life, and also the asteroids generated are in similar orbits to Kerbin and will also be travelling more slowly. Overall, there's going to be less mass and less speed behind the impact. 2. Made up Physics: Lets ignore the boring stuff and say that this asteroid had enough energy behind it to deal some serious damage. An asteroid impact wouldn't cause many fires, (They would probably be contained to within a 5-30 km radius depending on the size of asteroid) however it would launch a lot of debris into the atmosphere and space as well as create great shock waves that cause tsunamis, earthquakes and volcanic eruptions (assuming Kerbin has all of those). The material released by these events would enter Kerbin's atmosphere and block out the sun, causing mass extinction to lots of living things. Since Kerbin is way smaller than the Earth, this event would be felt all over the planet and would have a devastating impact on all species. There are lots of other things that could be covered here like different types of asteroids with different composition however this is the best explanation I could give and I am by no means an expert. It'll be interesting to see what other people have to say
  2. I definitely support a customizable sandbox mode. I want to play Sandbox mode but still see my Science archive, it would be great for all those completionists who don't enjoy career mode as much as Sandbox mode. You can still do this with cheats by giving yourself tonnes of Science in the save files but it would be nice to have an option. Similarly I'd like to try and complete all the contracts without the burden of limited Money and Science.
  3. One problem is that launching material into space is extremely expensive and getting it back, even more so. To rendezvous with an asteroid requires alot of Delta V so the payout gained from mining an asteroid might not exceed the cost of launching the spacecraft in the first place. It is an interesting concept though, I think the main reason that no-one has done it is because no-one knows if its going to work. Once we send Humans to an asteroid and collect samples we might begin to see big companies like Virgin launching robotic mining operations on asteroids for elements like iridium and platinum. If a body like NASA can prove that asteroids can be collected and brought back to Earth, it may become a reality. Things like orbital stations to refine these elements are out of the question right now but prehaps in the near future it may become more of a reality.
  4. The Devs showed a sneak peak image of the new resource system on their Tumblr. I was wondering what everyone wants to see in the resource system. -Only available on certain bodies (including asteroids)? -Refining required? -Able to manufacture Fuel, Oxidizer, Xenon, RCS and other things or only some of them? I would personally like to see it similar to the Kethane mod which judging from the picture it seems thats the case. What does the KSP community think?
  5. Hey, I love this mod so much and it has allowed me to do some pretty awesome stuff. One thing I've been doing is recovering the stages that drop off my craft using boats, however when I went to pick up the kerbals they jumped into the water and sunk straight to the bottom in a ragdoll fashion. Would you know why this happens and if it is a bug? Keep up the good work! This is basically it
  6. I installed the Planet Factory Mod and tried to send a survey probe to the gas giant to check out all the moons and the rings. I tried to follow the most efficient path but instead ended upon the most inefficient, oh well. I still managed to get to Sentar and into orbit but after ditching the nuclear transfer stage I realised the probe had no reaction wheels and was completely uncontrollable. This rendered the cameras that I had installed completely useless. Damn, well, next time I'm testing my craft before they get to the edge of the solar system.....
  7. Hey, I was wondering how you trigger manual failures and turn off the random ones using the config file
  8. This is so awesome! Do you have any plans for things like burning fuel tanks, bursting tires or water damage effects? Really nice, simple mod, keep it up!
  9. Today in KSP I tried to design a truck that carries 3.75 m parts. I figure that kerbal industry has to transport those parts somehow and I would like to be the engineer to accomplish that. I have refused to use 3.75 m parts until I can do it and make it look nice! (So far all my designs look horrible)
  10. I like your logic with the kerbal life support systems, if we assume the kerbals don't require any life support, (like say oxygen) then why do they have space suits? Anyway, at 0.2 c you are reaching the nearest star in about 21 years, assuming you're even heading in the right direction which requires precise calculation due to the distances (interplanetary operation is bad enough). Anyway, I was pointing out that you would have to reach light speed in order to make any sort of progress which would require a massive rocket, I am refrencing Scott Manleys video on the topic, he does all the calculation, its a brilliant video.
  11. Hey, here are my submissions to the series under the company gleno-space, featured in my youtube videos. I have made a powerpoint in the download which contains all the details of my submission but I'll type them all out here with some of the pictures as well so you can decide if you want it: https://www./?d9zt6ado7fa2ded AJ-1 stands for Acrobatics Jet Mk1. It originally started out life as part of a 4 plane series under the title AJ-1 Class O, however it was the only design out of the 4 deemed safe enough for commercial use. Through many iterations it is today Gleno-Space’s prime attack aircraft designed for air to air combat and spy missions. The AJ-1 comes equipped with 4 sidewinder missiles and disruption pods. At full weight of 4.78 tonnes the AJ-1 will lift off at 25m/s. The AJ-1 comprises 30 parts. Thrust to weight ratio: 3.20 Delta V: 4343 m/s The GAV-2 (ground assault vehicle Mk2) was originally created as a light ground attack vehicle but was discontinued with the release of Gleno-Space’s Heavy Tank. The GAV blueprints lay in the corner collecting dust for many months until the release of 0.22 where the Heavy tank all of a sudden stopped working. The GAV was reborn as the GAV-2 now equipped with hydra rocket pods and gatling guns. While it may be fast and have considerable firepower it is lightly armoured to keep the weight down to 6.5 tonnes and the part count down to 65. Gleno-Space created the Destroyer as a means of defending orbital stations from attack. At 192 parts and 75 tonnes it is a force to be reckoned with though still fairly light weight for a capitol ship making it economical as well. The destroyer class O is equipped with 3 Hadies Solid Rocket Torpedos and 8 guided anti fighter torpedos. With 4 nuclear engines to power it this vessel can travel great distances on its own power. The Destroyer Class O can be reloaded once all missiles have been fired thanks to tugs attached to each missile assembly and the craft itself is manned by 3 pilots. Thrust to weight ratio: 0.6 Delta V: 3298 m/s The SAF-5 is one of many fighters Gleno-Space has been developing, mainly for station defence. This iteration comes standard with 2 hydra rocket pods and is powered by ion engines and solar power. The fighter also has a reaction control system (RCS) for use of docking. This fighter was originally made using stock missiles however after the 0.22 update the missiles malfunctioned and exploded. The SAF-5 weighs 5.78 tonnes and consists of 43 parts Thrust to weight ratio: 0.07 Delta V: 1010m/s So that's everything, the backstory of my company and the flag/logo are all in the download as well as the craft files for the four ships.
  12. Will you be able to destroy these in the 0.25 version? Fantastic mod, I have always wanted more diversity scattered across Kerbin. Now I have more places to fly to and take off from!
  13. I'd love to do this! The only problem is that I'm in Australia so if its UTC-06.00 as in 6AM I should be good for Saturdays and Sundays. If its UTC 6PM (18.00) I'll have to get up at 3 in the morning. I'm making a ksp naval warfare vid at the moment.
  14. I really like what you have done here, do you mind if I use these countries in my youtube videos if I link back to this page? There has been a bit of trouble with making Kerbal countries to scale because Kerbin has a surface area of 4.5238934×1012 m2 according to the wiki so Russia would take up the entire planet! Still, amazing job and nice names to!
  15. The problem with travelling to other solar systems is that they are FAR away. To give you an idea, the closest star to our solar system is Proxima Centauri, which is 40.3 trillion kilometers away or 40300000000000m. And that doesn't even have any planets. The closest confirmed planetary system is Epislon Eridani at 100 trillion km or 100000000000000m. To get there you would need a rocket of monumental proportions, you would have to chart your course VERY carefully, and you would have to build the craft in orbit as it couldn't possibly fit in the VAB. This craft file would be so big that even if you combined all of Earths hard-drives and USB's you would not have enough file space to store this thing, not to mention that KSP would be unable to handle it and crash on even a hint of loading, and even if KSP did work, no computer could run such a beast. So unless they add warp drives or some other mass propulsion system that is unamanglnable. Either that or you're going to have to chart some sort of clever course that matches you up with minimal fuel in which case you are going to have to time warp for centuries. The only other way I see other planetary systems is if squad make solar systems not to scale with real life.
  16. I love it! I think the devs are doing us great! I personally think that we really need those reinforced parts and new tutorials should be fun. Mission control facility sounds cool and FIRST STEPS TO MULTIPLAYER. I'm just wondering, what happened to resource mining?
  17. It helps to have an efficient design for your launch stage. Make sure you are doing your gravity turn at a good altitude (10,000m is my preffrence) I have uploaded to Kerbal Space Port 2 heavy lift vehicles that should be well and truly enough to get yourself into geostationary orbit: http://kerbalspaceprogram.com/glenospaceheavyliftvehicles/ Of course, this assumes that you have mainsails. I suggest Scott Manley's beginners guide to getting science if you want budget launchers.
  18. I understand what you mean. I find it's tempting to. To me there are a few solutions to your problem: 1. Test, test, test, test, TEST. Get into a habit of testing craft before sending them on a mission. Usually a fatal design flaw will reveal itself in such a circumstance 2. Use the failure to your advantage. This is where I like to do some role playing. "The decoupler has failed and the crew have to land with a dead weight, how will they do it?" This can actually be quite fun and will also teach you to follow rule one next time. 3. Uninstall hyper edit. (That tends to work) 4. Suck it up. Send a rescue mission or restart all together. (This is not really a solution but I just HAD to include it)
  19. That tends to happen to me when I'm at the north pole. I think it occurs when a kerbal falls through the ground.
  20. I think it's a good idea to have more advanced repair jobs. Maybe like what Kerbal attachment system has where you can carry spare parts around or grab spare parts as a kerbal. Then you don't have to worry about your takeoff engine falling off when you land on Eeloo or something similar.
  21. Everytime I enter the space plane hanger I look at the Mk 3 Space plane cockpit and I sense of guilt wells up inside me which brings me to conclude that I NEVER use it. Everytime I try to use those parts I end up with an unbalanced ugly plane that has no purpose. Plus, I think the cockpit looks ugly from the interior, (so does the Mk2, there is a mod to change the Mk2-3 cockpits). I think this cockpit and fuselage need a little bit of work. 1. Cargo bays? The cockpit is based off the space shuttle after all 2. Rocket fuel versions of these could make them more useful for space planes and even rockets 3. Moved center of mass and connection points would make them fit onto 2.5m parts easier. Maybe even an adaptor changing from Mk 3 fuselage to 2.5m fuselage 4. Complete redesign of fuselage and cockpit. (This I think is the least advisable) Does anyone else agree? Comment! Youtube channel: www.youtube.com/user/glenrustgames
  22. New parts can come in two variaties: An update A mod Updates come out regularly for kerbal space program and you will be notified when you start the game. These updates may or may not have new parts. Mods on the other hand can be downloaded from the kerbal spaceport. The link for that is also on your kerbal space program start page. Look up a mod you want to add (with new parts) and then download it. Installation is really easy, just drag the folders into your ksp directory (make sure the folders merge) and then start ksp. A there you have it!
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