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Rdivine

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Posts posted by Rdivine

  1. So there's this phenomenon called "Time Dilation", where i roughly recall, means that you will observe time to speed up for others when gravity increases. This means that when you fall into a large gravitational well, you will observe the rest of the universe to move more quickly.

    Using this concept, that means that when you fall into the event horizon of a black hole, you will observe the rest of the universe to speed up, right?

    I have a thought: When you enter a black hole, you will observe the universe to speed up. If the gravitational well is deep enough, you can see the movement of stars sped up by millions of times, you will see civilizations rise and fall, stars explode and stellar systems form, galaxies collide. The very last moment before you enter the singularity, all of time would have passed (since g approaches infinite).

    To keep the story going, lets just assume that you're wearing a suit that's resistant to heat, fire, and any other elements that would destroy it (spaghettification included).

    Black holes are known to dissipate by hawking radiation, but they take a very, very long time. However, since "all of time" would have passed once you reach the centre of the black hole, would enough time have passed such that before you reach the centre, the black hole would have dissipated away (And you emerge from the other side a googol years later) ? 

  2. 10 minutes ago, CatastrophicFailure said:

    Can't exactly say I "like" this, but thanks for the info.

    According to the livestream, it does look like it's still standing.

    How usable everything will be once the fires, out, tho...;.;;.;;.;

    It's rather crucial to know if the rocket did actually explode, or was it just ground support equipment. This way, we can know who to assign blame on we can know if the rocket has any flaws, or not.

  3. So i have this ambition that we can send homemade rockets to orbit. I've seen some pretty cool videos on homemade rockets reaching the Karman line.

     

    What do we need to make a rocket that's orbit-capable? By that i mean it has enough delta-V to reach an altitude of above 100km and orbit the earth once.

    These are some of the considerations i would think separates "homemade" from "professional". I'm researching if a homemade rocket is truly possible, or not.

    1. The rocket should not use any highly-pressurized fuel, or hard-to-attain fuels such as liquid hydrogen. Kerosene and LOX should be easy to get, so is solid fuel.

    2. Fuel should be storable between temperatures of 10C and 70C, and in a pressure not exceeding 100 bar. This excludes oxidizer/LOX.

    3. The rocket should not contain any expensive, rare metals(such as niobium).

    4. Rocket core should be not bigger than 10m in height, or 1.5m in diameter. Rocket can have multiple strap-on cores, asparagus is fine.

    Also, the rocket built should be made with materials accessible to the common man. Milled machine parts and metal are fine, just not space-grade. Simplicity is also another factor, the rocket should have as little parts/moving parts as possible.

     

    My initial idea of a homemade rocket that can reach orbit is one that burns kerosene and LOX, with 4 small engines. It is about 8 metres high, and 1 meter in diameter.

    During initial ascent, an elastic rope will grab on one side of the rocket, tilting it slightly. It will snap after about 2~3m of extension. 4 fixed fins at the bottom of the rocket will put it in spin stabalization. The stage will burn for about 57 seconds, after which it will separate, revealing a second stage about 1m in length, and 80cm in diameter. The second stage will use monopropellant and an extended rocket nozzle to "reach" orbit.

    Crunching the numbers, however, it was terribly inefficient and could barely reach a decent suborbital trajectory.

    With no payload in mind, how would you design yours?

  4. 1 minute ago, Wyzard said:

    That sort of blur effect is more complex and GPU-intensive than puffs of smoke, so it's more likely to cause a framerate hit.

    I think the bigger issue is that at high speed, the contrail looks like a bunch of isolated dots instead of a continuous trail.  It'd be better if they were connected.

    Perhaps a simple way is to "stretch" the particles in the prograde direction so it looks sort of connected, without making new particles.

  5. 15 minutes ago, Brownhair2 said:

    EDIT: Wait, I might get it. But if you're suggesting what I think you're suggesting you're overthinking things.

    What do you think i was hinting at? Magic boulder---red glow---orbiting duna.

  6. Is this a potential hint that squad gave that everyone missed out?

    Patch notes: "* Dramatically improve resolution of asteroid textures, while simultaneously improving their shader performance by 400%. New shader can have very subtle desaturated brown/red hues sometimes."

    pgmt2VS.png 

    hmmmm...

  7. On 6/20/2016 at 5:19 AM, Kartoffelkuchen said:

    So, is your boostback script working (more or less...)?

    Or are you still working on that? I've also worked on a script like this, the landing wirks perfectly, it can even control the descend and land the rocket at the exact latlng, but I failed to get a proper boostback script, so i have to steer it close enough to the landing zone so thst it can account for the position error and still land at the target.

    My boostback script is working, but doesn't adjust it's burn to a specific latlng. Neither does my landing burn. Is it possible if you could share your method on landing on the exact latlng?

  8. 14 minutes ago, YNM said:

    Lots of people want to do that. Why do you think there are lots of Zero-G airplanes ?

    Exactly. Zero-G airplanes may cost less than blue origin's giant flying... rocket. Consumers may prefer a cheaper option rather than a minute flight on the tip of a giant flying... rocket.

    Plus, once SpaceX's dragon v2 goes into operation, there may be a very slim chance that they may offer commercial flights as well (once the accessibility to space increases).

  9. Inspired by the multiple successful landings of the first stage of Falcon 9 of SpaceX, i've decided to make my own rocket. I've split the landing into 2 parts ; Boostback and Final Descent.

    Here is the boostback script:

    Spoiler

    clearscreen.

    set ag8 to false.
    set ag9 to false.
    set ag10 to false.
    set boostback to 0.
    set hdg to 0.
    set roll to 0.
    set pitch to 0.
    set targhdg to 0.
    set targpitch to 0.
    set targfuel to 0.
    set timepitch to 0.
    set payloadmass to 0.
    set cutvel to 0.
    set cutheight to 0.
    set launch to 0.

    wait 0.1.
    set payloadmass to mass - 158.75.
    print"Payload Mass: " + round(payloadmass,1) + "t   ".

    set cutvel to 0.0000018*(payloadmass^6) + 8*payloadmass + 680.
    set cutheight to (cutvel+10.416)/0.029025.

    when boostback >= 0 then {
        set hdg to ship:bearing.
        if hdg <= 0 {
            set hdg to (-1*hdg).
        }
        else if hdg > 0 {
            set hdg to 360 - hdg.
        }.
        set roll to 90 - vectorangle(up:vector,ship:facing:starvector).
        set pitch to 90 - vectorangle(ship:facing:vector,up:vector).
        print"      pitch:" + round(pitch,1) + "deg   " at (0,3).
        print"       roll:" + round(roll,1) + "deg   " at (0,4).
        print"        hdg:" + round(hdg,1) + "hdg   " at (0,5).
        print"    targhdg:" + round(targhdg,1) + "hdg   " at (0,6).
        print"  targpitch:" + round(targpitch,1) + "deg   " at (0,7).
        print"   targfuel:" + round(targfuel,1) + "   " at (0,8).
        print"payloadmass:" + round(payloadmass,1) + "t   " at (0,9).
        print"     cutvel:" + round(cutvel,1) + "m/s   " at (0,10).
        print"  cutheight:" + round(cutheight,1) + "m   " at (0,11).
        print"shipbearing:" + round(ship:bearing,1) + "deg   " at (0,12).
        preserve.
    }.

    wait until verticalspeed > 100.
    set launch to 1.
    when launch = 1 then {
        if ship:velocity:surface:mag >= cutvel and
            ship:altitude >= cutheight {
            set targhdg to hdg + 180.
            if targhdg > 360 {
                set targhdg to targhdg - 360.
            }.
            set launch to 2.
        }.
            if stage:liquidfuel <= 350 {
            set targhdg to hdg + 180.
            if targhdg > 360 {
                set targhdg to targhdg - 360.
            }.
            set launch to 2.
        }.
        preserve.
    }.
    when launch = 2 then {
        set ship:control:pilotmainthrottle to 0.
        lock throttle to 0.
        print"Pressing for stage separation." at (0,2).
        if mass < 62 {
            set launch to 3.
        }.
        preserve.
    }.

    wait until launch = 3.
    sas on.
    wait 0.05.
    sas off.
    gear on.
    wait 0.05.
    gear off.
    brakes on.
    wait 0.05.
    brakes off.
    set boostback to 1.
    unlock throttle.
    set ship:control:pilotmainthrottle to 0.
    ag6 on.

    set targpitch to 70 - 0.01*stage:liquidfuel.

    rcs on.
    unlock steering.
    wait 0.05.
    sas on.
    wait 0.05.
    set sasmode to "retrograde".
    wait 8.
    sas off.
    wait 0.05.
    lock steering to heading(targhdg,targpitch).
    wait 12.
    if stage:liquidfuel < 400 {
        set boostback to 3.
    }
    else if stage:liquidfuel >= 400 {
        set boostback to 2.
        set targfuel to 173 + 0.37*stage:liquidfuel.
    }.
    wait 0.1.
    rcs off.
    when boostback = 2 then {
        if stage:liquidfuel > targfuel {
            lock throttle to 1.
        }
        else if stage:liquidfuel - 10 < targfuel {
            set ship:control:pilotmainthrottle to 0.
            lock throttle to 0.
            set boostback to 3.
        }.
        preserve.
    }.

    wait until boostback = 3.
    unlock steering.
    unlock throttle.
    set ship:control:pilotmainthrottle to 0.
    sas off.
    wait 0.1.
    sas on.
    wait 0.1.
    rcs on.
    set sasmode to "retrograde".

    reboot.
    wait until mass < 0.

    And here's the landing script:

    Spoiler

    clearscreen.
    print"Falcon 9 landing software V4.31.".

    set land to 16.
    set decentheight to 0.
    set maxacc to 0.
    set maxthr to 0.
    set trueacc to 0.
    set acctarget to 0.
    set throttdif to 0.
    set altkm to 0.
    set pressure to 0.
    set proppc to 0.
    set basepc to stage:liquidfuel + 0.00000001.
    set refh to 0.
    set oceanc to 0.
    set terrainheight to 0.

    set vmone to 0.
    set vmtwo to 0.
    set vmthree to 0.
    set targh to 0.

    set stamp1 to 0.
    set stamp2 to 0.
    set tburn to 0.

    set engconfig to 0.
    set terraintype to "OCEAN".

    set ship:control:pilotmainthrottle to 0.
    print"Stage 1 Telemetry----------" at (0,6).

    log "                                                            " to land.txt.
    log "------------------Landing Telemetry Begin-------------------------------" to land.txt.
    log "LANDING ATTEMPT:" + shipname to land.txt.
    log "LANDING SOFTWARE VERSION: V4.31" to land.txt.
        
    when land = 16 then {
        set maxacc to (ship:maxthrust/mass) - 9.81.
        print"      Max Thrust:" + round(ship:maxthrust,0) + "kN          " at (0,7).
        print"            Mass:" + round(mass,2) + "t               " at (0,8).
        print"Max Acceleration:" + round(maxacc,2) + "m/s^2            " at (0,9).
        print"    Decentheight:" + round(decentheight,0) + "m           " at (0,10).
        preserve.
    }.
        
    when land > 0 and
        land < 16 then {
        set terrainheight to ship:altitude - alt:radar.
        set proppc to (100*stage:liquidfuel)/basepc.
        set altkm to ship:altitude/1000.
        set pressure to 1.01321*(2.7182818^(-(altkm + 0.001*verticalspeed)/5.6)).
        set maxthr to ship:availablethrustat(pressure).
        set maxacc to (ship:maxthrust/mass) - 9.81.
        set trueacc to ((ship:control:pilotmainthrottle*ship:availablethrustat(pressure))/mass) - 9.81.
        if (maxacc - 6.5) <= 0 {
            set vmone to 65.
            set vmtwo to 37.
            set vmthree to 28.
        }
        else if (maxacc - 6.5) > 0 {
            set vmone to 12*(maxacc - 6.5) + 65.
            set vmtwo to 3.5*(maxacc - 6.5) + 37.
            set vmthree to 28.
        }.
        print" Terrain Height:" + round((ship:altitude-alt:radar),0) + "m           " at (0,7).
        print"       Altitude:" + round((alt:radar - 26.0825),0) + "m               " at (0,8).
        print"       Velocity:" + round(airspeed,0) + "m/s         " at (0,9).
        print"    Groundspeed:" + round(groundspeed,0) + "m/s          " at (0,10).
        print"     Propellant:" + round(stage:liquidfuel,0) + " (" + round(proppc,0) + "%)   " at (0,11).
        print"  Engine Thrust:" + round((ship:availablethrustat(pressure)*ship:control:pilotmainthrottle),0) + "/" + round(maxthr,0)+ "kN (" + round(ship:control:pilotmainthrottle,2) + ")   " at (0,12).
        print"           Mass:" + round(1000*mass,0) + "kg          " at (0,13).
        print"   Decentheight:" + round(decentheight,0) + "m           " at (0,14).
        print"         Maxacc:" + round(maxacc,3) + "m/s^2         " at (0,15).
        print"           refh:" + round(refh,1) + "m       " at (0,16).
        print"          targh:" + round(targh,1) + "m         " at (0,17).
        print"      acctarget:" + round(acctarget,1) + "m/s^2          " at (0,18).
        print"        trueacc:" + round(trueacc,1) + "m/s^2         " at (0,19).
        print"           land:" + round(land,0) + " state        " at (0,20).
        preserve.
    }.

    when land = 3 then {
        set decentheight to 8.3*ship:velocity:surface:mag - 700*(1/(1+2.71828^(-2*((maxacc - 6.5)+0.63)))) + 610 - 0.07*(ship:altitude-alt:radar) - (9/maxacc)*verticalspeed.
        if (maxacc - 6.5) <= 0 {
            set decentheight to decentheight - 45.5*((maxacc - 6.5)^3).
        }
        else if (maxacc - 6.5) > 0 {
            set decentheight to decentheight - (3*((maxacc - 6.5)^2) + 24.5*(maxacc - 6.5)).
        }.
        if (alt:radar + verticalspeed - 1000) < decentheight {
        set warp to 0.
        }.
        if (alt:radar + verticalspeed) < decentheight {
            set stamp1 to time:second.
            set land to 4.
        }.
        preserve.
    }.
    when land = 4 then {
        set acctarget to ((verticalspeed^2)/(2*(alt:radar - refh - targh))).
        set refh to (ship:control:pilotmainthrottle-0.9)*(1.9+(0.07*maxacc))*(alt:radar - 26.0825) + 36.
        if refh > 0 {
            set refh to 0.
        }.
        set throttdif to 0.2*((acctarget - trueacc)^3).
        if throttdif > 0.05 {
            set throttdif to 0.05.
        }
        else if throttdif < -0.05 {
            set throttdif to -0.05.
        }.
        if (alt:radar - 25.4) <= 0.2 {
            set ship:control:pilotmainthrottle to 0.3.
            set land to 5.
        }
        else if (alt:radar - 25.4) > 0.2 and
        verticalspeed < 0 {
            set ship:control:pilotmainthrottle to ship:control:pilotmainthrottle + throttdif.
        }.
        if verticalspeed >= 0 {
            set ship:control:pilotmainthrottle to 0.3.
            set land to 5.
        }.
        preserve.
    }.

    wait until verticalspeed < 0.
    rcs off.
    ag6 on.
    unlock steering.
    brakes off.
    wait 0.1.
    sas off.
    wait 0.1.
    sas on.
    gear off.
    wait 0.1.
    rcs on.
    set sasmode to "retrograde".
    wait until (alt:radar - 26.0825) < 28000.
    brakes on.
    wait until (alt:radar - 26.0825) < 15000.
    wait 0.1.
    rcs off.
    set sasmode to "retrograde".
    set land to 1.

    wait until (alt:radar - 26.0825) < 8100.
    if maxacc <= 0 {
    set warp to 0.
    }.
    wait until (alt:radar - 26.0825) < 8000.
    if maxacc <= 0 {
        set ship:control:pilotmainthrottle to 1.
        wait 0.3.
        set ship:control:pilotmainthrottle to 0.
    }.
    wait until (alt:radar - 26.0825) < 7000.
    set land to 3.
    wait 0.2.

    set basepc to stage:liquidfuel + 0.000000001.

    wait until ship:control:pilotmainthrottle > 0.
    log "---LANDING BURN TELEMETRY:" to land.txt.
    log "     max acceleration: " + round(maxacc,5) + "m/s^2" to land.txt.
    log "        decent height: " + round(decentheight,2) + "m" to land.txt.
    log "        burn velocity: " + round(ship:velocity:surface:mag,2) + "m/s" to land.txt.
    log "     burn groundspeed: " + round(groundspeed,2) + "m/s" to land.txt.
    log "   burn verticalspeed: " + round(verticalspeed,2) + "m/s" to land.txt.
    set sasmode to "radialout".
    wait until ship:velocity:surface:mag <= vmone.
    if maxthrust <= 800 {
        set targh to 25.4.
        set engconfig to 1.
    }
    else if maxthrust > 800 {
        set targh to 40-(0.605*maxacc).
        set engconfig to 3.
    }.
    set sasmode to "retrograde".
    wait until ship:velocity:surface:mag <= vmtwo.
    log "   Gear Deploy Height: " + round(vmtwo,2) + "m" to land.txt.
    rcs on.
    gear on.
    wait until ship:velocity:surface:mag <= vmthree.
    set sasmode to "radialout".
    wait until ship:velocity:surface:mag <= 0.54*maxacc.
    if maxthrust > 800 {
        log "  2-Engine Cut Height: " + round(alt:radar,2) + "m" to land.txt.
        ag4 on.
        set targh to 25.4.
    }.

    wait until land = 5.
    set stamp2 to time:second.
    set tburn to stamp2 - stamp1.
    if tburn < 0 {
        set tburn to 0-tburn.
    }.
    if terrainheight <= 0.5 {
        set ship:control:pilotmainthrottle to (1-0.037*maxacc).
        wait 0.5.
        set ship:control:pilotmainthrottle to 0.6.
        wait 0.02.
        set ship:control:pilotmainthrottle to 0.1.
        wait 0.04.
        set ship:control:pilotmainthrottle to 0.
    }
    else if terrainheight > 0.5 {
        set ship:control:pilotmainthrottle to 0.2.
        wait 0.03.
        set ship:control:pilotmainthrottle to 0.6.
        wait 0.02.
        set ship:control:pilotmainthrottle to 0.1.
        wait 0.04.
        set ship:control:pilotmainthrottle to 0.
    }.
    clearscreen.
    print"Falcon 9 has landed.".

    set basepc to basepc - 0.000000001.
    if (ship:altitude - alt:radar) < 0.5 {
        set terraintype to "OCEAN".
        rcs on.
        }
    else if (ship:altitude - alt:radar) >= 0.5 and
    (ship:altitude - alt:radar) <= 10 {
        set terraintype to "COAST".
        rcs off.
        }
    else if (ship:altitude - alt:radar) > 10 and
    (ship:altitude - alt:radar) <= 120 {
        set terraintype to "LOWLAND".
        rcs off.
        }
    else if (ship:altitude - alt:radar) > 120 and
    (ship:altitude - alt:radar) <= 3000 {
        set terraintype to "GRASSLAND".
        rcs off.
        }
    else if (ship:altitude - alt:radar) > 3000 {
        set terrtaintype to "MOUNTAINS".
        rcs off.
        }.
    log "---TOUCHDOWN TELEMETRY:" to land.txt.
    log "      touchdown speed: " + round(ship:velocity:surface:mag,2) + "m/s" to land.txt.
    log "touchdown groundspeed: " + round(groundspeed,2) + "m/s" to land.txt.
    log "landing verticalspeed: " + round(verticalspeed,2) + "m/s" to land.txt.
    log "          liquid fuel: " + round(stage:liquidfuel,0) + "/" + round(basepc,0) to land.txt.
    log "    liquid fuel spent: " + round(basepc - stage:liquidfuel,0) to land.txt.
    log "        burn duration: " + round(tburn,3) + "s" to land.txt.
    log " Engine configuration: " + round(engconfig,0) to land.txt.
    log "             latitude: " + round(latitude,5) to land.txt.
    log "            longitude: " + round(longitude,5) to land.txt.
    log "        Terrainheight: " + round(ship:altitude - alt:radar,2) + "m (" + terraintype + ")" to land.txt.
    log "-------------------Landing Telemetry end--------------------------------" to land.txt.
    print"burn duration:" + round((tburn),3) + "s" at (0,24).
    print"     latitude:" + round(latitude,5) at (0,25).
    print"    longitude:" + round(longitude,5) at (0,26).
    wait until mass < 0.

    I have had SOME success with it. The landing script almost always work perfectly, in all variants of terrain height. Here's a view of me, manually guiding the rocket back to the pad. The throttle and guidance is all controlled by kOS. Touchdown speed is between 0m/s to 3m/s. Throttle stays above 80%.

    So i have 2 very important questions.

    1. How do i refine the landing using a graphical method? I know that displacement is the area under the velocity/time graph, but how do i account for decreasing fuel and drag? How do i graph a velocity/displacement graph, accounting for all the factors?

    2. How do i guide the vessel to a specific location? What guidance concept would i use? I have no clue how to start on getting the vessel to a specific location, let's say a barge on the ocean. I would appreciate any help or advice given to me :) 

  10. Just now, Kartoffelkuchen said:

    Because chutes are heavy and cut into payload mass and are expensive. 

    Because chutes cannot be "rapidly reused", as SpaceX wants it.

    Because you can't efficiently steer with parachutes towards the landing location, which is required for reusability, at least on GTO missions where you have to land on a "tiny" platform in the ocean.

     

    Why dont they build detachable chute modules and attach it on the side of the rocket? As it opens the chute, the ASDS will steer itself under the rocket instead. Problem solved. (Just kidding, its a kerbal idea).

  11. 58 minutes ago, Vaporized Steel said:

    My thoughts are, what is the point?

    We have airbrakes! They can be used for the same purpose as grid fins.
    In KSP I don't think someone would mod this because if you were to actually accurately model this you would have a single part with dozens of aerodynamics surfaces that would need alot of aerodynamic calculations to be done just on 2, 4 or more parts.

    It also serves no goal whatsoever since any aerodynamic surface, airbrake or any aerodynamic part creates more then enough drag to meet the results required in the game even under FAR.
    If there is going to be a grid fin, it will be a normal aibrake with á vertical and á horizontal aerodynamic property on the part for as far as aerodynamic calculation goes with a grid fin texture.
    Instead of several dozen vertical/horizontal aero calculations if you were to actually model it realistically.

    1."It also serves no goal whatsoever since any aerodynamic surface, airbrake or any aerodynamic part creates more then enough drag to meet the results required in the game even under FAR."

    Keep in mind that Grid fins also provide aerodynamic control. Well, we now have fairings, and we occasionally put stuff inside them. Some of the stuff may enter, let's say, Laythe's atmosphere. We need something compact enough to store inside that provides aerodynamic stability and can be stowed inside at the same time, and that's where grid fins come in. That is the goal of grid fins. Grid fins provide a stowable aerodynamic control surface.

    2."We have airbrakes! They can be used for the same purpose as grid fins."

    Airbrakes cannot replace grid fins because, well, you can't control them!

    3."In KSP I don't think someone would mod this because if you were to actually accurately model this you would have a single part with dozens of aerodynamics surfaces that would need alot of aerodynamic calculations to be done just on 2, 4 or more parts."

    You dont have to model dozens of aerodynamic surfaces. Just average out the drag and the lift and you only need to model 1 surface. It will be indistinguishable from actually modelling all the surfaces.

  12. 3 hours ago, linuxgurugamer said:

    Here you go.  this was posted on June 1, so I assume it is for 1.1.2.  It has other stuff, and also includes grid fins.  Took about 2 minutes to find:

     

     

    1 hour ago, linuxgurugamer said:

    Also, Sounding Rockets, which IS current, has at least 3 different sizes of grid fins

     

    Hi, i'm looking for stand-alone grid fin mods, without all those clunky capsules that come with it :wink: 

  13. 1 hour ago, linuxgurugamer said:

    Merely being useful does not mean it is required.  There are dozens of mods which are useful, but which aren't and shouldn't be stock.  You don't need them, they aren't necessary to the game, although they enhance the game.  The fact that there are some parts in the stock which you don't consider essential is not a reason to include other parts which you do considder essential.

    Look at how many mods people have stated "this should be stock".  No offense, but you are just another person saying the same thing

    1. "Merely being useful does not mean it is required."

    - Science Archives are not required for KSP to function, but it's useful. Map View is not required for KSP to function, but it's useful. It is irrelevant to say that only required features should be stock, because that's akin to telling SQUAD that they are wasting their time on update 1.2. As i reiterate, it is nice to have the function as " Grid fins make sense in providing a flight control surface that can be stowed and/or provide drag to a vessel to keep it in the correct orientation. "

    2. "You don't need them, they aren't necessary to the game, although they enhance the game."

    -Again, we are looking for improvements to the game.

    User friendliness isn't necessary, but it's nice to have it. Just look at point 1.

    3. "The fact that there are some parts in the stock (game) which you don't consider essential is not a reason to include other parts which you do considder essential."

    - I did not, at any point of my posts did i imply/state that i consider the aerodynamic parts to be "not essential".

    - Your statement is based on the presumption that i think Grid Fins can replace the "non-essential" aerodynamic parts. You are wrong. My view is that the current aerodynamic parts cannot serve as a substitute/replace the function of Grid Fins. ( In that no winglets can be stowed and also provide drag and control.)

    As i pointed out in my previous post, Grid Fins are not essential, but makes the game nicer to play, and it being in stock allows for beginners/ new ksp players to use it as well.

    4. "Look at how many mods people have stated "this should be stock"."

    -I wholeheartedly agree with you that many people have stated "this should be stock" about many mods. However, is there a mod for grid fins?

    My previous post included  "EDIT: A quick search with CKAN and curse.com showed that there are no v1.1 mods that provide grid fins.  LazTek's SpaceX pack has them, but they are in 0.90. There are no mods that have this function right now. "

    If you can find a post, feel free to correct me and tell me at the same time, because i'd love to use it.

    5. "No offense, but you are just another person saying the same thing"

    -No offense taken, but i'm not "saying the same thing". Look at point 4. No mods that serve this function exist right now.

    Here's why you should not suggest "mods that do this already exist" or "mods can replace this".

    "Mods are not part of the stock game, the game that most new players play. Mods are simply community creations."

    "Mods are not hardwired into the game. They take time to update. They may have problems with other mods."

  14. 5 hours ago, Streetwind said:

    The first stage (without anything mounted on top, curiously enough) was rolled out and raised vertical on the pad last night. Expecting a static fire in the (US) morning, then rolling back to the hangar for attaching the second stage and payload.

    Launch is currently set for Wednesday the 15th.

    It seems awfully late for a static fire. The mission patch didn't even come up yet. I wonder what issue they had this time...

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