Sirrobert
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0.625m LES
Sirrobert replied to Commander Jebidiah's topic in KSP1 Suggestions & Development Discussion
You can easely make one with just 2 seperatrons though -
Spider silk is stronger than steel, but it's still easy to break because of how thin it is. Same difference really
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It's obviously a scale, with cutoff vallues based on statistical annalasys. Aparently, 100mS is the cutoff in the studies used. So lower than that, while it would probably still increase the risk, does not do enough to be statisticly significant. And no phones don't produce ionizing radiation (which is the kind of radiation discribed in the graphs). There are different kinds of radiation. Ionizing radiation is only produced by radioactive material. Or are you going to argue that they might have put some plutonium in in our phones? Well, water is an amazing radioactive shield. So a big layer of snow would probably block some background radiation coming out of the ground. No doubt clouds also block something extra. But I doubt it's all very significant
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Lethal dosis are measured in the Sievert, while regular exposure is measured in Microsievert. Which is a million times less
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I think the point is to find some 'as few jumps as possible' solution, without worrying about specific numbers. And yea, I think aerobreaking would be the best solution, as it allows very accurate control over end velocity. You could even aerobreak right down to LEO speed, and time your warp in such a way that you warp to the correct spot in LEO at the exact moment your speed is correct. So you probably wouldn't have to worry about losing orbital velocity around Jupiter and falling into the planet
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Isn't all background radiation in space Gamma rays though?
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Time warp physics
Sirrobert replied to Ethanadams's topic in KSP1 Suggestions & Development Discussion
We have. Hold alt when you timewarp to use physics warp instead of regular timewarp -
What have you learned to do without an autopilot?
Sirrobert replied to Starhawk's topic in KSP1 Discussion
I can do all things rocket related, but I learned them from Mechjeb -
I'm just going to asume that he was wearing lead pants. Interesting video. Never thought smokers would receive the most radiation. I feel like we'd have alot less smokers if that small fact was more known, with the general public already panicking constantly over everything radioactive
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Sirrobert replied to nightingale's topic in KSP1 Mod Releases
So, in CKAN this mod is still called In Flight waypoint, and doesn't seem to have an update. Is it correctly updated? I'm unable to check ingame right now -
Auto-Reject Contracts
Sirrobert replied to regex's topic in KSP1 Suggestions & Development Discussion
You can already do it by simply rejecting them individually, or (if you'd give rejecting some penelty) just not accepting them. You get new contracts after you finish the one you are doing anyway. So all this does is take out an annoying step -
I like the idea of explosive farts if you ever get in a vaccum without pressure suit. I hadn't concidered the problem with exhaling, but it makes sense. Don't jet fighter pilots also have some problems with breathing due to extreme G forces though? Or is that exactly the opposite?
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For Questions That Don't Merit Their Own Thread
Sirrobert replied to Skyler4856's topic in Science & Spaceflight
That is interesting. My first reaction was 'probably just another baseless point from anti vaccination people' After doing some digging on NCBI though, this is indeed a very real condition. It's called "vaccine-associated paralytic poliomyelitis". It is however a very rare condition, the numbers I found range from 1 in 1.4million to 1 in 2.5million doses administered. Note that this is doses, not people.(http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2486585/) It also apears that VAPP is ONLY a concern for OPV (oral vaccin) and does not occur in IPV (Inactivated Polio Vaccin. The version with a needle). It seems OPV are only really used in regions where regular Polio is active. Regions without normal Polio (like west Europe) use primarely IPV. Aparently, OPV uses a weakend (through mutation) live strain of Polio, while IPV uses an inactivated strain It seems that VAPP happends more often in immunodeficient childred (with a weaker immune system). OPV seems to work by actually infecting the guts with this weakened strain, while it is unable to infect the nerves (where it actually does damage). [speculation] It seems that, in the event of a significantly weakened immune system, the body is unable to stop the infection as normal, and the virus has a chance to mutate back to it's original version, which can infect nerves [/speculation] The wikipedia page explains it all very well: http://en.wikipedia.org/wiki/Polio_vaccine For more sciencey details, try here: http://www.ncbi.nlm.nih.gov/pmc/?term=vaccine-associated+paralytic%20poliomyelitis (warning: High density of science speak. Large risk of confusion) -
So I was thinking today about how objects in space have difficulty losing heat, because radiating heat is so ineffcient. But than I started wondering: Just HOW inefficient is it actually? What scale are we talking about? (I also saw some clips from Guardians of the Galaxy, with Starlord flying around in space in just his regular clothes and a special helmet) So my questions: Is the cold in space actually a problem for humans? Would it be possible to survive space in just face protection? And if so, how long? What would kill you?
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One of my worst was not actually that bad. I ran out of fuel while returning from Minmus in such a way that got a gravity assist with the Mun, which damn near flung my ship out of the Kerbin system. Through the advanced technique of 'Get Out and Push' I managed to land, after which I touched down on one of the steepest parts of a mountain. Naturally the rocket fell over as soon as the parachute deleted itself, and started smashing off everything on the roll down. Through some kind of miracle the command pod survived though. With all the science already safely inside it. I planted my first, and only ever flag on Kerbin on the spot where it came to rest
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Holy crap, that is awesome
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Do Kerbals have mass? If not, why this?
Sirrobert replied to Kelderek's topic in KSP1 Gameplay Questions and Tutorials
Probably phantom forces caused by the ladder -
Right click on an open manouver node will close it and show you 3 buttons. A red cross up top, which deletes the node. And bellow, 2 buttons that shift the manouver node in time, by 1 orbit (right 1 orbit in future, left 1 orbit in past). With mods, you can shift manouver nodes in time on an actual slider, up to 1 second at a step
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Space Station Orbit Issues
Sirrobert replied to Rapturist's topic in KSP1 Gameplay Questions and Tutorials
Congratulations on your first docking! That's one of the hardest things in the game, and once you can do it, the rest of the game is open to you. You can now build massive structures in space A tiny lateral speed change will only change the orbit a little bit, you might aswel ignore it. And for controlling docking speed: You can change your speed with RSC with H and N (H is forward thrust, N is backward thrust). Similarly, you can do all lateral movements with RSC: I is down, K is up (reverted controlls, like airplane) J for left, L for right. All this is relavent to the Navball. In order to also get these controlls relative to the screen, change camera mode (V key) to Chase mode. A good way to practice docking is to send up a single rocket, with a tip you can seperate from the rest of the rocket (with docking ports). Set the tip up with RSC. Make sure it's light and ballanced: Probe body, RSC tank on either side, RSC thrusters 4 way symetry on each RSC tank, and docking ports on each side. This is a perfectly ballanced RSC probe, very easy to manouver. Perfect for practicing. Don't forget some static solar panels, and maybe some small batteries so it has power. Just fire it up into orbit, decouple the probe and practice flying around the rest of the rocket and docking (make sure the main rocket also has a probe body, and both can use SAS to keep it stable. Don't forget some solar panels/batteries on the main rocket either) -
This adds nothing to gameplay, only limits stuf. The people that care about this stuf can already care about it, don't force it upon the people that don't care
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How to disable a specific RCS thruster
Sirrobert replied to linuxgurugamer's topic in KSP1 Gameplay Questions and Tutorials
Remember that in career, you need to have a fully upgraded VAB before you can set specific action groups -
Rocket always bending down/bouncing
Sirrobert replied to KrizzGaming's topic in KSP1 Gameplay Questions and Tutorials
Nothing's going to fix that. High phsycis warp skips calculations to speed things up, and in doing so it massively amplifies any applied force. Never go higher than 2x physics warp while burning engines, it's basicly begging for your stuf to break. You should actually get a warning if you go above 2x that it makes things unstable. That warning is not kidding. (note that on rails time warping (5x and higher, only avaiable without thrust and in space) is perfectly safe) -
Yea, but this isn't a game where graphics are important anyway. There are people that buy games for graphics, but there are also plenty of people that buy them for gameplay (those still apriciate good graphics, but simply as the cherry on the cake). KSP is a game for the second group