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wizzlebippi

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Everything posted by wizzlebippi

  1. If the core ruptured, the crew likely wouldn't be in any danger due to radiation from the core material. Alpha and beta radiation would be stopped by a single sheet of tin foil. Gamma would be the real danger, but adding gamma radiation to space is like tossing a bucket of water in the ocean. The real danger is how are you getting home now that your engine has crapped the bed.
  2. As a general guideline, the round fuselage of many civilian aircraft produces as much lift at the section of wing it obscures. The catch is the fuselage has a much lower aspect ratio than the wing, making it produce more drag per degree AoA. A lifting body takes this to the extreme.
  3. Airliners routinely operate off runways in the 7-10k ft range (KSP's is 2.5km or ~8200ft) with max takeoff weight TWR's of ~0.3. I know this doesn't quite map 1:1 with KSP, but it's a point of reference. Here's my process: When unable to get off the runway, try holding full nose up control to see if your craft can rotate (try not to blow it up). If not, try moving your landing gear closer to your CG (should be slightly behind the CG for tricycle gear) or adding more pitch control surfaces. If so, try taller landing gear to give your craft more AoA to achieve more lift or more wing to produce more lift with the AoA you can achieve. I rarely end up adding thrust for takeoff reasons alone.
  4. That's it, thanks. I have more math issues to work out, but this gets me much closer.
  5. Apparently my problem is not understanding what RequestResource returns. I was thinking I could get the remaining amount of a resource in a part using it. Still, if you can right click on a fuel tank and see how much fuel and oxidizer is left, there must be a way to get the remaining quantity of any resource.
  6. I figured out finding the quantity of a resource for the vessel: Definition = PartResourceLibrary.Instance.GetDefinition("string") Amount = this.vessel.GetActiveResource(Definition).amount For a part, I'm still stuck. Here's my line of code: Amount = this.part.RequestResource("string", double) Is this really the right approach? Is there something else that takes the place of double to convince the RequestResource method to spit out a number?
  7. How would I get the quantity of a resource for the active vessel as well as the quantity of a resource in a given part? I know this is possible with the RequestResource method, but am struggling to pull it off. Thanks
  8. Sorry, I forgot that we didn't manage to break the sound barrier or put a man on the moon without modern computers. Seriously, Hoerner Fluid Dynamic Drag (at least my 1965 edition) covers everything from low Reynolds number to hypersonic drag. Given your project and the likely extreme speed range, readily available software probably won't cover anything beyond Mach 1 because that's not where the majority of aircraft operate. Where given a quick search of a book from 1965, I was able to find:
  9. For a more old school approach, as long as it can be broken down into simple shapes, your answer might be in Hoerner's Fluid Dynamic Drag.
  10. It's to lift the shockwave off the surface of the aircraft. Slower supersonic aircraft like fighters have pointy noses so they form a clean shock cone for less drag. As you go faster, the air temperature in the shock wave increases to the point where it will melt the craft creating it. A blunt nose places a cooler subsonic bow wave between the craft and the shockwave, helping protect the craft from the high temp shock wave.
  11. When anything in the air is painted with radar, and is big enough and moving fast enough to not be filtered out, that's a primary target. A secondary target is when an aircraft has a transponder that the radar can interrogate, and the transponder can issue a mode C (minimum of altitude encoding) or better response. A weather balloon, regardless of if you equip it with a reflector or not, probably won't appear on ATC radar because of it's atypical path, smallish size and slow speed. You need to contact ATC with a time and place for the launch well ahead of time (at least a day) so they can route traffic around you. Don't be surprised if they require you to launch from a specific location to avoid airways.
  12. What ultimately beat the Russians was the N1 crashing shortly after liftoff and destroying a sizable chunk of Baikonur in 1966. Even if they had completed a lunar flyby, there was nothing to follow it for years.
  13. Since everyone here is doing everything but explaining how a rocket works, here it is: Force = Mass * Acceleration Force = Thrust Mass = Fuel and Oxidizer Acceleration is caused by burning fuel with oxidizer, creating heat and causing the resulting exhaust gas to expand. This pressure is contained within the combustion chamber and forced out the nozzle. The exhaust gas is accelerated through the nozzle, reaching Mach 1 at the throat and continuing to accelerate until it reaches the end of the exhaust bell. Newton's third law states that for every action there is an equal and opposite reaction. The rocket is accelerated with the same amount of force that expels the exhaust gas out the nozzle. Nuclear rockets use the heat from a nuclear reactor to expand fuel within a pressure chamber and accelerate it out the nozzle. Ion engines use electricity to ionize a gas like xenon and use the resulting repulsive force to generate thrust.
  14. If I want to embark on a mission to explore the Jool system, using stock parts I need heatshields everywhere, or I have to build a monster heatshield out of the 3.75m parts. Larger 5m and 7.5m heatshields would really help. Also, awkward maintenance aside, the space shuttle successfully used a reusable heat shield for decades. While ceramic tiles aren't the most durable things ever, they are from the era KSP draws from, so why not add reusable heat shields as late game tech.
  15. That's disappointing, but understandable from an optimization standpoint. Do you (or anyone) have any insight as to how thermal simulation works beyond 100x, or a way to prevent the ship from immediately cooling off at 1000x?
  16. I've been having a problem with AddThermalFlux and timewarp in a mod I'm working on. Basically, in exchange for constant heat output, the part constantly produces power. At 100x tmewarp, it's perfectly happy for extended periods of time. If I increase timewarp to 1000x, my test ship immediately overheats and occasionally exploads despite being equipped with sufficient radiators. Here's the line of code: this.part.AddThermalFlux(Heat * TimeWarp.fixedDeltaTime)
  17. Acceleration. They're pretty sure it's not a warp drive. Also this thread isn't exactly brimming with useful information so I don't blame you for not reading it.
  18. Momentum is energy, but not all energy is momentum. Conservation of energy implies that the quantity of energy in the system is constant. In the case of the EmDrive, electrical energy is converted into thrust and thermal energy. Conservation of momentum implies that force creates equal and opposite force. The EmDrive is reactionless, so momentum is not conserved.
  19. How does the EmDrive allow for generation of infinite energy? Last time I checked, the big problem is momentum isn't conserved, putting it at odds with Newtonian physics. Electricity is still required to produce thrust meaning that energy is still conserved even if we don't know how.
  20. I'm attempting to mod a stock engine, and I want it to produce the same amount of electricity the engine does at full throttle. Using ModuleManager, is it possible to capture the rate from ModuleAlternator before it remove ModuleAlternator from the part?
  21. I did skip the index, and that fixed that error, but now I have an object reference error with Part.Modules that I can't seem to fix. Error 1 An object reference is required for the non-static field, method, or property 'Part.Modules.get'
  22. There has to be something more fundamental that I'm missing. Here's my error using Crzyrndm's code: Error 2 'System.Collections.Generic.List<ModuleEngines>' does not contain a definition for 'isOperational' and no extension method 'isOperational' accepting a first argument of type 'System.Collections.Generic.List<ModuleEngines>' could be found (are you missing a using directive or an assembly reference?) C:\Users\Ben\Documents\Visual Studio 2013\Projects\Reactor\Reactor\Class1.cs 41 15 Reactor Here are my references: Assembly-CSharp System System.Core System.Data System.Data.DataSetExtensions System.Xml System.Xml.Linq UnityEngine Here are my using statements: using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; using KSP; Does anyone know what I am missing?
  23. I don't doubt that ModuleEngines.isOperational is what I'm looking for, but I can't figure out how to operate it. How do I pull the status of isOperational from ModuleEngines? Is there a global resource I need as a reference, or a special way I need to define a variable?
  24. I don't have isOperational as a property of ModuleEngines. What are you using as resources?
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