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  1. Some ways to ditch the boosters that place your craft into orbit is to use retro sepertrons to slow down the booster upon separation so it eventually deorbits. How you separate your command module from the service module after the deorbit burn can also present a hazard. The use of a 15 unit decoupler and one with much more power can also affect if the service module falls below you, or comes flying past once you aerobrake or pop the drogue chute. Done ideally, those ejected modules should fall below your capsule and hit the surface about 1,200 to 1,500 meters before you land. Upon recovery, you may find that you can also recover those modules as well. Boosters that are still in decaying orbit can also be recovered if you go fly them, you just observe them in time acceleration, until they crash on the surface. Otherwise, they either just vanish or remain in decaying orbit flying on a rail.
  2. Sure thing Rail, there are a few parts that aren't in the LLL pack though. You'll need the Heavier Strut in the NovaPunch pack, HexCans for the racks (not sure if the Extraplanetary Launchpads' HexCans for the Ore will load without it), Infernal Robotics, B9 for the single light that's added to both drills and a quick .cfg addition to the HexRack (which is in the HexCans mod). You can download it Here This addition should be saved as an additional file named "Huge.cfg" in the HexRack folder. All rights go to the original author, this is just a simple rescale to fit the larger Can's that Extraplanetary Launchpads adds. The code tag messed up the code on a few lines so you might have to go back in there and clean it up. PART { MODEL { model = HexCans/Models/Rack position = 0.0, 0.0, 0.0 scale = 0.25, 0.25, 0.25 rotation = 0.0, 0.0, 0.0 //texture = HexCan000, HexCans/Parts/HexProbe/Probe } // --- general parameters --- name = HexRackHuge module = Strut author = Greys // --- asset parameters --- scale = 1 rescaleFactor = 4.0 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 // --- general parameters --- node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 2 node_stack_top = -0.035, 0.0, 0.0, 0.0, 1.0, 0.0, 1 attachRules = 1,1,1,1,1 // --- editor parameters --- cost = 200 category = Structural subcategory = 0 title = HexRack Huge manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. description = A small truss section for holding Huge sized HexCans // --- general parameters --- mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 18 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 } Also updated the album located above with a few more shots. Enjoy Ghost
  3. Hey Idobox, you need to change your news source, it has 10 years of delay. First, To day there are companies that sale PERFECT samples of 10mm x 10mm to be used in studies, I also read even bigger perfect sheets made. But now (i mean some years back) there is a new method to produce graphene called Chemical Vapor Deposition CMD. With this method (is a lot cheaper) they already made sheets bigger than 1 square meter. In fact there is not limit to how big it can be. Is not a perfect single layer. But they found than graphene it does not need to be perfect to keep they amazing properties, even with flaws these sheets keeps the 80% of their qualities. http://www.zmescience.com/science/physics/graphene-strength-cvd-0306201/ http://web.ornl.gov/adm/partnerships/events/Dec_Spark/Speight_Graphene%20v5.pdf http://www.bbc.com/future/story/20130306-bend-and-flex-for-mobile-phones University in South Korea showed it was possible to create roll of metres of the material, and demonstrated it on touch-sensitive tablet screens. And since then Sony has built a machine that can create rolls of the material 100m long About carbon nanotubes you can made sheets like the one that I post 2 pages back that are real big, of course is not a perfect carbon nanotube, but their properties are close. But if you want a perfect long carbon nanotube then it is half meter. And they had a 99,5 % of chance to produce them. http://www.defence.pk/forums/china-far-east/265310-worlds-longest-carbon-nanotube-276-times-steel-s-tensile-strength.html Also they already know techniques to joint these samples in perfect way. So is time to everyone open they eyes, CNT and Graphene are already here. We know many products that use CNT, but also there is many products on sale that use graphene. Like tennis racket, filters, sensors, etc. In 5 years into the future we will see many graphene products, like touch screens,CCD for cameras, earphones, supercapacitors, etc. In 10 years from now would will start to see some airplanes or cars made of composites materials using graphene and tons of other products. Right now they increment by 5 or 10 times the tensile strenght of metals using only a 0,00004% of graphene with the CVD method. http://www.tsunster.com/graphene-makes-copper-500-times-stronger/ I dont see many future in that aplication, I read 3 years back about a similar idea with more benefics in my opinion. http://www.gizmag.com/et3-vacuum-maglev-train/21833/ How is vacuum it can reach velocities about 6500km/h and it is very efficient from the energy point of view. But all these methods needs a huge investment, I mean, you need to start build all the circuit from zero. And is not cheap. Why made that if we can had ways to fly (without a particular destination) using electric airplanes with superconductor motors that will be very light and efficient in the same time scale than the first 200 km of hiperloop circuit would be made. Agree, but there is nothing bad to talk about far future addons.
  4. *Gets out stungun* Nope. stop right there. do not pass Go. do not collect 200$. This discussion is not happening here. It's kinda of a forbidden subject. And attracts mods like pouring a glass of milk causes your cat to hop up on the counter and try to drink it despite your best efforts.
  5. Way to go, HueHue. I was playing with the shortwave tonight, and I got the Voice Of Kerplodistan from the United Kermunist Kerbal Republics. Turns out they took your challenge as a threat and decided they had no choice but to produce an equivalent system in response! I'm a bit rusty with the language, but I think they're calling it the "Nukabombik Transportsionnaya Sistema 2U." They've already conducted a partially successful test flight, including dropping a bomb in a remote part of one of the UKKR's vassal states, Kaboomistan. The Antiquing Week & Space Technology website has the latest leaked specs: 2060 m/s at 31,000 meters, one nuclear weapon, and while it has some control problems with regards to landing, they expect to prove circumnavigation and landing within days proven circumnavigation ability. There was also some bluster about how UKKR airspace is defended by atomic-powered radar satellites that can detect aircraft all the way down to the surface, and the same high altitude interceptors that shot down Tarmenius' plane on Thursday... though my copy of Jeb's Fighting Aircraft doesn't show anything like that. You know, I think they might be trying to take credit for shooting down a plane that actually broke up by ACCIDENT! +50 pts for speed & altitude requirement +50 pts for one NTR-bomb +100 for circumnavigation & landing =200 pts total
  6. Like giggleplex, I tend to use velocity as the indicator for when to start a turn. Giggleplex said he used 200 m/s as a base, I tend to use about 250 - 275 m/s. On conventional designs where you able to maintain an optimum ascent speed (equal to terminal velocity) this translates to a turn at about 10km, which is I assume the reason why Mr Manley indicates this as a good rule of thumb altitude. However, a consideration that I have not yet seen mentioned in this thread is what happens when you are building really stupidly large rockets. These probably won't be hitting 275 by 10000, but that's not the real issue. A much more important concern is the safety of staging. If you attempt to stage radial columns while pitched over but not travelling at a sufficiently high speed you run a very high probability of having the staged columns crash into the rocket. Therefore I would suggest that for very large rockets with a lot of radial stages it is much wiser to ascend slightly less efficiently but much more reliably by maintaining a vertical ascent until you have either shed your most risky stages, or exceeded 300m/s. For my monster rockets this tends to occur by about 15000m, at which point I obviously perform a more aggressive turn directly to 45 degrees.
  7. It's impossible to give a "right height" because it change a lot: depends on mods (as far), celestial body, TWR, weight... Just to give you an idea: my minimalistc design to minmus give the best if you start at 5km, my ultra-heavy payload lifter must start at 15 km to lift up to 200 tons (using FAR)
  8. What's their Isp? Pretty sure that's why. It's nothing to do with resources. It's probably because they have jet-like Isp, but don't use IntakeAir, which is how I detect jets. (I use nobody44's engine cost code, which is, roughly, (Isp-200) squared, times thrust. So high Isp = massive cost.) Per above posts, I do plan on exporting all cost constants to CFG so you can edit them, yes.
  9. Ok so my MPD thruster doesn't seem to be changing its thrust when the input to the microwave reciever changes, and is stuck at 11.9KN (using Argon as fuel). in Kerbin orbit i get around 200 MW from my (very OP) dyson sphere, but at moho orbit i get around 2GW but despite this massive change the MPD still gives me the same pathetic amount of thrust, shouldn't the thrust change with the input? EDIT: just tested the MPD with a 3.5 nuclear reactor (1.5 GW), and despite to lower power, i get more thrust (13KN). When i tested the 2.5 nuclear reactor (200MW) i got 2.7 KN thrust, so basically the reciever-MPD combo is overpowered when it's recieving around 200MW of power, and underpowered once you start getting GW's
  10. So I was able to make a Curiosity+Skycrane lik EDL system (minus the tether) , fully automated using kOS. Check out the video: If starts by launching a rocket on a suborbital trajectory. It automatically adjusts the thrust of the rocket to match the terminal velocity, based on an empirical formula I got from a line of best fit from the table on the KSP wiki... It throws the rover/skycrane up to about 113 km and then proceeds with a landing sequence (500 km away) which includes: Drogue chute deployment, Heatshield jettison. Chute release. Deviation. Nulling horizontal velocity. Slowing to -30 m/s, then -12 m/s/ Nulling horizontal velocity with pitch and rolls. Slowing velocity to ~ -1 m/s. Dropping the rover at 2.5 m above the ground. Deviating and shooting off the skycrane into the distance. Yaowzers! I love this mod. The script: clearscreen. Set ln to 0. Set lt to 0. set flag1 to 0. set t to 1. Print "EXECUTING PROGRAM...". Print "Rover Landing by check.". Print "". lock steering to up + R(0,0,180). lock throttle to 1. Print missiontime + " Launching...". Stage. Wait until alt:radar > 200. Lock steering to up + R(0,0,270). Print missiontime + " ROLL Prog.". Until altitude > 8000 { if verticalspeed > 102.9 * (1.0001005^altitude) { set t to t - 0.05.}. if verticalspeed < 102.9 * (1.0001005^altitude) { set t to t + 0.05.}. If stage:liquidfuel < 450 AND flag1 = 0 { stage. set t to 1. set flag1 to 1. Print missiontime + " Booster Separation.". }. If t < 0 {set t to 0.}. If t > 1 {set t to 1.}. Lock throttle to t. }. Lock throttle to 1. Lock steering to up + R(-45,1,180). Print missiontime + " Gravity turn.". Wait until stage:liquidfuel = 0. Stage. Lock throttle to 0. Print missiontime + " Stage 1 Sep.". Wait until verticalspeed < 0 AND altitude < 75000. Lock steering to retrograde +R(0,0,180). Wait until altitude <8000. Stage. Print missiontime+ " Drogue Deployed". Unlock steering. Wait until alt:radar < 2200 and alt:radar > -1. Stage. Print missiontime + " HEATSHEILD Sep.". Wait until alt:radar < 1000. stage. Print missiontime + " BACKSHELL Sep.". Wait 1. Lock steering to up + R(10,45,180). Wait 1. Lock throttle to 0.3. Stage. Print missiontime + " Deviation mnvr.". wait 2. Until surfacespeed < 1 OR alt:radar < 510{ Set long1 to longitude. Set long2 to longitude. Set lat1 to latitude. Set lat2 to latitude. If long2 < long1 {set ln to -15.}. If long2 > long1 {set ln to 15.}. If lat2 < lat1 {set lt to -15.}. If lat2 > lat1 {set lt to 15.}. if abs(lat2-lat1) < 0.000005 {set lt to 0.}. if abs(long2-long1) < 0.000005 {set ln to 0.}. Lock steering to up + R(lt,ln,180). }. Set ln to 0. Set lt to 0. Lock throttle to 0. lock steering to up + R(0,0,180). Wait until alt:radar < 500. Print missiontime + " Approach.". Lock throttle to (1.8 * 9.81 * mass/maxthrust). Wait until verticalspeed >-30. Until alt:radar < 120 { If verticalspeed <-15 {Lock throttle to (1.7 * 9.81 * mass/maxthrust).}. If verticalspeed >-10 {Lock throttle to (9.81 * mass/maxthrust).}. }. Print missiontime + " Final approach.". Until alt:radar < 2.5 { Set long1 to longitude. Set long2 to longitude. Set lat1 to latitude. Set lat2 to latitude. If long2 < long1 {set ln to -2.}. If long2 > long1 {set ln to 2.}. If lat2 < lat1 {set lt to -2.}. If lat2 > lat1 {set lt to 2.}. if abs(lat2-lat1) < 0.000005 {set lt to 0.}. if abs(long2-long1) < 0.000005 {set ln to 0.}. Lock steering to up + R(lt,ln,180). If verticalspeed <-3 {Lock throttle to (1.4 * 9.81 * mass/maxthrust).}. If verticalspeed >-1 {Lock throttle to (1.1* 9.81 * mass/maxthrust).}. }. Lock steering to up+R(-5,0,180). Lock throttle to (2 * 9.81 * mass/maxthrust). Brakes on. Stage. Lock throttle to 0. Unlock throttle. Unlock steering. Wait 5. Toggle AG1. Print missiontime +" Landed.".
  11. No matter how fast you are going, the atmosphere WILL slow you down below 200 m/s long before you hit the ground (unless you are unlucky enough to reenter above some of the highest mountains on Kerbin) so timing is a non-issue.
  12. These are good questions. First, I anticipate putting the boundary between Keplerian and Newtonian trajectories higher, say around 5000 km for Kerbin. The idea is that the most commonly-used orbits (LKO or synchronous) would be below the transition altitude so that the situation you describe is not a common one. Second, it would be important to show a marker on the trajectory at the Kepler-Newtonian transition point. The player would need to see when he/she is in a situation where his/her vessel is in a guaranteed stable orbit, or not. I guess my point is that, as long as the player is informed when an orbit is guaranteed to be stable and when it is not, and as long as the region of Keplerian mechanics is reasonably large, I just don't think the drift of orbits outside of that region is a problem. Yes, any orbit that has any portion of it computed with Newtonian mechanics will drift, to a greater or lesser extent depending on the situation. The trajectories can be precomputed so that what is shown in map view is accurate (see below for more), so plotting a rendevous with another vessel using the information in map view would still work the same way it does now. No nasty surprises for the player (as in, the vessel not going where the map said it would). You are rather significantly overestimating the computational effort and storage required. By avoiding integrating low orbits and by using a moderate-order integration scheme, the time steps can be much larger. Using a 5th order Runge Kutta method, I found that time steps were between ~100s (for vessels just outside of where I would put the Newtonian-Keplerian transition above Kerbin) to millions and tens of millions of seconds for vessels in interplanetary space. Typically a few hundred to just over a thousand time steps are needed to compute a full orbit. These time steps are of course much larger than the time between frames, so intepolation can be used to accurately and quickly obtain a vessel's state at any point within a time step. Storing 1000 time steps with interpolation data requires about 200 kB. And (once again) it's not an n-body simulation -- the planetary bodies stay on their Keplerian trajectories, which also allows the time step used to integrate each vessel's trajectory to be independent of all the others'. I realize it's very long-winded, but the article on my website (link in the original post) has many of these details about the computational effort required, magnitude of numerical inaccuracy, etc.. I am not just spouting off an idea, I did some homework first to check the feasibility of as many aspects of the idea as I could think of. Your overall point is valid; the computational effort of integrating Newtonian trajectories will indeed put a cap on time warp. But I don't think physics warp gives any sort of useful yardstick -- its speed limitation is part-to-part physics, which is a whole 'nother kettle of fish. In my simulations, I found that I could compute 60,000 - 75,000 steps per second if I used precomputed interpolation functions for the planetary body locations (computing their locations from their Keplerian orbital elements was very costly, I think because of the several trig function calls required). This was for a thread running by itself on one core on my laptop, but with different levels of load on the other cores of the CPU (which accounts for the range 60k-75k). This isn't equivalent to running the simulations within KSP, but I believe it gives a rough estimate of what could be accomplished. In any case, taking the worst case of 100 s timesteps and assuming 50k steps calculated per second, the trajectories of fifty objects could be integrated at 100,000x time warp. And yes, any more than that would result in the time warp slowing down. I am sympathetic to your final point; realism for the sake of realism probably isn't a good enough reason to implement something like this. I undertook my little study because I had seen a number of conversations about why it couldn't be done, but the reasons were usually given without justification and I wanted to see what the technical hurdles really were. I'm interested in trying it in a mod because I'm curious to see what it looks like in-game -- I think it will be interesting.
  13. The strut connector thing is related to structural reinforcement to reduce the use of strut connector between parts wich quickly kill the part count of all craft, so i implemented this in almost every part: (150 breakingtorque & 150 breakingforce)x4 + 200 (basis for each part) for a total of around 800 per part. I m still actually testing this value to keep the ship breakable while reducing the use of strut connector between part. The 150x4 is an equivalence with the strut connector linear and angular strenght resist to breakingforce and breaking torque wich is totally a test feeling equivalence. This is also included in the part price this way (4 (strut connector weight + cost) / 2 [could change to /3 in some future update])+welded cost & weight not to pay twice the cost of strut and there weight so + 500cost & +0.1 t per part for this structural reinforcement This is some early test and probably require more adjustement. All parts "cost" and "weight" are now calculated from subparts parameter addition + some ratio and/or constant (subpart scaling related ratio, integrated module + or -, module scaling ratio , additionnal reinforcement, extra design ratio, extra design constant, etc.) Some parts may look expansive but most of the time there cost and weight is real near what you should get by building the welded part the normal way in VAB or SPH (a few thing still need to be adjusted with more precision but not that much) Not sure i well understand the second part so i ll try a quick Rukia® metaphoric draw ( ) just to ensure i understand what you meant: You mean a concept like the french TGV with wheel between wagon insteed of under them ? (wish i could made this kind of intermodule rotate too like the tgv would be real great with some kind of dynamical rotating connection xD, plugin anyone ? hop hop hop xD ) In addition most of the parts in this update will be improved in the future, with a few more integrated welded things (ressource and/or module and/or aesthetic details like top/bottom hatch etc.) some also may be rewelded together to reduce more the parts count for bigger station and spaceship, probably a few more structural scaling variation to enhance modularity between parts (thoose parts are really an early first shot around the SX3 concept.) Actually the new SX3 parts allow to build some station or spaceship with M.M.B. inner/inter system push/pull/standByDocking capacity this was the main idea behind this (i ll try to put some pict today after building an inner system cargo) Thanks a lot for your feedback Cy-one i myself didn't get lot of time to play with thoose new parts yet :/
  14. Retract the gear legs, and try to tip it up with torque. Then extend the legs again. Fiddle with that until you get it upright, or the legs pop off. Best save first. In future, try and use a wider footprint. I've found that a Rockomax x8 tank with four FL-200 tanks around the outside works great for that, if you stick the legs onto the outer tanks.
  15. Watch endless destruction as I try to launch a 200+ ton monstrosity in preparation for a massive Lathe colony mission. http://www.twitch.tv/captsierra Also, tune in early and get a sneak preview of what I am working on mod-wise!
  16. If you are in Kerbin orbit, orbital mechanics kick in, making unconnected ships appear to be rotating. The best way to avoid problems with it is to rotate your target ship so that the docking port you are aiming at faces perpendicular to your orbit plane, usually either south or north. Then orient your ship's port to face the opposite direction. Lock both ships with SAS and from now on use only translations with RCS, no more rotations. On your ship right-click the docking port and select Control from here. On the other ship right-click the docking port and select Set target. Pull back your ship to sufficient distance (N key for RCS). I guess 100-200 m might give you sufficient room for practice. When you are far enough, kill that speed (H) and let the ships slowly approach (below 1 m/s). Check your navball. There is a pink marker (dot in circle) marking the position of your target port. You need to translate using RCS (IJKL) until it is exactly in the center of your navball. At that moment the port is right ahead of you. Don't forget that if you get some speed using one direction, you need to kill that speed again using the other direction when you reach desired position. Then there is a yellow marker of your prograde heading. You need to put it over the pink mark. You can move it by combination of directional acceleration (IJKL) and forward/back acceleration (HN). When you put them over each other, you are coming exactly its direction (even if they are not in the center of your navball). Practice with RCS controls until you get and keep them all aligned. Then just watch to not move too fast and wait till they connect. If you feel you are getting close too fast, just use N to pull back. Due to your orientation, orbital mechanics will pull you together.
  17. In essence, the point of a weapon is to dump enough energy into something so it breaks. Light is a horrible, horrible way to do that. The MIRACL laser can produce about 1 megawatt of beam power over 70 seconds giving it a total energy transfer of 70 megajoulle. A 10kg slug only needs to travel at: v = sqrt ( 2 * E/m) = sqrt (2*70*10^6*10^-1) ~ 3.8km/s to contain the same energy. Not to mention that a slug is also excellent at delivering all that energy over various surface sizes. If you want to hit a large area you just fragment the slug a short time before impact, or you leave it intact to trash a small area. All you need to ward off a laser is a large heatsink on the surface that can take some heating. That MIRACL laser on a full 70 sec duration outputs enough energy to boil about 200 liters of water (starting at room temperature). So if you are in a spaceship you just make the water tanks cover the hull. This is beneficial due to radiation shielding anyway. Then you just need to circulate the stuff and maybe vent some to lower the temperature and you're set vs lasers.
  18. Here's my entry for now, 525m/s. Craft composition: OKTO 2 Probecore, Inline Reaction Wheel, Z-200 battery, two cubic struts, buncha sepratrons and a small gear bay.
  19. Chapter 1: Prologue 225 years... since my kind first landed on Mun. Its surprising, isn't it, how much a species can advance in so little time? But, of course, with every advancement, there are two setbacks. Life expectancy is 20% lower then it used to be back in those days, even with their dodgy rockets. Why? Technology, quite ironically, considering it's purpose is to increase our quality of life. Chaos ensues the Cosmos, all for the sake of a chunk to call 'home' The main reason people want a chunk to call home is because we had to abandon Kerbin 100 years ago because the entire planet had become extremly radioactive.Corporations that were there to earn money capitalised on this, and build large space cruises to send millions into space. We have never returned. Corporations nowadays have as much power as they have money, and are full of hollow, conceited kerbals. They often endorn black suits, probably to reflect their evil. "Sir?" a Kerbal says, standing in the doorway "Yes Gene?" I reply "Sorry for interupting you, but you are needed in the bridge. It's important" "I will be there immediately. Could you Debrief me on the situation?" We walk through the bleak, industrial hallways. I've noticed that Gene is walking stiffly. Must be because he isn't used to the magneto-boot. "Two ships have been detected fighting 200 Kilometres away, and from how big they are on our sensors, they must be dreadnoughts." "Ok. I still don't see how this is an emergency." "Most dreadnoughts do not have scavenger drones, so this could be an opportunity to get extremely valuable goods for our next route next quarter." "I see." The rusted door slides to reveal yet another bleak, industrial room. Computers bleep and the pitter-patter of magneto-boots is clearly audible. In the centre of the room stand two chairs, one has a throttle gauge, computers, a fuel gauge, a display and a respirator. The other has computers displaying schematics of unapproved designs, another respirator and a microphone. I sit at the latter of the chairs. "Captain" Said the kerbal in the other chair " What should we do about the detected ships." "Monitor them for now pilot." "Yes, sir." Yes, sir. Yes, sir. Bloody YES, SIR! Oh how much I hate that phase. Its robotic, shows absolutely no personality and just depresses me. Are they scared to voice their own opinion because I am their captain? Whatever the reality it, we have business to attend to. A bright flash rises over the horizon of Laythe "Explosion detected sir!" "Indeed. Maudin, have you determined the cause of the explosion?" "It appears to have been caused by a mixing of two fuel times. These fuel times are extremely volatile and when mixed create an endothermic reaction." "So there's been a serious hull breach. Any idea on who owns the ship?" "Judging by the fact that It's a Octagonal Prism, It is most likely that it is an X-plore Co dreadnought." "Sir! The Second dreadnought has initiated it's primary thrusters, the projected trajectory is Duna!" "Move in to the first dreadnought. The ship is either destroyed or is having life support issues." "Sir, if it is destroyed, then we are risking damaging the Exodus!" "Move in, that's an order!" As we approach closer, the green giant, Jool, rears it's magnificent head. She sparkles like a gem, lost in the void of space. I wonder, is this what Kerbin used to look like? It would have been a splendid sight to behold, but alas, Kerbin is a dead husk of herself. Soon, the beauty of jool is obstructed with chunks of steel. Seems to be quite the metaphor for what kerbals are doing to our home. Soon, the Ugly octagonal wreckage is revealed, embalmed with the word 'Prometheus' "The XCF Prometheus, the flagship of the X-plore co, destroyed. the thing that made me become a pilot... gone." The pilot remarks. "Good riddance to bad rubbish, in all honesty Dean" I say in reply "C'mon, we have a dreadnought to salvage. Maudin, Gene, Karla, Dante. to the hangar with me." "Yes, sir!" they chant robotic-ally while I feel that a few of my brain cells commit suicide one by one. "So we're looking for what, sir? Gene say, strapping on his jumpsuit. "Computers, the Server, Engines, Data, Weapons, anything that's worth salvaging." "Are you sure about this, sir?" Karla asks. "About what?" "About scavenging the flagship of the largest corporation in the solar system?" "It's no use to them, is it?" "I guess not, but it seems a bad idea, after all, the X-plore Co have never liked their ship's 'grave' being looted." "Well, It's first come first serve in this world, Karla, you'll understand when your my age." "Yes, sir..." I haul a heavy square backpack that has a mask crudely attached. This EVA pack is about all we could afford. "Is everyone ready?" "Yes, sir." they replied. We clamber in a small, sleek craft, the door shuts behind us. a lifting sensation is felt. the ship suddenly jerks forward, eager to go to it's destination. As soon as the ship jerked forward, we arrived at a intangible mess of steel. the doors opened as the air spurt out. "What have I told you about conserving oxygen, Gene?" "put the oxygen into the holding ballasts." We clamber out of our seats weightlessly and start to explore the wreckage. for some time, nothing interesting was found. "Sir! I've found an unusual warhead. Could you check it out?" Maudin said across the communicator. When I arrived, a unusual, round object was thrusted into my face. "It appears to be a Multi-Missile. a concept that was abandoned after precision lasers were common use. Why would it be on a flagship?" Maudin said "Because, Maudin, a precision laser cannot hit many missiles at once. They are simply not designed to do so." "I see, Perhaps we should analyse this at the Research lab?" "Take it back to Exodus, you know what to do." A monotonous few hours ensued, compared to the multi missile, all the rest of the worthwhile objects were lather lackluster. Some reactor schematics, engine schematics, Encrypted data and a substantial amount of drone parts. We took these back to the ship, and by the time we returned, we was all tired from the days work, We simply went back to our quarters, where I fell asleep soon after... "Captain! We need you at the bridge immediately!" Karla shouted "Another ship?" I said, slurring my speech. "No, something Urgent!" "I'll be at the bridge in a second." I said, sitting up and rubbing my eyes. After waking up a bit, I proceeded to walk to the bridge. "Yesterday, the XCF Prometheus was reported missing, rumoured to have been destroyed. Their worst fears were confirmed when a XCF satellite took these shocking images of the Prometheus in tatters. The other ship at the scene is believed to have destroyed the prometheus" "But thats-" "It is believed to be an ex-XCF battleship called the Exodus, which is currently owned by a Captain Jebediah Rivea. CEO of the X-plore, M.Asuri, has made a speech on this horrible event." "Captain Jebediah Rivea is none other than a Pirate, a scoundrel and a Mass murderer. We will deal with this criminal with all we have got, and have placed a bounty on his head, 1.5 Billion Kerbucks alive and 5 Milliard Kerbucks Dead. He will not get away with these crimes UNPUNISHED!"
  20. Guest

    Weapons in space

    I want people to use there imagination for weapons in space. I was thinking positron bomb(anti-electron) Could be used to destroy over 200 targets at once, Creating the power of the sun, Its proven that when a nuclear bomb is exploded in space, It creates a sun for over 1 second, So what is your ideas for weapons in space?
  21. To takeoff at a lower speed, tilt your wings upward slightly. Wings in KSP act like flat boards, you have to angle them against the wind to get any lift. To deal with stability, you'll want your center of lift behind your center of mass. Also, try turning on precision control and have SAS on at all times (or almost all times). I can sometimes get away with the center of lift being a little bit ahead of the center of mass when I use precision controls and SAS. To deal with going fast enough to reach orbit, you'll probably want 8 or more ram air intakes, and not too much heavy rocket fuel (your rocket fuel payload looks excessive). Right now, drag is more or less proportional to mass, so that heavy rocket fuel adds a lot of drag that you don't need. You'll only need about 1/2 to 1/4 of that to achieve a stable orbit when you're going fast enough and high enough on jet engines. Basically, the approach that I use is to get up to about 32K and build up speed. I carefully maintain my altitude at 32K until my speed is above 1,700 m/s, and preferably 2,200 m/s if I'm still gaining speed at a reasonable pace. When I'm going about as fast as I can go at 32K, I'll gently increase my altitude and I'll throttle down the engines when the oxygen reserve is low to avoid a flameout. Gradually, I'll get to higher altitudes and velocities and I'll end up on a trajectory that will take me briefly out of the atmosphere. I'll continue running my engines as long as I can to maintain my speed, and then I'll close my intakes and coast into orbit. I'll switch to the rocket engine and gently use it to maintain enough speed to reach an apoapsis of 100K or so. At the apoapsis, I'll gently burn into a stable orbit.
  22. The problem is that you spend $200 million on just launch costs, disregarding the cost of developing the payload and all the millions of dollars of ancillary costs associated with the mission. A shame if you get your nuclear rocket into orbit, turn it on, and the whole thing melts into a glowing ball of liquid radioactive metal orbiting the Earth... until it re-enters the atmosphere. Not sure if it would pose a significant health hazard at that point (my intuition leans toward no), but it would certainly be a major political boondoggle and a potential giant step backwards for space exploration.
  23. Once I figured out docking, it is natural. Last night, I sent up a hub to 200,000M, docked a previously launched ship, and started my new science station. Now I await 0.22 for the science to commence...
  24. Do you mean interstellar, or interplanetary. If the former, then, well, there sort of isn't actually anywhere in game to go. If the latter, then, I have a TAC-supported mission on Ike that has been on the surface for nearly 200 days now, and will be heading home soon, they are just waiting for a transfer window back, so it totally doesn't cause a problem with mission duration.
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