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  1. Hey Nauthy, I don't mean to nag, but the last day I have to make youtube videos until December (I think) is tomorrow (Friday). Could you just talk to him, see what he's doing? Thanks. -Cake
  2. This is not any more OP than welding the parts together using the welding tool. To me, launching is a grind, and the exciting stuff happens in space. I'll talk to UbioZur to see what he thinks of this idea.
  3. I can't seem to be able to sync with the rest of the server. It displays that I'm synchronizing with the rest of the world when I log in, but it actually does absolutely nothing. It only lets me sync when I'm seemingly piloting a spacecraft, and after it syncs up KMP disconnects me from the server, essentially making this mod useless apart from me being able to talk to others, like a slightly worse version of Kerbal Live Feed(because I can't pause and quickload). EDIT: That error is gone for now, but now KMP attained this nasty habit of randomly disconnecting from servers! AAARGHHH! It's like it's trying to do anything it can to keep me from playing Kerbal Multi Player and to trap me into Kerbal Single Player!
  4. "No mission is beyond salvaging some usefulness- even if its goals do change." Scant consolation that is, thought Jerbo, remembering the mission controller's words to calm him down. Jerbo had come to realize that, painfully, he probably wouldn't be going to Duna. Instead, he and Doneley- with that weak stomach and blank stare on his face all the time- would probably be forced to spend the next few days extracting aluminum and oxygen from regolith, and the next few months or more performing research on the Mun. "At least we won't necessarily be stuck in this same ship that whole time" Jerbo thought. There had been talk of landing the supplies for a more permanent base at their location- as it appeared reasonably flat, and was near several craters that might prove worth visiting. Mission Control had even provided them with an orbital image of the vicinity of their landing site, to illustrate this to them. The Lunar Science Module- as some buffoon initially renamed their mission- would eventually be drained of remaining fuel and scrapped. It's the *Munar* Science Module, thought Jerbo- what's Luna? (OOC: Luna is the name for Earth's moon.) In the meantime, their mission was now to rendezvous with a new model of Duna Science Module, that would be launched from Kerbin shortly- and transfer what fuel to it they could. "Great", thought Jerbo- "we've become nothing but the space equivalent of oil drillers and gas station attendants." He knew, of course, this wasn't true. While Mission Control did speak of searching for Kethane deposits around the Mun- and especially in their vicinity- no gas station attendant could fly a 100-ton rocket, thought Jerbo- also thinking back to the 900-ton plus behemoth it had been back on the launchpad... \ Regardless, he had a mission to perform- and Mission Control was providing him with the tools to do it... As a first step, they had immediately ordered that a small probe be sent from the LKO Spacedock carrying a new "radiator tower"- whatever that meant- to allow them to cool their craft and reactivate its nuclear reactors and associated generators. In the meantime, they were to begin performing research on the local geology and radiation levels, to advance science and better characterize their location's suitability for a permanent base. Most of a day of research (6-7 hours) passed, and the radiator tower arrived as promised. Jerbo's first duty was to remove the still-functional solar panels from the nearby crashed-down skycrane-style probe that had been used to transport it, and re-attach them to the radiator tower facing towards to now setting sun. The extra electricity, mission control assured them, would help a tiny bit with running the ship's power-hungry electrolysis systems... Meanwhile, Donely would be employed at the much more "hazardous" task of re-routing the ship's heat exchange fluid to the radiator tower, and re-activating the ship's nuclear generators- as mission control still didn't trust Jerbo's unstable mental state since his breakdown... (OOC: KSP Interstellar's Science Labs appear incapable of utilizing ElectricCharge directly. Instead they utilize the "Megajoules" representing mechanical energy stored in its generators. However the generators only produce this resource when the ship is producing surplus power, and proportional to the surplus- as they are essentially a form of electrical storage. It is unclear to me if the maximum rate of Megajoule production can be raised by having a large EC surplus- but it *IS* clear that a proportion of the generator's Megajoule output can be diverted to produce EC instead if the ship would otherwise be running an EC-deficit. Since the Munar Science Module originally had no other method of producing electricity besides the generators, this was always the case- and so utilizing a few working solar panels from the gently-crashed ship would slightly increase the Megajoule output of the generators...) Finally, after a hard day of work unscrewing solar panels from the crashed probe, and drilling them onto the top of the radiator tower- after carefully navigating to the top by RCS jetpack- Jerbo finally finished his part of fixing the electrical systems. Shortly after, Donely burst into the Science Module with a wide grin on his face, and announced "It's finished! The radiators are venting the reactors' heat correctly, and we'll be electrolyzing regolith at full-power now in no time!" "Great" thought Jerbo- "now we get to haul glamorized rock-dust for the next week, and get filthy electrolyzing and purifying it into rocket fuel-grade materials". Of course, he didn't say this- instead he just game Doneley a half-hearted high-five, and returned to the scientific experiment he had been working on in the corner... "This is going to be a looonnnng month ahead of me", thought Jerbo... OOC again: As you can see, I did manage to figure out a way to save at least some of the usefulness of the damaged Science Module. Unfortunately, I don't trust a radiator stack tied to the front of the ship by nothing but a KAS stack winch to survive aerobraking on Duna... I could be acting over-cautious about this, but I've decided to go with launching an entirely new ship with two built-in 2.5 meter inline radiators instead of the deployable sort that broke before (the inline radiators would be identical to the two the tower you saw there was constructed of. They're heavier than the deployable radiators, but they should have a lot less chance of breaking on a possibly less-gentle touchdown on Ike than the super-gentle one I made on the Mun before- which still managed to break them anyways...) In the meantime, I'll be needing to launch another Duna Science Module, and the Duna Crew Module, soon- and get them out of the Kerbin system before the necessary intercept orbits become any slower or require any more Delta-V: (Keep in mind that Duna is to the RIGHT of Kerbin's prograde vector as seen here. It should be DIRECTLY in front of the vector for the fastest and lowest-energy Hohmann Transfer, ideally- and it will only continue to move further to the right the longer I delay my additional launch windows... It would be to the LEFT of the prograde vector if it was *approaching* the transfer window instead of moving away from it, by the way. Given its current position, any intercept course will have to have a significant radial component outwards from the Sun in addition to its prograde component- which is a lot less efficient of a way to get a transfer...)
  5. Is there a dummies guide to the communication system somewhere? I've got a couple of comm satellites in orbit but I can't get all of them to talk together.
  6. I'll 2nd this. SCANsat should be released. Talk to that guy from "part from my garden shed" get his permission, put your stuff together, release and you will "Win" . No further discussion needed.
  7. Partial Update Well, nothing has been working. it just kept getting worse and worse and worse and I was ready to just HyeprEdit the darn thing up there until I realized that I as going at this, THE WRONG WAY! I mean really, talk about Uber Facepalm through the skull. I mean, if you've guys seen the screenshots, it should of clicked already, if not, then don't feel bad, because THIS is what I should of done. Oh and I kept forgetting to boot Jenbur out of the Lander Cab, it's like, DUDE, you are NOT going to the MUN! I know you miss your buddy Alan but you are STAYING here pal! I hope this works....
  8. Well firstly, if it was possible to make universes with life on a lab, then we could already be a micro-verse in someone elses lab. As for the rest, i really dont know, but one can simply go with .. 42-> Big bang -> create universe -> expand -> shrink -> Big anti-bang -> 42 .. He can go ..42 -> Alien Multidimensionals -> Lots of drinks and 9 months later -> create universe -> 24 .. All im saying, is when the discussion is going at this scale, you really dont talk about physics, but Philosophy. Tell that to the Nobel and PHd lads for me. Just a small final edit to just say that the discovery of the fitness or otherwise of our universe, really doesnt add or change anything about our perception of the kosmos. It is (at least for us humans) something of a big deal already, it doesnt make a difference in the "wonder" part, if we were ment to be or just barelly made it in here. At least for me.
  9. I guess the main reason I asked is that I'm a Unity developer myself, and converting my projects this week has been as simple as opening them in the newest version of Unity. Generally I've seen some small improvements and encountered no conversion issues (yet.) KSP is obviously a fair bit more complex than my projects, but I wondered if there was some talk of them already experimenting with 4.3 on a git branch and if it had rendered any interesting results. Ever the optimist, I guess..
  10. Hmm, you might be right. But do consider moving the NovaPunch 5m parts to Experimental Rocketry - it will allow you to shift most of the NP tech tree towards more advanced technology, bringing it more in line with the stock parts. I just think we get the 2.5m parts a bit early. Anyway, I'm not here to talk about NP. So I have a question: will there be enough shuttle-derived parts in this mod that we can make an SLS, or will that require too many non-shuttle derived parts for you to include it here?
  11. While in build mode, i find myself accidentally clicking the wrong part when trying to move things like struts and attachments. I also noticed that when you hover over a part, it turns slightly white (along with it's icon in the staging list). I would like to suggest that you provide either an alternate color that is easier to see (bright red?) or the ability for the user to modify the color that items are shaded during "on hover" events. The problem gets really bad when you have spent an hour building a three layer asparagus/onion configuration (without saving) and accidentally click an inner engine thereby messing up your fuel hose routing...talk about frustrating... Thanks guys !
  12. Are there any mods out ther thad add new planets or even better new solar systems? Is it even possible to make mods like that or would that alert game too much? I tried to google them but I couldn't find any. I heard some talk about planet factory mod but couldn't find any link to actual information about it. Thanks in advance for your help.
  13. Ha ! Talk about it My attempt to an Eve lander that can re-orbit does one (and only one) backflip through its ascent, ruining the already very limited DV (in regards to crazy Eve requirements). Trying to do an universal grand-tour SSTO lander (that refuels itself with Kethane on the ground), so far managed to make one work until Tylo, but Eve requires additional stages, and those are already quite crazy difficult with stock game, with FAR it's a real challenge Since every additional weight on the top stage means exploding masses for the bottom stage, and that universal-SSTO is around 83t (but has around 4000 DV by itself), lifting that off Eve surface (after landing successfully ! that means sound structural design) will require some creativity.
  14. Well a computer lock-up made me lose my first version of this post earlier today. Let's see if I can get through this one without getting interrupted by the Kraken. For any who are interested, I've updated my set of mods and Eagle Craft files again. Here's the new link: Logan's Eagle Mods and Pods So what's new? A few tweaks to performance of the Eagle. Specifically the way the side translation thrusters were mounted for better balance to make it easier to use in both VTOL and Orbital operations. An attempt to reduce part count, complexity and redundant mods necessary A couple of new parts custom made by Lackluster. (That guy is awesome!) And a completely new type of pod for carrying and deploying a set of mapping probes using the SCANSAT mod and plug-in. First off - the RCS translation issue. The way I had mounted the thrusters before was adequate for VTOL operations. But it was off of the COG enough that it made the ship roll too much. And in orbit/zero-g this made it very hard to dock with anything. So I took a close look at where the most common Center of Gravity was for the Eagle. It changes a bit with different load-outs, but I found what I thought was a "sweet spot" and did some more testing. The end result is that instead of mounting 4 RCS blocks tucked behind the truss on the sides, I was able to reduce it to 2 RCS blocks - 1 fore and 1 aft. Clipped into the top of the body. You can see below where they are (the small squares on the "roof" of the fore and aft part of the main truss tank). This change does two positive things - it makes for steady side-to-side translation with minimal roll, and it reduces the part count since I could get rid of the redundant RCS blocks. In regards to further reducing part and mod count, I reduced the amount of struts I was using and used standard Squad struts instead of going overboard with the tougher and weightier B9 struts. Turns out not to have compromised the structural integrity at all. Apparently I was "over-building". Overall I managed to reduce part count there as well. I love the B9 mod, but I try to use it sparingly. What I don't use sparingly of course is the LLL parts. They make up the majority of the pod designs. Probably the most popular pod is going to be the passenger pod since that's close to the original show. I asked Lack if it was possible to create a single part pod that could replace the multi-part version that I was using before. He not only said yes, he did it himself. And I've included it in my new mod pack above and in the craft file. It REALLY helps reduce the part count. I was using around 15 parts before to make those pods. Now it's down to 7-8 and the overall part count on a passenger Eagle is around 35. Down from nearly 50 before. I don't remember if I did this on this version or the last one, but there was a slight tweak to the design of the Kethane pod. I put the crew hatches up near the front, gave them ladders for easier access, and added an extra set of solar panels. Also - I moved 2 of the 3 RTGs that this Eagle was using from the Eagle itself to the pod. That means the pod if it's dropped on its own somewhere is much better able to power itself. It has a total of 3 RTGs and 6 solar panels, with a pair of extra solar panels in the KAS boxes just in case they're needed. Lastly - here's that new pod I mentioned above: There are 4 of the SCANSAT style mapping probes on this carrier. They are self-powered with solar panels batteries, xenon tanks and Ion Engines for tweaking of orbits. They also have comm-dishes in case you want to use something like Remote-Tech. And if needed, they can re-dock with the Eagle. Imagine sending a pair of Eagles out to Jool. One could be the Kethane prospector, the other could be this one. The Kethane Eagle could keep itself, the second Eagle and even the probes topped off with fuel for an extended survey of the entire Jool moon system. So there you go. Test and see what you think! Lastly - I want to talk about quantum struts. I tried to refrain from using them before because they seemed a bit of a "cheat". But after banging my head on the "Drop and pick up" problem all this time I decided to give in and try it out. OH. MY. GOD. 4 Quantum struts placed on the truss bar and pointed straight down makes the pods totally stable - AND you can (with some deft piloting) dock with one and pick it up again and it won't fall off of one end or the other! It'll actually re-dock perfectly straight! And they can be placed very unobtrusively with hardly any of the "beam" showing at all. Just the tiniest pinprick of light between the quantum strut part and the pod that's easily ignored. I didn't put quantum struts in my mod pack above. But if you want to use the Eagle for moving stuff around? SERIOUSLY consider getting the Quantum strut mod! It'll absolutely complete the Eagle experience! Well that's it for now. The next pod I design I think I'm going to try for the classic winch pod. Wish me luck! (And Devo - I hope you're still out there, mate. Getting a little worried about you!)
  15. There is quite a lot of coal in the ground, over 1000 GtC. CO2 response in ppm CO2 is roughly half of that value -- 500ppm CO2 just by burning all the coal. Pre-industrial CO2 levels were 275 ppm, we're now around 400ppm. That would kick it up to around 1000ppm CO2. You're correct that CO2 has a half-life of around 50 years in the atmosphere so it depends on how fast we burn it all up, but if you assume we are unrestrained in our acceleration of fossil fuel burning we can do that on the order of 50-ish years, and throw in oil and nat gas (and lets not talk about methane release from fraking nat gas) and 1000ppm CO2 is probably conservative. From paleoclimatology, the last time the Earth saw levels that high was roughly 40 million years ago -- and the Antarctic had melted. Once you put the poles melting on the table, you get ice-albedo-feedback for one since the ice caps at the poles reflect radiation back into space, and that leads to further warning, so that even if you decrease the CO2 levels you have to take the time to re-freeze the whole Antarctica. There's also a feedback between high temperature as a cause and higher CO2 as an effect -- so that once temperature changes have taken hold, the biosphere actually produces more CO2 and doesn't wash it out as effectively, so you can't consider just the half life of CO2 without considering that you're bumping the equilibrium up to higher values all along the way. There are a whole lot of feedback loops that occur which make it likely that if we hit 1000ppm that the Himalayas will melt in 300 years or so, and Antarctica will be gone (probably on a longer timeframe like 1000 years, which is still a blink of a geological eye). So, it will return, but it took 15 million years from the Eocene maximum until the Antarctica reglaciated. And the globe was clearly habitable the whole time. We're not going to sterilize the planet through CO2 by any means. The problem is what kind of issues we cause ourselves in the meantime and what the cost is. Humanity will also survive (assuming we don't kill ourselves through strife and nuclear war or secondary effects like that). But far from having to worry about the Antarctic melting, we already are likely to have an ice-free Arctic in the summer months. There's evidence, and a strong reason to believe, that this is already changing weather patterns, and leading to very strong atmospheric blocking and a series of heat waves and (seemingly paradoxially) cold snaps, leading to a rapid rise in the number of billion-dollar weather disasters per year (more than can be accounted for just by land usage and inflation). You also dump more heat in the atmosphere and you energize weather systems. You have more moisture in the atmosphere so that rainfall is on average heavier -- and even snowstorms are on average heavier (they'll still occur and when they do they'll be more energetic). And then sealevel rise and inundation is terrible for communities living close to the sea (lots of them being very poor and not having any ability to mitigate the problem).
  16. So. One of us could talk to Nova and ask him to release the coding of this mod so one of our more programming/texture orientated friends could finish this.
  17. Stock lander can has 15, as do almost all 2.5m stock pods. If you stack three small lander cans together, you'll have a total of 9. We thought 12 was a happy medium, but this is still under discussion. Initially, I called these buttons the same as they appear in the VAB for player convenience. They could, of course, be renamed if there's enough demand for it. We'll try but no promises yet. No problem, that's configurable, it's one of the things you can do yourself. I'll try to make this more convenient. Fuel gauges will require a config edit if you use non-standard fuels, in the future I'll make a patch, but you can already do it yourself. This is very much dependent on player preference. You can edit that in monitor configuration, though -- remember that it's expressed in terms of frames, not seconds. Right now the monitors can display things but can't receive interactions from the user, and that would be a separate project of significant code size. But the system is modular enough to make writing a plugin for it easy, you could try to talk someone into doing it while we're busy with other things.
  18. I don't know what's giving you guys that idea. A rogue AI? That's just crazy talk; AI's only go mad in those stories that people tell to scare us. Nothing to worry about here.
  19. Does anyone think this would get the conspiracy theorists to shut up in the case mentioned in the OP? Technology can't be a solution for a political probelm. I really don't see a need for this. It's pretty much a non-existent problem. How many crashes would be better understood by this, and what are you willing to pay for it? I can't think of more than two or three cases were the recorders were destroyed or lost at sea since the 80s. And you will want to locate and inspect the wreckage anyway. It might be nice to piggy back on existing technology to get some low quality data stream out for free, and that's already done in some way with automatic text messages via ACARS transmitting system failures to the maintenance base, as the recent Air France crash showed. But bandwidth on those sat links is expensive, so don't expect the full data set to be transmitted in real time. Also, consider that you want it to still work in case of an emergency. Got a problem in the electric system? Now you have to power your sat uplink via battery. Those are heavy. Also, don't forget those sat antennas are directional (I think). If I remember it right, in the Air France crash, the plane's final trajectory (high bank) blocked sat uplink for some periods, so system failure ACARS messages got out late and bunched up. Why pump lots of money into a system that might not work when you need it most? If you want to throw more money at the problem, why not use it to record more parameters in a better resolutuion on the existing recorders. They are already much more capable than the outdated minimum requirements. There's also talk of including video feed, but that's really controversial with pilots. I mean, if I mess up on the job, I don't want the chance that a video clip of me dying crying for my mother leaks out, it's understandable. Edit: After the search for AF447, I would also rather put the money into better locator beacons. As I said above, you need to find the wreckage anyway.
  20. Welcome to the forums! Glad to see one of the "old guard" among us enjoying the game. Any particular games you remember enjoying from the old C64? I wasn't quite in that generation, but once my tastes matured a bit, I realized that there's a real treasure-trove of older games out there that I had passed up when I was younger, and I've been trying to get my hands on as many of the "gems" as I can. Also, what's the rest of the family's reaction to the game, if I may be so bold as to ask? Since you mentioned "sharing stories," feel free to share your own in the Mission Reports forums or in the "What did you do in KSP today?" thread. Feel free to ask questions if you need any help, or if you're just curious about some aspect of the game. Warp drives might be far, far away in the future in the base game, but you might hear talk of a "KSP Interstellar" mod that gives you the drive (though sadly, no interesting destinations). Enjoy!
  21. Hey guys! Despite of i'm not new in the game, i'm new here so i came here to say hi! Hope we can nerdy talk about space, nasa and esa missions (should i include the indians now? ) and TRY not to kill some kerbanauts while doing stupidly gigantic ships that cant fly for more than 10 minutes without exploding hehe hope to see you somewhere into the forums!
  22. Hello. There's nerdy talk all over the forum, but especially here. Enjoy!
  23. Well I didn't say "do not talk about that", I'm only suggesting you to keep in mind that current system is unbalanced. I've received the parts about 1 hr before I was going to release the first version, so I didn't have adequate amount of time to think it through.
  24. OK, sorry for a bit of lag but I've been at work the last few days. I'll now try to get caught up. I'm a firefighter and have a very irregular work schedule so expect similar lags in the future. Anyway.... You're in space when you're out of the atmosphere. Then you're definitely ballistic . HOWEVER, it's quite possible to go ballistic within the atmosphere, even in horizontal flight, even with a TWR well less than 1. All it takes is just enough thrust to allow continued acceleration, no matter how slight, against whatever drag exists at the current altitude. If you have such thrust, eventually you'll build up enough speed that wings become irrelevant. You can tell when this happens by watching the NavBall in Surface mode. While still flying on wings, the prograde marker will stay on the horizon. When you cross into ballistic flight, the prograde marker will start to climb above the horizon while you haven't done anything to make the airplane climb, and you find yourself having to push the nose back down so you don't run out of Intakeair or even go to space before you want to. This is a very common occurrence with airhogging jets. I'm not at all comfortable with beaming energy into the airplane, at least if that happens on Duna (leaving Kerbin, no problem). It goes against the spirit of the challenge by taking part of the propulsion system out of the airplane. Had I known such things existed when I wrote the challenge, I would have expressly outlawed them for the same reason I outlawed infinigliders. HOWEVER, I didn't do that, and technically speaking it's just a resource transfer, which IS legal, so go ahead and try to make it work, especially given all the work you've already put into it. But if you CAN make it work, then please try another system that doesn't need external power . I'm afraid I have to veto this. You aren't welding parts, you're making entirely new parts available only to yourself. If there are no 2.5m argon tanks, you can't make your own. See rule 12. Welding parts isn't hard. There are tutorials on how to do it if you search. Or you can maybe talk somebody into doing it for you. AncientGammoner did it for me Well, good luck. Flying high and fast on Duna isn't hard; there's low gravity and very little air resistance. The hard part is flying slow enough to land safely, especially at 2500m ASL and above. In my early attempts, I made all sorts of jets that could enter the atmosphere and fly around just fine fast and high, but which always died horribly when attempting to land, or at least broke off too many parts to be flyable again. You need a horizontal speed less than about 50m/s combined with a vertical speed less than 5m/s. Any faster horizontally and you'll almost certainly faceplant into the side of the next dune. Any faster vertically and either the plane with break or it will bounce very high in the low gravity and probably flip over. Therefore, I quickly discovered that instead of designing my planes to fly fast, I needed to design them to fly slow, which is why I switched from jets to props. Also, I saw a big need to learn how to control them at low speed while in close proximity to the ground. This is why I highly recommend using HyperEdit, because the Duna end of this is all about landing, and the only way to know if that works is to test it at Duna.
  25. It impossible on the Moon as Moon rotates so slowly (there's no way to have an orbit that matches the rotating speed, and in fact the counterweight would have to be above that orbit). Mars would be easier then Earth, though. The main problem is the lack of strong enough materials. There's a lot of talk about carbon nanotubes, which may one day make space elevators possible, but we'll see.
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