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  2. What the Giant Eagles in LotR did or didn't do is understandable, in light of them being rather powerful creatures with their own will, not a taxi squad, who couldn't necessarily enter Mordor without grave risk due to the threats there prior to Sauron falling. Silly birds just remembered their prior flight with Gandie and a pack of hair-legged midgets (in "Hobbit"), and it took almost a year to ensure them that this time they surely will get a lot of tasty carrion as a reward. Like always when you have a deal with Gandalf, they got nothing except inspiring speech. *** Also if have a look at the MiddleEarth map, we can see that the Mt. Weathertop / Amon Sul is placed in three hundred kilometers even from the closest Misty Mountains, they were looking at from there. So, the MiddleEarth planetary radius is probably greater than modern one (or it's flat), and it's a very clear air in MiddleEarth of 3rd epoch.
  3. Hmm but that would mean I'd also be unstable in the rolling direction when lifting off, or when I go nose down descent. I didn't notice that. As for stability: FAR removes that "difference": drag & lift work both equally based on density & velocity (as it should be, they have the same factors and same formula in reality).
  4. Wow guys! All of you above me are making some seriously awesome starships and multiwheel crafts! Me, still a beginner, I'll put my lame rockets up with a plane here or there but I do love to show it. Why..Its fun! Its all good, I just love this game (no.. not a game, its a starship simulator) and all your creations too! KSP is just awesome. (1.8.1) Last night, I got 4 new career contracts. One tho is very cool. I have to bring a Kerbal named "Sizer Kerman" into space for 1 hour. I did one like this before and ran short of electricity, but this one is different. I have no solar panels yet, but I do have "capacitors"! Being into electronics most of my life I had fun with this. It was great, it saved me for power and I show here shortly how it works. Just like a cap! Here is the mission of my spaceship called "Double Trouble". Yes as you can see its 10 degrees tilted off towards the southeast. Easy way to get there too during ascent and an upcoming contract issue. 5...4...3...2...1... blastoff!!! Start of the orbit. No problem to get above 75,000m! Over half way there for a 1 hour ride. Electricity is dropping fast tho. The Capacitor and trouble!! Everything done, time to go home! Sizer Kerman had fun in space, she'll tell her friends about it. oohhh, dont forget to deploy the heat shield! Home sweet home. Not bad for 25,000 kerbucks and a point of rep. Between Kerbal construction time, Kerbalism and extra contract packages, this game gets very challenging if not real life like as well. I would also recommend getting KRASH too. It sets up a simulation for your test before a final build, so KCT does not get bogged down building things and waiting. Like I said, more realistic.
  5. Well, (and I'm about to date myself), when I was in school in a very early intro to computers (high school), one of the assignments was to write a program which would take a birth date and print out the expected retirement date. Suffice to say if I were to do that, I'd be retiring sometime in the not so near (but not far) future
  6. Yes, that's a pity Hopefully the author will recompile it for 1.8.x
  7. The original stock aero was ridiculously bad. FAR was a good workaround for anybody who cared. The new aero is still not correct but much better. It's not as immersion-breaking as it used to be. I still like FAR because it still does a better job at making things that look aerodynamic act aerodynamic.
  8. It's living in my wishlist along with Rimworld and a few others. As the company I worked for closed their doors leaving me unemployed at 60, with a rare skillset in a dying market, they must remain there until I regain gainful employment. I've had Oxygen Not Included since a few days after it's early access launch. I've had KSP since the 0.13 days. So I have a deeper fondness for it for similar reasons to KSP.
  9. I was postponing the purchase of space engineers or kerbal space program as i found free destiny 2 same about the solar system it is free to download but takes 79 gb so it much of the hard disk which i can use i paused as i reckon space engineer maybe better for the drive as the problem is that i do not have working laptopt or computer as 2 of my laptops has the stage of operating system so i can use steam only at shelters computer unless i will have 50 -40 pound to reinstall the system or try to do it by myself. I resumed the destiny 2 as the process of purchasing the space engineers will take some time and costs 15,49 as i saw kerbal space programs in the past for 6,49 or sth like there are also cd keys at ebays fcheaper but i would check 2-3 times them before the purchase. there is also free warframe same about solar system but less space i started downlaod before the space engineer or kerbal space program. much love:>
  10. In this situation, is it appropriate to train a telescope on the station? It's not like that other time--I'm only looking at the sky. No, officer, I really am an astronomer! My name isn't Tom! Anyway, seriously, @GungaDin, there are mods that will spawn new Kerbals for you if you leave male and female crew on vessels and stations that have the right amount of space and other amenities, but not in the stock game.
  11. Just to be clear, it's only a problem in 1.8.x when KS3P beta build is installed. Using 1.7.x with KS3P beta build is fine. Using TU in 1.8.x alone is fine too.
  12. So according to the Artemis wiki page, Artemis 7 is penciled in for 2028 as a Block 1B crew mission. That means no cheaper SLS is possible for almost 10 years. That's at a cadence of 1 per year starting in 2024. The contract announced a couple months ago was for 10 core stages. So we should see the number for that be really surprisingly cheap (just the core stage) if the 800M$ number is true---because the average price for all the SLS launches after #3 (already paid for I think) will include 508M for engines for #4, and a billion for #5, and 500M + whatever 2 RS-25Es finally cost. And that also needs to include EUS (which must each cost more than ICPS). That basically leaves something like 500M$ (800M minus 300M for both the EUS and SRBS)for each core stage, including engines. So we have 10 SLS, and let's say the RS-25E somehow comes down to 100M$ each (the first 6 being 250M each, this seems like a reasonable round number). We have 5.008B$ in RS-25s for 10 more. So even with new engines, cheaper than both the "cheaper" new engines, and the "so cheap" refurbs (127M/ea), the following 10 after SLS 3 will still each have over 500M$ worth of RS-25s on them. Somehow, they also need to add the EUS, and all the assembly costs, plus the SRBs, and only spend on average 300M$ to reach that number. Even should they do this, they are not adding in any program costs, which at 2/year should add about another billion per launch (I'm assuming 20% of their program cost is not directly for SLS, feel free to make it 50%, that still adds 625M to each SLS). Am I missing something?
  13. I cannot do this with the propeller engine, turbo shaft, etc
  14. My workaround is to use "The Klaw" and hook it up to the HW-80 Winch using a JS-1 Joint Socket. Actually, it's not just "The Klaw" but a microship comprising of "The Klaw", a OKTO2 probe core (because it is the smallest), a RCS tank and a pair of RV-105 RCS Thrusters to steer the microship while tethered to the winch. Of course, this only works in a low gravity environment. You can use rockets instead of RCS if you want a harpoon-like behaviour. Just remember to keep the microship light and compact. I use Tweakscale to do that. You need a microship instead of just the Klaw because once you release the cable, the Klaw is on its own. So you need to give it a brain to control it and means to propel and steer it. You can only refuel it if it is docked to the winch.
  15. Today
  16. Right, yeah I've heard that. I'm too young and American to have been exposed to that as a kid though, lol.
  17. What the Giant Eagles in LotR did or didn't do is understandable, in light of them being rather powerful creatures with their own will, not a taxi squad, who couldn't necessarily enter Mordor without grave risk due to the threats there prior to Sauron falling.
  18. I'm making the maps right now and so far I haven't run into any problems. The nozzles are kinda bright, though... Might have deviate from my standard color palette a bit and use darker values...
  19. The Mk4 is effectively Thunderbird IV from the 60's animated series The Thunderbirds
  20. O.K. Well, yes and no. For aircraft in KSP I identified two general regimes: low&slow and high&fast. At low-ish speeds (say less than mach 2.5) and low-ish elevations (less than 10 - 20 km) the aerodynamic forces (on most craft, I'm sure you could create an exception to the rule) are dominated by lift. At high elevations the air is too thin to generate significant lift, but at high (e.g. near orbital) speeds the drag is still significant. So your craft is aerodynamically stable falling "tail forwards" in the high&fast regime, but in the low&slow regime the airbrakes generate less drag than the winglets at the tail generate lift, so it flips (at least when I tried) and falls nose forwards. [*more testing*] The "SAS induced roll" is because you have way too much roll control authority when the winglets generate significant lift. Not only are all winglets ideally placed to affect roll, but also you have little moment of inertia along the longitudinal axis. Combine that with the fact that SAS doesn't try to minimize the speed of roll, but tries to keep a certain angle of roll. So when SAS tries to do a small correction to roll, it oversteers by a large amount. Then either because due to a bug in the implementation (number overflow?) or in the design of the SAS control algorithm it keeps oversteering more and more. If you disable roll control on the winglets, then this doesn't happen, and SAS manages to keep the craft steady ... until it wants to flip.
  21. I think I know what's wrong then. Basically I missed something when I added the tech limits so it stills thinks there is the total number of subtypes there rather than just the number of unlocked subtypes. E: wrote up the issue here:
  22. So I came across a couple olddddd mods that were pretty simple, and added methods of showing various info for craft in the Tracking Station scene, which are selected in the craft list. Wondering if there are any other, moar up-to-date mods that do similar, that I just cant think of... vOv Anyway, i installed these two mods (seperately, to eliminate any conflicts between them), in 1.8.1. The game loads fine, and while one seemingly fully works (surprisingly...(it's from 1.1.2, but with an unofficial 1.2.2 recompile by RealGecko that I used)), the other is only partially working (not's from 0.25 ). If no one suggests any other mods that do similar, I may take a stab at simple recompiles of them for 1.8.1/1.7.3... vOv @DMagic tagging you, since aboot the only other similar mod i could find w/Google, was Tracking Station Evolved, I thought i would ask if the functionality these two mods provide, would be something you may consider Sometime™ in the future, looking at to maybe add to TSE, or would they be too out-of-scope? vOv
  23. I'm a fan of Nertea's Mk4 mod. The cargo bays are effectively twice the width of the Mk3 ones, plus they can carry various fuel types, although they're a different shape which some people don't care for (the mod has kind of a 60s sci-fi vibe). The bottom-opening option is pretty nice too.
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