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LordOfTheOrbits
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Everything posted by LordOfTheOrbits
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Physically correct?
LordOfTheOrbits replied to KillPinguin's topic in KSP1 Gameplay Questions and Tutorials
Relativistic effects would be kinda useless, because it's impossible to even reach those speeds unless you are cheating. -
Yeah, that would be possible, however it's highly unlikely and depending on wether it caputured itself by a munar gravity assist or aerocapture it will get either flung back out into space or crash either into the mun or into kerbin after some time.
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Oh sorry, I didn't realize that you were the dev of deadly reentry 2. Well then I'm looking forward to the update that will implement this!
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- aerodynamics
- ferram aerospace research
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If you don't know the formulas you need, why don't google them? There's way too many things you need to know about thermodynamics to explain it completely in this thread. Also, why are you making a mod that does something that is already implemented nicely by another mod?
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How do we fix intake spam?
LordOfTheOrbits replied to kiwiak's topic in KSP1 Suggestions & Development Discussion
This wouldn't be of any use, in fact it would make people do even more intake spam. Also my perfectly reasonable SSTO which is using SABREs from the b9 pack has only a 1:1 intake to engine ratio and can fly up to Mach 5 at almost 30,000 meters purely on jet power, which is about the same as skylon. If it would only be able to fly up to 20,000 meters height it would get far more drag losses so it could probably fly only up to Mach 3-4 which would make it need a lot more oxidizer and therefore it could only carry a much lighter payload, so this change would also ruin perfectly realistic SSTOs. -
How can i calculate geostationary orbit
LordOfTheOrbits replied to mickygom's topic in KSP1 Gameplay Questions and Tutorials
If you use mechjeb or kerbal engineer, just open your orbit info display and try to get a near circular orbit at about 35,786km height with an orbital period of exactly 23 hours, 56 minutes and 4 seconds. -
I'm already looking forward to this server! May I suggest KW rocketry for this server, simply because the 3.75m parts from interstellar are pretty much useless without 3.75m rockets. Another mod I'd like would ferram aerospace research, but I'm not sure wether it's compatible with KMP. Also the PvP server should probably have the new skillful weapons mod by InfiniteDice, because it provides a nice damage model for combat.
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SpaceX Grasshopper and re-usable plans
LordOfTheOrbits replied to jfull's topic in Science & Spaceflight
The launch date of CRS-3 is now confirmed to be march 30, 10:50 pm EDT -
Building good-looking, reusable launch vehicles, often inspired by either the falcon family or skylon. Another thing is forgetting to put solar panels on and/or extending them on my unmanned vehicles. Also landing crashing hundreds of km away from the place I want to land.
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KJR only stiffens stack connections, not radial ones, so you still need struts for spaceplanes.
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This contains most of the info: http://forum.kerbalspaceprogram.com/threads/72587-Kerbal-Space-Program-Asteroid-Redirect-Mission-The-FAQ
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Gimballed SRBs
LordOfTheOrbits replied to palioxis1248's topic in KSP1 Suggestions & Development Discussion
Actually the space shuttle SRBs had gimballing capabilities. -
Now-defunct-thread-that-should-not-appear-in-google-search.
LordOfTheOrbits replied to Cilph's topic in KSP1 Mod Releases
Is it worth it to start using remotetech now, or should I wait for .24? From what I've heard the current plugin is very unstable and the OP suggests that the .24 update might break backwards compability. -
practical dV ceiling for rockets?
LordOfTheOrbits replied to Streetwind's topic in KSP1 Gameplay Questions and Tutorials
Actually there isn't any ceiling if you use staging. I would recommend you to make your upper stages bigger to be able to contain more fuel and your lower stages wider to be able to contain more engines to keep the TWR up. -
Skylon may fly this year, first SSTO spaceplane?
LordOfTheOrbits replied to Naten's topic in Science & Spaceflight
I don't think you understand how much ship like that would cost. It would need to have quite some dV to rendevous with the debris and have a huge compressor, which weights a lot. I didn't do the math on this, but I would bet that even if all debris was made out of pure gold, it would be cheaper to mine it on earth. -
Unity 5 [Is now available]
LordOfTheOrbits replied to NoMrBond's topic in KSP1 Suggestions & Development Discussion
PhysX doesn't need an Nvidia graphics card to run. Unity even uses PhysX in current versions and you didn't need to buy a Nvidia graphics card to run ksp. The only thing that changed now is that a more recent version of PhysX gets used in Unity 5 and this newer version supports GPU acceleration from Nvidia graphic cards. But other than that, the newer version of PhysX is also more efficient on CPUs and if I recall correctly it even supports multithreading, which is great news for ksp, no matter what CPU and graphics card you use. -
Do a different rocket for each payload?
LordOfTheOrbits replied to montyben101's topic in KSP1 Discussion
I generally design rockets and payloads separately. My rockets usually have a very specific set of requirements when I build them. Generally I never use more than 2 boosters on a rocket and usually the boosters are additional main cores, like the Delta-IV Heavy or the Falcon Heavy use. Another requirement for all of my rockets is full reusability. If I can't lift a payload into the intended orbit with my current heavy lift vehicles, I make it modular and do multiple launches. Designing and prototyping a rocket takes about 2 hours for me for a LKO lifter and about 3 hours for rockets with an interplanetary transfer stage. -
I'm looking forward to seeing this. But if you think that 3km is to short, go for 42.14km on Gilly. That's the height for a gillystationary orbit, so you could put some kethane bases on the surface, use rovers to get the fuel you mined to your elevator and you can use it as an infinite refueling station.
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Skylon may fly this year, first SSTO spaceplane?
LordOfTheOrbits replied to Naten's topic in Science & Spaceflight
If I'm not wrong, Skylon is planned to have its maiden flight in 2019, so that will still take some time. I don't remember any space launch vehicle that got finished multiple years before schedule. However, I wouldn't realistically assume that it flies before 2021, because there is still a high number of things that need to be developed, so it would be very unlikely that there aren't any further problems with the developments of some components. -
Is there anyone has a working MJ2 on Mac OS X?
LordOfTheOrbits replied to uomety's topic in KSP1 Mods Discussions
You install it on a Mac the same way you do it on windows. The dll is executed by mono, which is a cross-platform .NET runtime, so every mod is compatible with every operating system.