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Everything posted by cantab
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Looks like some good work. A few things I'd think about: Solid-core NTRs actually have an exhaust that's rather cooler than chemical rockets, but making the exhaust pure hydrogen more than makes up for that allowing the high Isp. The limiting factor is that the reactor core needs to avoid meltdown. That same limit will apply to a nuclear ramjet. The performance will I think be similar to a normal ramjet once you take into account the reactor core temperature. I'm not sure how quickly you could control the reactor to vary its power. It could have a rather sluggish response. I think it would also need a reserve cooling system to prevent meltdowns - in an extreme case, imagine the reactor is running at high power with a high airflow and suddenly the intakes become blocked. Of course if it's a jet/rocket hybrid, said reserve cooling is to let the hydrogen flow through it.
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KER problem - KER not available after undocking
cantab replied to uncle_jew's topic in KSP1 Mods Discussions
By default you need either an Engineer Kerbal or one of the KER computers to use KER in flight. You can change this in KER's settings though, if you just want it all the time. -
It's not trivial though. You'll be re-entering and landing full of fuel and that means a hotter re-entry and a faster landing, and throw in the runway ban (though if you land on the KSC plain that makes no difference). I know from experience there's a world of difference between touching down at 50 m/s and touching down at 75 m/s.While the challenge still probably isn't that hard for a spaceplane, it's something.
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IIRC if you hold down Mod+F12 you unlock extra cheat options to add or remove money, science, and rep.
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Rendezvous the ships close together, put a KIS connector port on both of them, and link with a pipe. That makes them one ship and you can transfer resources as normal. It *might* be possible to transfer supplies by EVAing Kerbals between the ships, and locking and unlocking containers so they go one way with nothing and then return with stuff, no KIS needed.
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Kerbal Space Center was built on a fault line!
cantab replied to theguyinthemines's topic in KSP1 Discussion
Do you use any planet mods, in particular stuff like New Horizons? Or did you send a craft a long way from the Sun? Either can cause symptoms like this, but it's usually much more pronounced. This is what I got once. -
What new science experiments would you like to see in Version 1.1?
cantab replied to Birdco_Space's topic in KSP1 Discussion
Yet another for basically make DMagic stock. And the whole system would benefit from an overdo. More variety in how experiments are run, cases where some experiments partly duplicate their work and others synergise to make discoveries neither could make alone, that kind of thing. -
Pretty simple satellite work. I quite like how it worked out though Scanned Kerbin and Serran with it.
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What will you build once 1.0.5 drops?
cantab replied to Mad Rocket Scientist's topic in KSP1 Discussion
Probably a Laythe boat. I also want to make a Goliath-engined dropship/skycrane kind of thing, to haul heavy things around for base building. -
Some may note I've stopped posting...
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Good Android tablet pay one no energy bar games?
cantab replied to Cloakedwand72's topic in The Lounge
I believe Simple Rockets and Simple Planes both use a traditional just-buy-the-game model. Minecraft Pocket Edition too. -
I'll repeat what I've said before: Buy a game based on what it is now, not based on non-binding promises of what it might be next year.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
cantab replied to KillAshley's topic in KSP1 Mod Releases
Spaceplane to Serran, at last https://flic.kr/p/Aezdvp Took a bit of work, but in the end I stuck the landing first time, at a nice slow 55 m/s or so. Having done most of my landing practice full of fuel on Kerbin at much higher speeds, Serran was easy in comparison. Subject to ore concentration, I like the area - the crater at the east of the redlands - as a base location, it's nice and flat and low. -
My first ever spaceplane to land on another body. It took a lot of work, but now I'm very happy With a supporting ISRU infrastructure I can actually make use of this.
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Nostalgia: Your Fondly Remembered Rocket Designs
cantab replied to Vermil's topic in KSP1 Discussion
My old Laythe boat. I had a ton of fun with that thing. Alternate angle by cantab314, on Flickr -
Ugh, seems like this whole situation is a mess. But my several cents: Bad mouthing another modder just looks bad yourself, and frankly puts me off this mod. I'm not keen on the new names, but that's a minor quibble really. Though I second changing "Sarin" to something that isn't a chemical weapon. I greatly prefer Shayle to Shay, at least going by how they look in the screenshots. Your other screenshots look good. As I understood it Kerbol Plus's original goal was to implement NovaSilisko's old ideas, but Amarius started to deviate away from that. Are you planning on returning to Nova's ideas or just doing your own thing? I wouldn't go all-procedural just for the sake of it. That's what Uncharted Lands is for, right? Do what makes the planets look how you want, whether that be all-procedural or using a heightmap.
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Jool capture with incredibly low TWR
cantab replied to jarmund's topic in KSP1 Gameplay Questions and Tutorials
If you have a ton of delta-V then who gives a flying fig about Oberth. Capture into a wide orbit round Jool, then go as desired from there. -
Making a giant rocket chainsaw?
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That can certainly work. Mun orbit makes a decent fuelling stop for interplanetary vessels in general for the reasons you mention, and its shorter orbital period compared to Minmus reduces problems with timing for transfer windows. For further destinations than Eve and Duna you're better off departing Mun to get a low Kerbin Pe then burning there to eject. That will save about 600 m/s over a departure from LKO. It is also worth noting that even Mun>Jool direct actually requires a little less delta-V than LKO>Jool, it's just rather worse than Mun>LKO-Mun Transfer>Jool.
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Actually played KSP, as in properly did stuff, on my new computer for the first time. Repeatedly tried and failed to land my spaceplane, and I've deemed its current landing gear - a taildragger configuration - unlandable. I'll have to try a tricycle gear instead, but the problem is I need tall gear. The tall gears are heavy and mounting the smaller gear on a pylon or similar will affect the aerodynamics.
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3 (-)
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Back down to zero again.
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Well that was ... unexpected. Down to zero.
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Subtracting to minus 3 again.
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Down to -3.