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Everything posted by cantab
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checkmated Magnus Carlsen. This hole in the ground ...
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And save uploaded: http://steamcommunity.com/sharedfiles/filedetails/?id=906361187 More same old same old from me. Though I decided to at least do some high-rises. Shoulda put them a bit further apart I reckon, but it's done now.
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I have the save IIRC the new Cities patch will be out in May, that might be a good opportunity to start a new collab.
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I think that must have been the blast wave itself. If it can go a mile in clear air and still be damaging, it can go a mile into a cave system and still be damaging. When a wave hits a change in material, some of it is reflected. Big changes, like a blast wave going from air to ground, mean *most* of it is reflected. So I believe that the blast from a MOAB would not be very good at going from the air, into the ground, and then into the tunnels again, although it's possible sheer brute force enabled it to cause damage that way anyway. More likely I think is as I mentioned, the blast went through the air and into the tunnels through their entrances. The MOAB isn't a fuel-air bomb. It has been described as a thermobaric weapon, but I'm not sure that's right. The filling is about 75% conventional explosive, 20% aluminium powder, and 5% stabilisers. The mixture is called H6 and is also used for underwater explosives, which makes me suspect the aluminium doesn't react merely with excess oxygen produced by the explosives and not with surrounding air. It does have the effect of lengthening the duration of the blast wave, like a fuel-air bomb causes. Indeed. The Pentagon pretty much outright stated the MOAB is meant to have a psychological effect. Remember the 'shock and awe' concept when the USA begun its war against Iraq. On a lighter note, I didn't notice this before, but the MOAB has ... grid fins.
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What are the longest/hardest space words you can think of?
cantab replied to Clockwork13's topic in Science & Spaceflight
Manoeuvre. Or maneuver. Either way I can never seem to spell it right. -
Not necessarily. Some like the MOAB focus on air blast. Some focus more on shrapnel. Some are incendiaries. Some, such as the USA's Massive Ordnance Penetrator which is heavier overall than the MOAB but has less explosive, are designed to penetrate hardened targets. I'm a bit surprised a MOAB and not an MOP was used against a cave complex. Though the thinking may have been that the MOP isn't enough to penetrate deep into rock, whereas the MOAB's blast will go into the caves through their openings. EDIT PS: I think the MOP is probably the heaviest overall bomb in use by the USA now. The T-12 Cloudmaker developed just after WW2 was even bigger, and might also have had more boom than the MOAB but I've not found any detailed specs.
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just got swallowed up by an earthquake. Dang you Cities Skylines. This hotel in Brighton ...
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I didn't think agent limit was normally a problem until well over 200,000, but you may be correct in pointing to the spread out city being a factor. If it's the case, ensuring public transport networks can handle demand should help, because anyone waiting in a crowd is an 'agent'. And yes, I do believe the game is rather poor at favouring nearby commercial visits in particular. Long work commutes feel a bit more plausible, but long shopping trips ought to be the minority - IRL you only go far if the nearby places don't have what you want. Activity on the collab is quieting down anyway, which is no great surprise, I imagine some of us have done what we wanted. Mine at least still has a fair bit of expanding vaguely planned out.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cantab replied to ferram4's topic in KSP1 Mod Releases
Relating to the whole FAR release business, I'd like to bring something up. At the moment anyone who owns KSP on PC can run a released and supported version of FAR. Just get KSP 1.1.3 which Squad make available and use FAR with that. When Squad release KSP 1.3 that will change. KSP 1.1.3 will no longer be available, which means that FAR will no longer support any publicly available version of KSP. New KSP purchasers, and anyone else who never got 1.1.3, will be shut out. With that in mind, and considering the development of improvements to FAR has taken longer than expected, is there a case for releasing a FAR update for KSP 1.2 or 1.3 with the minimum work required to make it work, without the under-development wing overhaul and other improvements?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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'Designed' (such as it is) the crew module for my fuel depot station. Simple but functional. I did want to do a comms array, but I think I'll wait until I have the biggest relay dish.
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Mars landing was fine for me using just RSS and its dependencies. @_Virgil if you have any other mods, maybe try removing them for testing?
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And uploaded: http://steamcommunity.com/sharedfiles/filedetails/?id=902738419 Carrying on with adding more inner suburbs to my town. Seem to never have as much population as I'd like.
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I shall take the save
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A telescope with an aperture of several hundred metres could read 12 point text from Low Earth Orbit. I can think of a few organisations that would find that useful. Probably they would build an interferometric array not a single insane mirror, but it would still be a Big Thing. OK, that's a silly example. But I think in general the spy agencies will have the money and the will to take advantage of a big payload capacity to orbit.
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Updated save?
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I doubt it. Methane is rather lower density than kerosene, so the rocket would hold less fuel unless it's substantially enlarged. And if you're going to change the engines and the structure so much, it's not really a Falcon 9 any more. Also, Falcon 9 lands on one Merlin on low thrust, one Raptor would be three times as powerful and that makes the landing require more precision. And if you replace nine Merlins with three Raptors, what does that do to your engine-out capability. No, Falcon 9 will keep using Merlins. Raptors are bigger engines for a bigger rocket.
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Indeed. There's usually a good value budget gaming card or two, and spending a bit less gets you something a *lot* weaker, whereas spending a bit more gets you something only a bit stronger.
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Reading about the Flying Scotsman made me want to play a train game. Picked up Railroad Tycoon 3 on Steam, I thought I owned it but found no trace of a disk. Old game but still good, only done the first campaign scenario so far.
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Squad should be careful if they choose to examine mod code though. If they don't use 'clean room design', where one person (or team) examines the mod code and documents it and another person reads that documentation and writes the new stock code, then Squad open themselves up to copyright infringement claims by the copyright holder for the mod.
- 34 replies
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- get rid of wobble
- improvement
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It's straightforward enough to work out simple interplanetary transfers and the delta-V required. The Transfer Window Planner mod does it, NASA did it on pen-and-paper back in the day. That combined with a simple delta-V calculation on the craft would be enough to handle routine mission backgrounding. Will it do your complex gravity assists or crazy multi-sparagus engine-switching craft? No, but it doesn't need to to be useful.
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- expansion
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@EpicSpaceTroll139 If you havin dV problems I feel bad for you son, I got 99 Nervs on a single station. 24 on each large stage and 9 on each small. However you should be OK, because those aren't Kerbin's Nervs - they're Earth's.
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(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
cantab replied to Whirligig Girl's topic in KSP1 Mod Development
The above example looks pretty neat. That 'griddy' terrain, though, is something I also see on RSS Moon. Wild guess here, could it be the result of a lot of small-scale / high-frequency variation in the heightmap? Perhaps a simple blur applied to the heightmap would smooth it out.- 289 replies
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- stock planet revamp
- revamped stock kerbol system
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OS Bedrich Smetana is a space parking lot! Three each of the Rook (larger) and Bishop (smaller) upper stages. I just need to add the booth for the attendant. (Ie, the crew module). I'll probably deorbit most of the stages to save on part count, and practice aiming for KSC with them. I've got about 60 tons of LF on there now, which actually isn't that much considering the Rook stages take 100 tons to fully fuel.
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The way I see it is simple: We've not found a ninth planet, we've found a good reason to look.
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And Uploaded http://steamcommunity.com/sharedfiles/filedetails/?id=897907595 I had to disconnect the passenger rail network from the outside connections, because the tracks were just flooded with orange outside trains with about 1 or 2 people on them. I deleted two rail segments in Arbor and one in Thrintunville to do this. This does mean tourists won't be able to arrive by train; if that concerns you I suggest making a separate station and rail line for tourist trains. The freight network is not affected. Besides that, slow growth on my part, I've added only a few hundred homes and some shops and offices. The area between the walls and the ring road isn't big and it's challenging terrain. Have a sunrise: