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Everything posted by cantab
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The Kerbin-Mun L points would still be there. Minmus might make them unstable, but I expect its mass will be low enough to not matter, at least not for L1 and 2.
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At best, we're conducting fundamental physics research that may lead to FTL travel. At worst, it's utterly impossible, just as Einstein predicted. While I'm not hubristic enough to say it won't happen, delaying development of technologies that work on the physics we know in the hope the physics we don't know will yield a breakthrough is folly. It's not trying to run before we can walk, it's trying to run before we've even discovered we have legs.
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Asteroid Deflection Hollywood Style
cantab replied to cantab's topic in KSP1 Challenges & Mission ideas
Well, congrats for the effort! I make that 20 point base for a B class, with the Heroic Sacrifice, Houston, we have a problem , and ramming speed bonuses (I'll give you that since you tried, even though you missed), then the half points for not actually deflecting the rock. Total score: 14 And a couple of rule changes for future contenders. I want before and after orbit screenshots of the asteroid, and I'll no longer be awarding the Heroic sacrifice bonus for deaths on landing. -
Irrelevant, since Aphobius wasn't targeting or claiming the MET record, but the "wall clock" record. Which is the normal one used in the context of speedrunning.
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How about using mod parts for hinges and bearings, and engines assigned to action groups to control the thing's limbs. I'm sure a few of the new ARM engines will handle the weight.
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I fear I'm getting to that point. But excuse atm, Eurovision.
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If you're OK with circularising using the service module, you might manage it with the 3-man pod and a single long SRB.
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How can I make a stock module?
cantab replied to LABHOUSE's topic in KSP1 Gameplay Questions and Tutorials
Hitchhiker container for the hub, a few girders for spokes, and structural panels for the rim. Unfortunately I don't think a Kerbal can walk on the inside of a spinning wheel in space, but you might be able to drive a rover on it. Don't forget to put your Kerbals back inside and dock your rover before timewarping, or they'll drift straight through the wheel and away. -
While as Claw describes you can do better, a couple of hundred km should be OK. Match relative speeds then get heading towards it. Your orbit is around 20,000 times bigger than LKO, and about 150 times bigger than even the widest orbit possible around Kerbin, so in relative terms that 200 km intercept is like a 10 metre intercept in LKO.
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Excellent tutorial. I've tended to launch to equatorial, burn prograde for a reasonable intercept, then change my inclination when I'm about halfway between the Mun and Minmus to get a closer intercept, but launching directly to the inclination should use less fuel, I'll have to give it a go.
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In my experience as long as there's still some power generation, control is maintained, even if the electrical engines are sucking up the juice as fast as it comes. When multiplayer is implemented, I imagine there'll be a server/host option to disable sabotage, making it so that both players have to agree in order for their ships to interact. Unlike say Minecraft, in KSP it's pretty clear whose stuff is whose.
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I believe Moho did once do something like that, or at least that anywhere on the planet your engines would start overheating even when they were shut down. But it got dropped in one of the updates. The photos taken by the Venera 13 and 14 probes show visibility on Venus's surface to be good. I believe the air at the surface is too hot for any sort of rain or fog.
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Landed on the Mun. Now what?
cantab replied to The Right Stuff's topic in KSP1 Gameplay Questions and Tutorials
Get started on interplanetary travel with flybys or orbits of Duna and Eve. Working out interplanetary transfers will be a whole new ball game and open up the universe beyond Kerbin's SOI to you. -
This is the ship that deflected a C-class asteroid from a collision course with Kerbin, using nothing but the explosive force from stack separators: Do the same but with an E-class.
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I don't know the details, but IIRC Planet Factory took an undue amount of work, is still kind of kludgy, and is a serious RAM hog. Celestials is one aspect of the game that's still distinctly mod unfriendly. I don't believe that's necessarily a deliberate decision by Squad, it's probably just a side-effect of how they did the coding. More likely both were named after the real SABRE. /tangent
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I've looked around and not found where I can see my subscribed threads on the mobile style of the forum. (I could switch to the regular style but that's not so well designed for a phone.)
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Would satellites orbits rise like the moon's?
cantab replied to Deadpangod3's topic in Science & Spaceflight
The Moon's orbit is boosted because of the tidal bulge it raises on the Earth. The tidal bulge raised by a satellite will be absolutely negligible. Even if it wasn't, surely the fact that near-Earth space is full of satellites will lead to no overall effect. -
You can right-click any command pod, probe core, or docking ports and choose "control from here". That sets the navball orientation, and also the part that SAS tries to hold the orientation of (which matters for large and flexible ships). Hopefully you have at least one part in the right orientation on your lander.
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Gravity Assist - Does Altitude matter?
cantab replied to Jasel's topic in KSP1 Gameplay Questions and Tutorials
The effect will be stronger the closer you are to the planet. Of course the limit is when you'll hit the terrain or atmosphere. I don't know if an aerogravity assist - where you use lift to increase the deflection of your trajectory - is possible in KSP. However, for gravity assists you don't simply WANT the biggest kick. You want the assist that gets you on to your desired location. If you're looking for a repeat assist from the same body, you want an orbital period that's a simple fraction of said body's, e.g. 3 orbits yourself for 4 Eve orbits for a second Eve assist. -
Can NASA use KSP algorithms?[Discussion Thread]
cantab replied to TYRT's topic in Science & Spaceflight
Yeah, NASA basically solved these problems ages ago. And will have something similar to the trajectory optimiser program developed for KSP. In fact a neat project would be to interface NASA's "real" tools to KSP (or Orbiter). -
I just use my OneDrive (SkyDrive). I have an account there, why sign up for another service?
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Obviously Squad themselves said "procedural" when they meant (pseudo-)random. As for actual random bodies, I think a mix of constant and randomised celestials could work. For example Jool would always have Laythe, Vall, Tylo, Bop, and Pol, but then it might have some randomised moons as well. We've seen the beginnings of this with the asteroids.
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HELP: Recovery of a saved-over craft (SPH)
cantab replied to SpenSpaceCorp's topic in KSP1 Gameplay Questions and Tutorials
If it was the last thing you launched from the runway, it might be the "Auto Saved Ship" that the game maintains, in which case you can load that. If you have a quicksave or persistence file when you were flying the DC-3, it'll be there. I don't know what you might have to fix to get it back in the SPH though. Beyond that, you're looking at general data recovery. But chances aren't great since you overwrote, rather than just deleted, the file. Nonetheless you could give something like Testdisk and Photorec a go. -
Killed Halwell Kerman by driving an RCS-powered rover at 55 mph and applying the brakes. It did an endo and smashed the command pod along with the rest of it. Then started work on a mobile Kethane base that'll be going to Bop and/or Pol (and Minmus in testing). Been running into an SPH bug which I think is related to symmetry and part clipping. Shame, since it's forcing me to compromise a bit on what was looking like a pretty sleek design.