Jump to content

Technical Ben

Members
  • Posts

    2,129
  • Joined

  • Last visited

Everything posted by Technical Ben

  1. I am going to coin a term. "Necessity of equality". Any future/story/system necessitates all parties being equal (to some degree). So while your proposed rebels have advanced tech, there would be some sort or some change to the world below of equal value. Perhaps a swap to hydrogen fuel or lithium batteries as a main power storage (note "storage" ). So your drop ship now has targets, hopefully large enough, and if acted on quickly enough unguarded, that can be raided for fuel. Adding again the "necessity of equality", the task of getting "a free lunch/launch" is not mundane, but requires equal input to the fuel output. Best option is to make the drop pod/launch vehicle as small as possible, with the best/most efficient engines and refuel from a secret but fuel rich location.
  2. I was thinking more the automated fuel/part/craft delivery. For when I have a "strap 7 sections to it" idea, and can launch 3 of them, then "cheat" in the other 4... I'll search for the mod and see if it is updated. But this Flight Manager is the main one for my SpaceX and related designs.
  3. Still possibly not big enough for the projects I usually do... (I did a stock interstellar mission )
  4. Thanks for this, looking to heavily use Space X style craft (though would like to "automate" it once I got a 95% consistency out of the flight profiles... so will search for that other mod somewhere...). SSTO and landing stages just seems more elegant, and doing a quick jump between stages (only just doable some times ) is rather risky.
  5. Thanks! I have manually changed that. I was assuming it was a typo somewhere but was too tired to compare between cfg files... and not clever enough to sit there and actually spellcheck/proof the files.
  6. Ok, I did both (download it again, and swap to Xenon). So I'll try swapping back and forth (I forget which gas would be best for my mission/transport profile right now, but will have a look). Thanks!
  7. I'm getting the small Vasmirs working, but zero thrust from the larger ones... I'll try reinstalling my mods/NF propulsion + electric + fuels (this might be where I'm going wrong)? But I'm confused as the small ones do work, so am I doing something wrong with the other particular parts? (I'm able to cool my rads with active radiators, if that helps the above posters) PS, just found out Argon is not working for me on the larger VASMIRs but Xeon is (if Mechjeb readout is anything to go by). So I'll use that as a self fix for now.
  8. Spend an hour trying to fix a rocket design... that kept flipping at 15km... ... to then realize I have set MechJeb to orbit at 15km as I just test launched from a moon and forgot to set it back to 70-100km.
  9. If they do a live stream, with the Muse music playing, as in the "concept" video, I'd buy that DVD... As for the above video, comments on the YT say the audio master was messed up, and they need to re-upload (I assume mics were on a different channel and recorded separately).
  10. Turn SAS and reaction wheels off. It may be effecting it's traction. It may also be the wheels are not powerful enough.
  11. Thanks for that info. In my si-fi (loosely based on real life) ship designs I've had quad Vasmirs on as a interplanetary tug... did not know they produced rotational forces... so good thing I did not put an odd number on them!
  12. It was Outer Limits. https://en.wikipedia.org/wiki/The_Light_Brigade_(The_Outer_Limits) If I ever do a sci fi, the battles will be "WMD" meaning mostly one hit disabled/destroyed type things. Everything else would be the lead up to that, getting "in range" or using chaff/lasers against missile type devices. The main deterrent to making the first shot, would be the enemy having reason to make the second, as they'd near always get that chance... and who would want to guarantee their own demise!
  13. Gravity. Honestly. Get anything else "made up, it's a movie, it's super advanced tech"... but get gravity right. I know reference frames can be more complicated, because we are use to walking on earth. I know it's expensive to simulate, as well, most sets are on earth. But the entire "walking in space" breaks the reality of what it IS like. It's like seeing a movie about "the strange unknown place called America, where we boldly go..." and it being inhabited by little green men, being entirely covered in sand, and everyone talking french... we'd be like "what, that's NOT America!"... I feel the same way with most space shows. Exception being the likes of Star Wars, which plays more Space Opera (complete fantasy in space, or "just like here, but labelled space", as suppose to Science Fiction (supposed to be fiction, based in the real place called "space"). If you want an excuse for gravity in space, then add that your story takes place during the interesting parts of the journey, handwave powerful engines and lots of fuel, and just give the spacecraft a tower shape and 1g thrust. They actually made this a part of the plot point in some sci-fi shorts (I've seen on TV, but I assume in book etc too). You never see the enemy, they never see you. It's a war of who can drop the most nukes on the other (aliens in this case). At least, sometimes they can intercept, but the speed of the craft is just too quick. The story ended when it turned out the enemy had generically engineered clones to subterfuge the crew and change the course of the craft... with no windows, and a hacked terminal, they dropped the bomb on earth, being none the wiser until the alien was court, but too late to prevent the drop...
  14. Astronauts reported a bloom around the moon that was theoretically impossible. The moon should have no atmosphere... right? Well, turns out that it get statically charged, and this allows some particles to bounce around on the surface. A charge atmosphere, though temporary one. For reference: https://www.nasa.gov/mission_pages/LADEE/news/lunar-atmosphere.html
  15. I've done nav ball mistakes before. But it's any mistake from switching it to "surface" or "orbit" or "target" at the wrong time. I landed on Minmus sideways last week because I targeted a flag to land near it, then used the navball to land and try for zero mps. Only to notice it was my relative velocity to the flag, not to the surface! But it was my fault, I'd selected that landing spot, then gone for just north of it. So while this happens on rare occasion for most of us, actually having the option to switch is really really important for different tasks. However I understand some would not want an automatic switch (though most new players would). I guess it's another one of those "change it please in settings files/gui" things. I really hope Squad realise it's because we like them and their game so much we ask for these small changes. As lots of new players need/like/use training wheels/smaller bikes... but then when we get good, the training comes off, and we move onto pro race bikes Rocket boosters.
  16. You do not want to know how long burns took on a stock interstellar (I had multiple star system mod installed) craft!
  17. I don't think anyone has been against the idea of this being a photon drive. The problem is that measurements have been stronger than a 100% photon drive should be, and that using such a cavity setup should theoretically be less than 100%... Though such an above idea... does match the "propeller" idea that some have been putting forwards (that like a propeller, it pushes against something, in this case some standing wave).
  18. IIRC that may have been the bell (cavity) swapped around, not the entire device? If it does follow one direction only, then it strongly suggests the force is a magnetic or thermal one. Is it repelling off the metal structure of the buildings etc?
  19. Has anyone tried rotating the test device (including rig, sensors and entire building!), to confirm if this is directional to the earths magnetic field?
  20. They just push each other... Launch on ICBM into the next... knock them up into the sun as a kind of ad-hoc space fountain. Ps, KSP does not do multibody gravity, so I assume would give no benefit from trying to gain DV/lessen DV requirement by launching "towards" the suns pull...
  21. It is only lighter than the fuel, if your tank is a wing. Otherwise the wings weigh more than the fuel and/or parachute (at least as far as I know IRL, KSP may be different).
  22. Nope. On Mars you have to do every step. Every single one, as what you bring is all you have. A 3d printer is "ready assembled" and only needs materials, and outputs finished parts. A casting system requires you to produce the materials, to produce the production machinery, to assemble them, then to produce the finished parts. Both systems have their benefits and drawbacks. Both have costs and/or savings. Which is needed depends on the payload size, the materials available at Mars, and the skills/production when people get there. Without that specific information, both ideas are as good as each other. It's like arguing over if you need a diesel or petrol car. Well, it "depends". With 3d printing you need less skills, and can print some items impossible to cast (internal lattice etc). Casting may give you quicker production or purer materials. It all depends on use and need cases.
  23. Get it down to almost empty in the vab. Then use solids or fuel tanks to launch it straight up?
×
×
  • Create New...