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Technical Ben

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Everything posted by Technical Ben

  1. I assume they are going for efficiencies of scale. Once you hit such a large craft, there is little to be gained from dropping unused engines. So you can take them with you (and back ). Though as many have said, having a smaller crew capacity (because who is going to want to cram 100 people on a 6 month trip to Mars, it's not like... oh wait we did that with boats, but lots of people did die in storms ). So make it safer, give it more "luxuries" and fit it with more "cargo" to make the trip/arrival nicer, and have 20 or so people, paying a higher premium. Eeeks, now I'm looking like a nutter, actually coming up with ideas like I think this idea is even sane! But as many have already said, the idea has a few flaws that should probably be addressed in a similar fashion to the current launches. "Less is more" for example, is shown in how they have scaled back the idea of a second stage return for a while. Same will happen with the latest idea, scales will need to be cut back, other areas might even get better efficiencies instead.
  2. I do a LOT of orbital construction. Are you saying if I choose only the docking ports and select "autostrut" I can currently get them to emulate fully connected parts... even after subsequent docking?
  3. Sorry if I seem to be arguing against you Rocket in My Pocket. I am arguing against the idea that we cannot reasonably know things. I agree we should be VERY careful on who we trust and with what (as an example, I'm currently researching a food allergy, and there a lots of false claims or accidental naive mistakes, from forums posts down to professionals). The biggest thing is learning how to learn. Learning how to understand. Then realisation where we can ourselves make mistakes in that process (like me constantly getting lost when driving! ).
  4. But everyone knows. Powerpoint plans generate sales profit bonuses promotions!
  5. I agree we should not believe everything we are told unless we have reason to. However, things like the day I was born are both documented and not required to be specific. I can remember enough to know my general age. I can confirm that neither the Drs or my family have reason or need to lie. Yes there could be a mistake, but an error of a few days, or even months is not a problem. This is different from someone telling me that "there are 2 moons" or "you are not allowed to sing". Those are much more pressing and important things that I would be concerned about should others try to tell me them. The first is an error or a lie, the second is an attempt to control or an attack. The "flat earth" idea is more an error it seems. Though some may use it as a confidence trick, then from there try to con people in other ways.
  6. While the rotation of the sun/earth system is relative, it is not compared to say, Jupiter, Mars or any of the other planets. With the planets visible in the sky, we can see they follow a logical and precise movement around the sun, thus for them to orbit the sun, and if the sun orbited us, would be a contradiction (though possible relative position). However, taking the position of the sun at the centre, and our planet and all the others orbiting it, gives no contradictions and thus a better relative position. As an example, load up an orbital prediction trajectory, and compare it with different points of reference. They are all valid, but the actual motion of the planets have one singular trajectory. TL:DR, while different "relative" positions are correct, only one truth exists. For example, people may be "younger" or "older", which is relative and changes, however your and my age are specific, and real. So while other people may say I'm old, I have a real age. The earth may be considered flat[er] as an opinion, but it is a sphere[ish] as a fact.
  7. Bookmarked. This looks very interesting. Lots of possibilities opened up by this, thanks!
  8. Is that a different game? Wow, a mod of beauty. I have been avoiding RLS type mods, but this might get me to make the jump. I could play an alternate future history of moon bases.
  9. The Excelsior is the best spacecraft ever... where/how do I give reputation?
  10. [Tested in 1.13] May I present the Space Xplosion ARV9 rocket. A SpaceX inspired stock rocket. It should work without any further mods, though automatic systems such as MechJeb or kOS are recommended for multiple reliable landings. Click for pics: Available in the standard lifting configuration, a light and a heavy variant. All use the same core boosters, with some changes to the second stage to adjust for the lifting capacity. As KSP does not offer concurrent missions or control it is recommended to launch initially to a 125km to 130km high orbit. This should give enough time for all manoeuvres needed between the stages. There are different possible flight paths for options on how to return the craft. If you wish to return stage 1 to KSC, follow this example first get the apoapsis is high enough. Then eject shrouds and separate stage 2. Immediately aim stage 1 back as KSC. You should have around 2 to 3 minutes before stage one "lands" with or without your assistance. Use this time to get a stable orbit. As time is vital, you may wish skip circularising at this point. Once you have a safe orbit, switch back to stage one and land... anyway you wish. If you wish to increase your payload capacity, you can instead land on a barge (I've not tried, it's hard!) or the next continent on Kerbin. At the 125km ballistic trajectory mark, you need very little fuel and time to adjust stage 1 towards your preferred landing spot. However, you will need to use the engines to slow down the descent, else the stage will burn up! But before that, you will have to switch to stage 2 and get it into orbit. You should be able to switch back to stage 1 before it even enters the atmosphere, so may wish to adjust the landing trajectory at this point. For stage 2 and the crew capsule, it is recommended to approach from a 75km or lower orbit, and keep everything behind the heat shields. Flipping the second stage requires some finesse, but is reliable. Advice welcome, as I'll be looking to do a redesign for 1.2 when the refined parts drop and they could do with more tweaking to keep everything stable. Advanced Return Vehicle craft file Advanced Return Vehicle Heavy configuration craft file Advanced Return Vehicle Light configuration craft file
  11. Perhaps keep the use free, but any damaged parts would need replacing and have actual cost associated. It would give an incentive to use it, with also a risk that if the wing blows off, you have to pay for a new one.
  12. Your engine placement concerns me... Pull up a chair, let's talk about it.
  13. With mods I went interstellar. But it took a lot of planning. So now I wait for a big update before taking designs to further planets like Jool.
  14. Oh, any shoals of fish/whales etc would die in quite a close and somewhat those far. Sonar is loud enough to deafen Dolphins.
  15. Thanks. Mainly on re-entry, as the speeds can be fast, and keeping things hidden behind the heat shield, while also being able to land is a trick and a half. I've found shooting really high with the first stage, orbiting with the second, then switching back to the first *quickly* and I can land it (with mechjeb). As I'm on 1.2.... I'll have to try without mechjeb! The rest on mine is currently all stock. Though I like your panel design and launch stage. Here is a pic without the new engine designs (may shave some hight off/allow for different first stage engine design): All stages can be landed (first from sub orbital only, else it WILL burn up), second stage litterally runs out of fuel 5m above the ground, so needs a bit more work/fine tuning on flight profiles. The interstage is a transit/solar array that is either disposed of or recycled for use as a tug etc if refuelled.
  16. Very nice! I'm currently porting my attempt at a Falcon 9 to 1.2, and seeing if I can emulate their design. You did a good one there. Have you found any success getting the second stage to flip over for landing? That and keeping any of them from overheating, except for the crew capsule, is really hard!
  17. IMO Kerbal Alarm Clock and/or it's features should be stock. If I have more than one rocket/ship/satalite/probe mission going at a time, it encourages less accelerated time abuse, but then risks loosing everything because I miss a node.
  18. Don't worry. I keep to the Squad Store as I can control versioning and DRM (though KSP has little/none) better than through Steam. Games AAA and without modding I'll get through Steam. Everything else I'm heading to direct purchase. May even switch to Linux at some point too...
  19. Cats. In space. More specifically, they will populate Mars with cats. We will have a space colony of Cats on Mars. Why? Well, it's dangerous to send people. So as with the early space exploration we will send animals. And we all know cats are the best candidate...
  20. Neat! Now to hold off the temptation to imitate real life in KSP... wait, who needs real life to imitate fiction!
  21. Now? I don't. I got for mainly powered or gravity assist captures. I've done a few aero captures in Duna etc in a sandbox save. But I needed lots of reloads to avoid overheating. Even with heat shields. PS, though as above, if the speed is not too high, a heat shield will help just fine.
  22. Actual active in transit flights often bounces around 4-8. If I make a new save to check something, it can be as low as 1 or 2. But usually while I'm waiting for a ship to go to Duna, I'll launch another to go visit the Mun again. If I'm only going to the Mun, I may need a second craft to refuel, use as a station, or just fix something else in orbit (docking extra parts on or using KIS/KOS mods). When it comes to things in orbit/landed/etc it can be upwards of 30 odd. A long save may get around 70, but I try to keep it below that, including debris (but flags/asteroids can be anything). No idea if it effects game performance, but it's hard keeping track of more than 5 craft, even with "Kerbal Alarm Clock" to help. I'm still stressed I may accidentally let a craft plough into a planet or get swung out by a moons gravity effects, and not notice. In fact I've had to roll back saves hours, because I've hit the landing on a planet perfect, and not remembered I should have gravity captured into Jool half a year back, and my craft is not heading out of the system! Whoops! The main reason my 0.2(5) saves got so big, is I launched new craft before the transfer window became available. So instead of launching craft V1 to Duna/Eve/Jool, I launched craft V1, with V2 and V3.2 etc etc.
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