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    Rocketeer
  1. I'm pretty sure you win the thread. Thanks for doing something great
  2. Yeah, I am talking about the SPH -- mostly. I'll try to catch it next time it's happening but if I could produce it reliably, I'd have probably figured out the problem. I thought this probably would be common as I'm not using many mods. Can you explain some of the buggy-ness? Or is it is what it is? And it's not that they don't give what I expect, it just gives different than the preview. I honestly don't know WHAT to expect, as I've been able to create flying machines just by manipulating the vectors (regardless of construction quality). Or are you saying that even the vectors shown in the SPH after placing a part could be off too when put into motion?
  3. Agreed and many thanks for the texture work and the idea! Does anyone know how this will affect IVA naviballs? Edit: Ah ok, I see the changelog.
  4. Anyone know why what I must call the "predicted" CoL doesn't match the actual CoL when placing parts? I mean it does like maybe 80% of the time, but there is always that part that just looks good and then shifts it slightly to the left/right when placed even though the "preview" CoL looked good. Also anyone know why even at the same exact part orientation (but a different camera perspective) turns red from green? It doesn't even seem as consistent as "make sure the line of sight of the camera isn't touching other pieces," I try to do that as much as possible and it's still probably the most frustrating thing about the game.
  5. Very cool link, I am familiar with the shell theorem, but I read the wiki anyhow. I'm not sure if the ring would have to be designed symmetrically though. And as you said, pushing it back without breaking it might (lol) be tougher than it sounds. Edit: Just to be pedantic, I looked up definition of ring, and the one I'm choosing is the one that enclosed a space - not necessarily perfectly circular.
  6. The more I play the more I'm falling in love with efficient compact designs that achieve superior or similar results. I'm so tired of strapping rocko-jumbos. So I'm gonna try a smallest vessel design right now! Mind you I don't have many mods so it's all stock parts and some aren't unlocked from career so don't be too hard on me. I guess I'm asking for a bit of clarification: "The craft must lift off horizontally" Does that mean it must be an aerospace plane with wheels? Or must have some "horizontal" velocity while lifting off? Most lifting off of anything I know is done vertically.
  7. Rigid rings unstable? In KSP or the reality of space design? I imagine some advanced Newtonian mechanics textbook could work something like that out, I'm just curious where it was worked out for you / in example.
  8. Any possibility of using corrective thrusters? I'm not saying it's not an absolutely insane thing, but construction the station with those drifts in mind - calculations may be required (). And with the sole purpose of having fuel to burn to correct, or using ion engines with solar panels and pure fuel. It's just a hypothetical discussion now, pretty much, don't take me too seriously or assume that I'm trying to push it. Haha.
  9. Indeed, the lazor systems mod - the longest possible connecting station with as fewest parts as possible on each node, and a correcting engineering feature for the changing CoM would be required. Not to mention a powerful computer. I'm starting to back away from "impossible" and more like "LOL you need a 1000 people all working cooperatively to do it in a timely fashion, so forget it"
  10. Hey then...so with that mod...its possible to ATTEMPT, and then so it cold be possible with the right "oomph" and engineering (counteracting the CoM change via construction and thrusting), and the smallest object with SoI. So not a stock challenge, but...maybe?
  11. It is indeed impossible then. What happens when a ship goes outside the range? Any mods to increase physics range? I didn't mean for this challenge to turn into a questionnaire but you seem knowledgeable and these things aren't very highly searchable.
  12. Well, Minimus has 60km radius, so if your space ship consists of FEWEST parts possible (want to keep lag to a minimum) it's fairly easy to make a 100 meter Jumbomax satellite. So like...3769 vessels...Yeah maybe that is impossible with the game engine being how it is. - - - Updated - - - I never specified it had to be a planetary space station. Any small asteroids capable of orbit?
  13. Challenge: Build a space station that spans the entire orbit ring. Connect your pieces until they loop around. I think that the last one would be the hardest and would take some engineering to solve the problem of docking both backwards and forwards simultaneously. So, I don't know if this is possible, but I think the lowest orbit around mun is like 4.5k, I'd probably start at 5k meters. I believe the game calculates that from the surface so for 2*Pi*r to be an accurate thing you need to include the radius of Mun...which is 200km if the wiki is right. So thats 2*pi*205km / length of vessel (not counting the loss in height from an angled orientation) = amount of connectable stations required. So yeah...KSP multiplayer...a couple hundred people...should be possible...not a large scale thing at all, right? Anyways good luck. Don't die out there...or forget to quicksave on the 99th station.
  14. It was easy to just kinda fall into place! It's rare that I read a forum and don't just roll my eyes 24/7. People here are interested in KSP and discussion about it in a sane manner. What kind of crazy internet utopia are you trying to build?
  15. I figured this was the case, but there seems to be some argumentation on the side of it not being a game limitation, when I've played other flight simulators that attempt some aerodynamics...so I guess that kind of settles it, it's not normal plane behavior. But it's fun, and it's a game so /forgive and /mod. Also for those curious what plane I'm flying: My first actually "flying" plane. Mind you it needs SAS and RCS to do it.
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