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Everything posted by kmMango
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Dr. Jamie Farnes, a physicist at Oxford, has released a paper attempting to explain both Dark Matter and Dark Energy with a single substance producing negative gravitational attraction. Simulations of his model successfully accounted for the galaxy rotation problem that Dark Matter was introduced to account for, as well as the accelerating expansion of the Universe attributed to Dark Energy. Are there any major flaws with this model at present, either from observations or mathematics alone? How could such a model be verified or disproved? What would the implications be for the Standard Model? And, on the far edge of possibility: could this make an Alcubierre-style FTL drive workable? Article by the author: http://theconversation.com/bizarre-dark-fluid-with-negative-mass-could-dominate-the-universe-what-my-research-suggests-107922 Download for the paper itself: https://arxiv.org/abs/1712.07962
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KSP Interstellar Extended Continued Development Thread
kmMango replied to FreeThinker's topic in KSP1 Mod Development
I see. Also, upon further testing, I believe that the performance of the Wakefield engine justifies the price. Oh, and while researching Nuclear Salt Water Rockets, I ran across this. https://forum.nasaspaceflight.com/index.php?topic=39844.0 Unlike most atomic rocket engines, however, this one suffers from not enough neutrons. -
KSP Interstellar Extended Continued Development Thread
kmMango replied to FreeThinker's topic in KSP1 Mod Development
First off, the salt water rocket is wonderful! I think the model fits the proposed design very well, and the replacement Gas Core engine looks better IMO. Two minor critiques. It feels like the plasma jet reactor is rather useless because the moment it gets even slightly hot the MHD generator loses all efficiency and you wind up with less power output than a tokamak that ostensibly produces half as much power. Also, what is the advantage of the Wakefield Engine? It just seems like a really expensive MPD thruster. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
kmMango replied to StarCrusher96's topic in KSP1 Mod Releases
Tried this. Deleting all the configs resulted in the game not loading from main menu even after 3 hours of waiting. Deleting some just caused the relevant bodies to cease existing rather than reappear in the proper locations.- 4,170 replies
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- kopernicus
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
kmMango replied to StarCrusher96's topic in KSP1 Mod Releases
May be a dumb question, but how do I restore the stock planet textures and put Minmus back in its proper place?- 4,170 replies
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- kopernicus
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KSP Interstellar Extended Continued Development Thread
kmMango replied to FreeThinker's topic in KSP1 Mod Development
Just a few questions/observations 1. The thermal turbojet attached to a molten salt reactor produces no thrust when stationary at sea level. Is this intended? 2. Reactor power output scaling with size seems...generous. Should power of a fusion reactor be tripling with size? 3. Thermal turbojets cannot use methane, hydrogen, liquid fuel, or other standard propellants. Only things like water and CO2. Since the above-listed fuels are commonly used in real proposals for such designs, shouldn't they be usable? 4. Have you considered finding a way to add support for the Kerbalism mod? Potential for great synergy in mechanics IMO. I asked my friend about modeling the Salt Water Rocket. He is currently pretty busy and likely to remain so until the holidays. He said it may be a bit outside of his skill range but he will give it a shot. -
Maelstrom Mk2 - High Performance Aircraft
kmMango replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Wonderful as always, sir! -
People do. There have been many threads of this nature in the past (Kerbin Geographic Society, or something similar, was a big one). But flying for hours over empty terrain is fairly boring. Requires patience and doesn't lead to many explosions. So people rarely post it.
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KSP Interstellar Extended Continued Development Thread
kmMango replied to FreeThinker's topic in KSP1 Mod Development
Huh. I always envisioned an extremely small nozzle with the reaction occurring at the exit. Minimize the surface area you are exposing to the atomic firestorm, or something of the sort. The design proposal makes it look even less feasible to me. Either way, thank you. Also, god bless the people on Atomic Rockets for looking at such a deranged design and trying to make it workable -
KSP Interstellar Extended Continued Development Thread
kmMango replied to FreeThinker's topic in KSP1 Mod Development
I actually have a friend who might be able to help over the holidays. Not sure how much experience he has with Unity, but I know he has some. Also, as for nozzle shape, would a plug nozzle or a bell shape be what you are looking for? Zubrin's concept had a bell IIRC. -
KSP Interstellar Extended Continued Development Thread
kmMango replied to FreeThinker's topic in KSP1 Mod Development
Would not be surprised if it had been suggested already, but has there been any consideration of adding a Nuclear Salt Water Rocket? It would fit well in the Exotic Fission node, and it could be balanced by not being usable on Kerbin, having obscene heat production, and having expensive fuel (Uranium Nitride and such, would also require lots of water to run). Maybe give it really rapid neutron embrittlement of the nozzle, and alter the reactor coding so that embrittlement of the nozzle reduces thrust, ISP and waste heat capacity, so after a few days of continuous runtime, the engine is basically useless. Perhaps allow toggling of radioactive salt concentrations, with higher ones giving better ISP and thrust, but more heat and faster degradation, as well as faster consumption of Uranium. Maybe keep the higher concentrations that give insane ISP locked behind later techs. For the baseline, maybe an engine with a very high TWR and an ISP around 5,000? This would give it advantages over other nuclear engines in terms of thrust, but be balanced by the cooling, fuel cost, and nozzle failure issues. -
I thought this was dead. Seriously though, the issue is a matter of opinion. Stop debating it. Some people like precision engineering, some people like fire. As this appears to have become a "Remember the good old days" thread, I will say that I started off firmly in the "moar boosters" school of thought (as most noobs did), but I have since come to appreciate more simple, minimalist designs. I also love designs that just look really cool, even if they are waaaay over complicated. I still like fire though.
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I'll just leave this here. I think it about sums up our arguments.
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This. KSP gives you access to an entire solar system, and a vast array of parts to explore it with. You can drive along the canyons of Dres using the rover wheels... or build an absurd jet-powered dragster to jump the VAB. There is no right way to play. Some people like fire and explosions, some get a kick out of building extremely elegant, efficient craft. Both the smoke-belching cluster of SRB's and Mainsails and the streamlined nuclear transport can get you to Duna. Which is better is a matter of opinion. You are entitled to yours, but nobody else is obligated to follow it.
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10/10 Ah, the old Forum Switcheroo... Well played.
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8/10 I could've sworn I heard something! I must be going crazy.
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I'm back. I must investigate this area as well. Looks promising. Nice find, BB!
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8/10 Did somebody say something? Hmph. Must have been nothing.
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I'm sorry I snapped earlier. 1.1 is not perfect, far from it. Squad rushed it out because they backed themselves into a corner by preparing for a release date, rather than working until it was done. Until they fix it, though, this is what we have. Not playing doesn't harm squad in any way. They already have your money. The only person you're hurting by giving up KSP is yourself. The fact that so many people who complain about it are still on the forum tells me that they still like KSP. Play it, or don't. It makes no difference to the rest of us. Going online to vent, while understandable, does nothing but spew negativity onto others. I have enough negativity of my own. I really like KSP, and I consider it, and this community, a very positive thing. Please try not to nega-spew if you can.
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For the love of Jeb, I am sick of people moaning about how "broken" 1.1 is. They took a game built around a specific engine, moved it to a new engine that is having development issues of its own, patched a ton of old, annoying bugs, and vastly improved the performance. Yeah, there are issues. The game has had memory leaks since day one. KSP is huge, and it works well for the most part. I understand why you're upset, but you don't have to blast it all over the Internet! If you can do better, fix the bugs yourself! KSP has issues. We know this. Squad knows this. Please stop repeating the same complaints. Instead, try doing something productive, like filing a bug report on the tracker SQUAD set up to help them isolate problems like this. Crashes are annoying, but remember that you are not alone in having them, and complaining on the forum does nothing to solve it! And now I'm ranting. Ugh. Please understand that I am not mad at you, just at the general surge in useless complaining on the forum recently. I mean no ill will towards you, but I disagree with your response to this situation and I encourage you to try doing something helpful instead. No issue has ever been solved by whining about it. Goodnight!
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AKA glaciers. Also, I found an area of seabed about 8m below the surface pretty far from shore. The water around it is far deeper, and the area of raised seabed is almost square. Will post pics soon, am AFKSP.
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Hello, I have a few questions about getting your mod to work. I installed the mod and placed it into my gamedata folder. I did the same with Kopernicus. No other planet packs. Whenever I load up the game, the stars still fail to appear. Do you have any idea why this may be? I didn't find any errors in the logs, so I'm sorry I can't give you more info. I'm sure I'm doing something stupid, but I can't see it. Thanks! EDIT: Found it. Was trying to run it in a 1.1.0 install by accident. Derp.
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Thanks, but I have a few designs of my own. For surveys, I think low and slow is probably best. Though, perhaps I could use your fast plane to transport my survey vehicle to the area I wish to inspect. How big is it?
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I'm gonna build some survey ships, try to get into hard-to-access locations, and take screenshots. Maybe commission a submarine to research the possible volcanic activity on the seabed.
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Coming up with theories as to how various aspects of the Kerbol System came to be. Completely pointless, but it's fun to debate. Care to join?