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Brainlord Mesomorph

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Everything posted by Brainlord Mesomorph

  1. To crush your enemies. See them driven before you. Hear the lamentations of their women. / wait wrong game.
  2. wait a minute: Airlocks are totally missing from this game! (BTW you don't need an airlock for EVA, as we proved w/ Gemini)
  3. So I click on a guy in a MK1 crew pod, (the one w/o a door) and I click EVA, it says I haven't "activated a port" what does that mean and how do I do it?
  4. Each time I learn a new thing. Docking was one, how to rendezvous was another, when I understood TWR, when I understood dV, Oberth effect ... the list goes on
  5. In another thread they are discussing how blunt things don't heat up up as fast as pointy things b/c of an air gap
  6. I don't thing anything was ever inspired by Star Trek Enterprise.
  7. in atmosphere, just put a bunch of parachutes on the nose. (I sometimes use rocket-assist w/ chutes) As long as you come down on level terrain you're good. non-atm: I don't use tall tail sitters. No reason for it. They are either very short and squat. or I land them on their side, just easier. (you can't fall over if your're already lying down)
  8. THE ASTRONAUT COMPLEX! As soon as I hire them, they're doomed!
  9. Not if you know your departure angle weeks ahead of time using the technique in my sig. Question: but what if I'm already in Mimus orbit. Is it worth the fuel to return to Kerbin, or plan a spoon out around Kerbin on my way out? or should I just leave from Minmus?
  10. I had heard that about the klaw. but not docking ports. Previous builds would not had tolerated this kind of thing.
  11. hyperedit (it was just a test) you would have to launch smaller pieces IR...G (in real game) EDIT as I look at it must be a prison station, there's no way in and no way out!
  12. Testing multidock in the new build, while a quad-adapter port broke apart from the forces of docking, TWO of the ports did connect. Wait… if two ports can connect at once then… RING STATIONS ARE POSSIBLE!!!!!! Its just a test, but it seems stable. Anyone have ideas on how I can test it for stability?
  13. Just did some experiments: Built a test rig, and used hyper edit to get it to orbit. At one end I had four standard ports on a quad adapter, at the other I had a senior . To which I had radial mounted two size zero fuel tanks with junior docking ports. And then I made the appropriate counterparts. As soon as I put it on the launch pad, the quad dock was jelly. In orbit it was a little better. I decoupled everything, backed off a quad Dock, and tried to reconnect. Two of the receiving ports broke off and floated away into space. The other two connected! I did the same with my senior with two radial juniors. They connect it like a charm! In a second! All three! Add are much stronger than the two remaining parts of the quad. So, radial mounting one or two juniors around a senior does seem to be a working solution, research is ongoing… wait, grooves. you know we don't HAVE to do this with docking ports. You could just make a groove and key with metal parts.... those short I-beams, just interlocking....
  14. Thinking about precision orbital construction. There used to be talk of using 4 clampotrons on a quad adapter as a "square" docking port. But if I recall it only "docked" one of the 4, which would be a weak connection. I've been thinking of putting a Jr. to one side of a Sr. as a guide. Just far enough back so the Jr.s would never connect, but I'm thinking they would force the Sr.s into horizontal alignment. Has there been any improvement in this lately, either in construction methods or perhaps in the game engine?
  15. always backup your persistent file. 1. KAC does automatically for you. (look in the saves folder) 2 .Use any other procedure you wish (windows backup. making copies manually etc.) without a backup, I'm out of ideas sorry And I'm thinking if it is a bug. it may have to do with gravity and the placement of the sun and mun, and maybe just maybe it wont happen at another time... (edit: I'm realizing thats an astrological solution )
  16. only other thing I can think of is an earlier save. or let this rendezvous pass, and try again later in time????
  17. I've occasionally gotten "phantom force." But usually quitting and restarting fixes it, or going back to 1 save earlier. Are you sure they are actually accelerating? (Pe and AP changing?) AFAIK distance is measured from the Root part. but you rotate around CoM. Stations are large, so root parts may be getting closer, but orbits might not be changing. Are you rotating with RCS on? that changes orbits.
  18. the only part of that I got was " change in q is a major component of change in drag." and not the other way around. makes sense. but now I have another question: I get the concepts of physics. but it always comes apart for me when it comes to measurements and unit conversion. so given: q = 0.5 roe v2 I have this table with Kerbin air pressure in ATM or Pascals, and I have velocity in m/s. can you please turn that into math I can actually use? (My goal is an excel chart that show Max Q at various speeds)
  19. Wait, how does drag have anything to do with it? (there's no drag in that equation) Isn't "max q" (my new word for the day) for a brick going to be same as max q for a needle? (given the same acceleration and course?) Granted the amount of pressure is greater on the brick, but its still going to reach max for each of them at the same speed vs air pressure point, right?
  20. I hear this a lot in RL launches. ("we have passed the point of Maximum Dynamic Pressure") My guess is that is combination max speed vs max air pressure. (i.e. higher up faster becomes easier). I'm also guessing that (in KSP) its about 3.5 km up and about 400 m/s, You know, that spot where the rocket usually breaks in half! Am I right? can someone be more specific? thanks
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