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Everything posted by cicatrix
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It's JSON... Well, almost. I couldn't make standard JSON libraries work with this, but after certain amount of effort I could successfully parse those files.
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First it was achieving orbit for the first time (no idea about what's involved then). Then it was a Mun landing and finally - getting to Eve surface with a Kerbal and bringing him back to Kerbin alive. On version 0.24 (neede 11Km/s dV from surface to orbit). It was two weeks of planning, building, testing, etc... To this day I think it was the hardest thing I ever did in KSP.
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You run out of money trying to stack fuel tanks. A mission to get a kerbal from the launch pad to the runway at the KSC.
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Because we usually assume the worst. Especially if we talk about governments.
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I'd used the idiom about something hitting the fan
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X-37B before the latest launch May 20th 2016 marks exactly a year since the launch of the Boeing X-37 mission (launch designation USA-261) when the X-37B OTV unmanned spacecraft was delivered to low Earth orbit. It was the fourth launch of this type with the first one launched in 2010 but up until these days not all questions about this spacecraft had been answered. Boeing X-37 also known as Orbital Test Vehicle, OTV is a small orbital unmanned spaceplane. It is launched by a rocket and lands using the lifting force produced by its wings like an airplane. Boeing started this project in 1999 by a contract with NASA and US Air Force. The initial cost of the project was $192 million contributed in different proportions by NASA, USAF and Boeing, and after the first success Boeing received a new $301 million contract to continue the development. X-37B on the runway Generally, the project is based on more than 30 years of experience gained from the Space Shuttle Orbiter program. Initially X-37 was intended to be delivered to orbit inside a Space Shuttle cargo bay then approach malfunctioning satellites for repairs (X-37 is 9 m long while the length of a Shuttle is 37 m), but later the using of Shuttles was deemed too expensive, and X-37 was re-designed for rocket delivery. In 2006 USAF declared that they would develop a new independent design of an X-37 variant called X-37B OTV. X-37B was supposed to be capable of staying in orbit for up to 270 days. A USAF secretary stated that the project will be focused on “reducing risks, experiments, and developing a working concept of reusable spacecraft in order to achieve the long term goals of space exploration”. Spaceplanes comparison Finally it was decided that X-37B would be delivered to orbit by Atlas-V rockets, and for landing and maintenance purposes, the old Space Shuttle hangars and runways at the Kennedy Space Center would be used. All this said, the specific goals of the program are classified. All we know is that it’s used for “testing of technology for USAF reusable space platform”. Supposedly, they test onboard electronic flight systems, navigation, heat protection and re-entry capabilities. The current mission of X-37B officially has something to do with testing of a new version of Hall-effect thruster (a variant of ion drive) which is supposed to be used on NASA satellites in the future. X-37 Spacecraft schematics USAF, however, has been for several times in the past accused of developing of space-based weapon systems and also of using X-37B as a spy satellite. In 2012 several accusation were raised against its involvement in espionage mission against Tiangong-1 – the first Chinese space station, but in fact they had been rather convincingly disproved by the comparison of the orbits of the two craft. In 2014, The Guardian quoted some experts who claimed that this craft tests espionage and surveillance systems. X-37 inner schematics Many questions arise because of the secrecy of the mission details, particularly in view of the prolonged duration of the mission. The current mission, for example should have lasted for no more than 200 days, but it’s been almost a year by now. If USAF really had been testing the systems listed in the official mission description it would have been in their best interests to land the spaceplane as soon as possible and start processing the experiment results. The prolonged nature of this mission suggests behavior peculiar to surveillance satellites. Of course keeping an aura of secrecy around the experiments that are currently being conducted by the military is not something unique. Perhaps X-37B really performs some peaceful experiments and has nothing to do with espionage. There’s still hope that new technologies won’t pave the way for a new space arms race even though a set of prerequisites for it is already in place. In the beginning of May The Washington Post published an article that directly accuses Russia and China of the development of anti-satellite technologies capable of attacking the US spacecraft.
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I'm having a strange issue here, KSP crashes without any debug info and no trace in the log when I am doing stuff in VAB. It goes simply like ksp.exe stopped working. Here's a mod list: KSP found at D:/Games/Steam/SteamApps/common/Kerbal Space Program KSP Version: 1.1.2 Installed Modules: - Achievements 1.9.2 - AGExt 2.0 - AlcubierreStandalone 0.4.2.1 - AstronikiSunflareforScatterer 1.1 - B9PartSwitch v1.1.4 - BetterBurnTime 1.4.2 - BetterCrewAssignment 1.2.1 - Chatterer 0.9.8 - CommunityResourcePack 0.5.1.1 X CommunityTechTree 2.4.0 - ContractConfigurator 1.11.5 X ContractConfigurator-CleverSats 1.0.0.1 X ContractConfigurator-RoverMissionsRedux 0.1.3 - ContractParser 3.0 - ContractsWindowPlus 6.3 - CrowdSourcedFlags 1.50.5 - DeadlyReentry v7.4.4 X DistantObject v1.7.1 X DistantObject-default v1.7.1 - DockingPortAlignmentIndicator 6.3 X EnvironmentalVisualEnhancements 2:EVE-1.1-1 X EnvironmentalVisualEnhancements-HR 2:EVE-1.1-1 - FerramAerospaceResearch 3:0.15.6.3 - FilterExtensions 2.5.2 - FilterExtensionsDefaultConfig 2.5.2 - FinalFrontier 1.0.7-2319 - FirespitterCore v7.2.3 - ForScience v1.4 - GPOSpeedFuelPump v1.8.1 - Historian-expanded 1.2.1.14 X HyperEdit 1.5.0.0 - InfernalRobotics v2.0.2 - InfernalRobotics-LegacyParts v2.0.0 - InterstellarFuelSwitch 2.0.3 - InterstellarFuelSwitch-Core 2.0.3 - Karbonite 1:0.7.2.1 - KarbonitePlus 0.6.2.1 - KAS 0.5.7 - KerbalAlarmClock v3.6.1.0 - KerbalEngineerRedux 1.1.1.0 - KerbalJointReinforcement v3.1.7 - KIS 1.2.9 - KSP-AVC 1.1.6.1 - KSPInterstellarExtended 1.8.16 - KSPSteamCtrlr autodetected dll - KWRocketryRedux 3.0.4 - KWRocketryRedux-InstantPwr 3.0.4 - LSPFlags v1.9 - MechJeb2 2.5.7.0 - MechJebForAll 1.2.0.0 - ModularFlightIntegrator 1.1.3.0 - ModularRocketSystem 1.12.6 - ModuleManager 2.6.24 - MouseAimFlight autodetected dll X NearFutureConstruction 0.6.0 X NearFutureElectrical 0.7.0 X NearFutureElectrical-Core 0.7.0 X NearFuturePropulsion 0.7.0 X NearFutureSolar 0.6.0 X NearFutureSolar-Core 0.6.0 - NMSG 2.0 X PlanetShine 1:0.2.5 X PlanetShine-Config-Default 1:0.2.5 - ProceduralFairings v3.17 - ProgressParser 4.0 - RasterPropMonitor 1:v0.26.0 - RasterPropMonitor-Core 1:v0.26.0 X RCSBuildAid 0.7.7-14 - RealChute v1.4.1.1 - SaveUpgradePipeline autodetected dll - SCANsat v16.1 - Scatterer 2:v0.0246 - ScienceRolesFinalFrontierRibbonPack 0.5.1 - SmokeScreen 2.6.15.0 X SpacetuxSA 0.3.9.0 - SpaceY-Expanded 1.1.9 - SpaceY-Lifters 1.12.5 - StageRecovery 1.6.4 - Steamworks autodetected dll - STMsFFRibbonPackEngineeringRoles 0.5.1 - STMsFFRibbonPackNavalOfficerRanks 0.5.1 - STMsFFRibbonPackOperationsRoles 0.5.1 - TacFuelBalancer 2.5.3 - TakeCommand 1.4.1 - TextureReplacer v2.4.13 - Toolbar 1.7.12 - TriggerAu-Flags v2.7.4.0 - TweakScale v2.2.10 - USI-Core 0.2.2.1 - USITools 0.7.2.1 - WaypointManager 2.5.1 - xScience 4.17 Legend: -: Up to date. X: Incompatible. ^: Upgradable. ?: Unknown
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I use KSPI-E and its ISRU capabilities. This means I plan to get oxygen 'in situ' if possible. Same with water, btw. This means that in order to use Kerbalism and KSPI-E along I should work with common definitions of oxygen and water at least.
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Have you tried updating CRP via CKAN?
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Hmm, I've got the information about Sunday, thanks, but can I get some further clarification (pardon me if I missed it in one of the previous posts). After the latest update CKAN marked Kerbalism and CRP as mutually exclusive and incompatible. Since many other mods I use depend on CRP, I faced a tough either/or choice and I had to discontinue using Kerbalism. So, the questions are: Will the upcoming update be compatible with CRP? if not, what will be the consequences of using both these mods at the same time?
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This is great! There's one aspect that I want to be addressed - autodeploy a spare antenna (if present) if the main one malfunctions.
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NO orbit lines / AP/PE in 1.1?
cicatrix replied to maceemiller's topic in KSP1 Technical Support (PC, modded installs)
Do not hyperedit things, fly them instead. Space karma got you. Apparently HE do not change the state of the craft to 'flying' or 'orbiting' when you transfer it from the launch pad. Discovered this by accident. If you hover the mouse over your craft in the map view you'll see it's 'landed'. A quick fix - try setting orbit parameters in HE manually (until it changes to orbiting) or simply change the state in the save file. -
I think you should allow to spend some money in the VAB to increase the reliability of the part.
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Anyone had any success in sending interplanetary unmanned probes? Sent a probe to Moho. I had 3 spare antennae, extra solar panels and a redundant reaction wheel... nope. Engine overheat 400%, finally all antennae malfunctioned and I lost control It appears I have to send an engineer with all vessels.
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From water Mine ice, melt it, decompose, get O2 + H2 as a bonus.
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What are the baiscs of rocket design?
cicatrix replied to John Doe's topic in KSP1 Gameplay Questions and Tutorials
Ok, step by step: 1) Liftoff vertically 2) At ~100 m/s start turning slightly to the east (if you want a prograde orbit) - a few degrees at a time. Watch your prograde marker on the navball - you steer east and then wait till the prograde marker catches you. Do not go too far from the marker because your rocket will flip or disintegrate because of the aerodynamic stress, 3) Stage as your fuel is burnt. 4) At the altitude about ~30 km your trajectory should almost horizontal (almost, but not quite, keep your prograde marker slightly above the horizon). 5) Watch the Ap reading all the time. When it hits the desired orbit altitude, cut the engine. For example, if you want a 80x80 orbit - turn off your engine as soon as your Apoapsis is 80 km. If you are losing speed due to the drag - use engine to correct your Ap and then shut them off again. 6) Put a maneuver node at your Apoapsis, drag the prograde vector until the resulting orbit is circular. 7) Orient your craft to point at the maneuver node vector. Note the estimated burn time. Divide it by 2 (half burn time). 8) Watch the time remaining till the Ap. When it shows T - (half burn time) start your engines again. * 9) Complete the maneuver. * If you need precision, try to design your rockets so that you won't have to stage during the circularization burn because when you stage, the max acceleration of your ship changes and the resulting orbit might slightly deviate from what you've been aiming for. Normally it's not a big deal though.- 47 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
cicatrix replied to cybutek's topic in KSP1 Mod Releases
Same (have KSPI + IFS): -
I browsed through the parts list and discovered those (it's from KAS): Now, I'm not very good at writing the module manager patches, but since I have them anyway, can anyone help me to write a patch that will add some entertainment to the crew?
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Kerbin and Jool certainly, but I'm not sure about the rest. This is kind of important if you plan to maintain a long-term base. Radiation can be a problem.
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Which planets have magnetospheres according to this mod?
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Decided! I go to Dres! In all my careers I believe I only visited it twice.
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Where will we be in 1,000,000 Years?
cicatrix replied to Emperor of the Titan Squid's topic in Science & Spaceflight
In the question 'Where will we be in 1,000,000 years?' the 'we' part is the most important one. Who 'we' homo sapiens? I think not. There will be no homo sapiens in a matter of the nearest 2000 years, not to mention 1 million years. Some of our descendants maybe... or maybe not and we will extinct. Even if we do not die out from asteroids, gamma radiation, any other global natural disasters (having the probability of their occurrence in 1 million years close to 100%) we will transform ourselves to the point that we won't be human any more.- 38 replies
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Eeloo and back took 7 years the last time I've been there so it should be enough. Of course with outer planets mod I'd have to be more creative and rotate the crew somehow.