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Everything posted by nhnifong
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Would we colonize a planet already inhabited?
nhnifong replied to Deadpangod3's topic in Science & Spaceflight
One's outlook on the value of humanity is a matter of opinion. My thinking is not naive, it is deliberately optimistic because when it comes to matters of opinion, culture or anything else that exists solely in the minds of people, we literally make it up as we go along. Whatever we collectively think we do eventually becomes what we actually do. In the words of Mahatma Gandhi, Be the change you want to see in the world. -
Seen on the door to a light-wave lab: "Do not look into laser with remaining good eye."
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Would we colonize a planet already inhabited?
nhnifong replied to Deadpangod3's topic in Science & Spaceflight
The space faring countries of Earth are not all that genocidal. For the most part, we are over that phase. I think we would be very very careful around a life-bearing planet precisely because we are an adaptable and intelligent species that learns from history. -
Post your engineering/scientist jokes here the nerdier the better How do you produce thrust with a magnetron? Fire it out of the back of the ship!
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Magneto-optical trap
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Banned for making me think you were Accelerando
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Questions about Interplanetary travling
nhnifong replied to vildar87's topic in KSP1 Gameplay Questions and Tutorials
Docking Strut should help with the wobbliness. Refer to Metaphor's grand tour for an example of what the lightest way to do this is. No one has ever come close AFAIK. Of course, since you're not doing it in one launch, you can get off a little easier. His path was as follows: Kerbin to Eve, aerobrake to highly eccentric orbit. Land and return to orbit using jetpack for final bit. Small craft to visit Gilly and return. Eve to kerbin transfer, + 4 kerbin slingshots. Burn on final slingshot to Jool encounter. Aerobrake at laythe into most eccentric possible orbit. Land and return. Transfer to Tylo, brake into a semi-low orbit depending on the capability of your lander. Land and return, using jetpack for final bit. Visit Bop and Pol. Transfer to Eeloo. Land and return. Transfer to Dres, Land and return. Transfer to Duna, Aerobrake to eccentric orbit, land and return. Visit Ike. Use a series of Kerbin and Eve slingshots to lower to Moho orbit. Brake to eccentric orbit. land and return. Burn direct to Kerbin if you can afford it, or burn to eve and use a slingshot. Aerobrake at kerbin to eccentric orbit. Visit mun and minmus. land at kerbin. -
Has anyone found a live stream for the SpaceX launch on Sunday?
nhnifong replied to Jackissimus's topic in The Lounge
I guess it's pretty smart of them to do a hot fire then. But really, the engines aren't that different right? Same design, 50% higher chamber pressure. heh what could go wrong! Did the CSA sign a no whining agreement or something? Haven't heard a peep from them and it's their satellite spacex is about to wreck, -
I think this has been asked before, but it would be really nice to have an off switch on the Alcubierre drive charging. While it is possible to wait until the exotic matter is full to use the reactor for anything else, that's pretty inconvenient, and especially for the use case where one has just come out of warp and has to wait for the alcubierre drive to charge up again before using any thrusters which are reactor-powered.
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Even if it is realistic, I think that having the antimatter containers require power is a bit too hard on the player, unless it is just mediocre ElectricCharge and it's like 2 per second. That way it can be kept alive by a couple large solar panels and a big battery for when you go behind the planet. There's also the interesting possibility of making the power drain increase with the amount of fuel in the tank. Each tank could have an effectively infinite capacity but a different power multiplier. This poses unique risks to antimatter collection ships. If they are left unattended too long, instead of dumping antimatter overboard, it will be stored anyways, and eventually the power requirements of the tank will outpace the ships's generating capacity, and the tank will blow up Bigger antimatter containers could have a smaller power multiplier, effectively giving them a greater capacity for the same power draw.
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This is a great mod FractalUK thank you so much I'm sending a research laboratory to duna, with full 3 years of life support from TAC, and return vehicle and it's pretty freaking hard! Actually treating my smart kerbals and a precious non-renewable resource adds a lot of challenge to the game! I'm investigating the potential of thermal rockets for my main interplanetary propulsion, and I've seen on your table that they achieve much better performance with an upgraded reactor, so I have 2 important questions: Does upgrading work only on one object or will it upgrade all parts of that type? Will it work retroactively on parts that have already been launched? I don't want to waste my hard earned science points on something that won't be going into space! They're actually hard to get when all your labs have to have life support and return capability. Thanks again for the awesome mod!
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These seem like rather low numbers. I'm running a 4-core i7 OCed to 4.5 Ghz and It's definitely possible to get playable framerates at 1500 parts. You can even get up to 2500 parts and the game won't crash, but at that point, it's 1 frame per second or less.
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In case you don't know, KSP is currently only released as the 32 bit application and so cannot load more than about 4 Gb of memory.
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Figured maybe it doesn't work on kerbin so I tried on minimus. No dice. Is a reactor of some kind necessary just for the science portion? I thought you had to have the science first to unlock the reactor! Edit: nevermind I figured it out. You need MegaJoules to drive the science lab not ElectricCharge. Is there a converter? Seems the nuclear reactors work right out of the box and you don't have to create the uranium hexafloride using mining equipment. Herpderp.
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I've got a few questions about the science module. I've got one in LKO and one at the south pole of kerbin. both are inhabited by smart kerbals and have ample power supply, but they both say 0.000 science per day even at maximum time warp. What am I doing wrong? Also is there a guide? I read up in your OP that they way to get started is to collect antimatter and do science, but what do you do with those resources?
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Raw silicon isn't the only thing that needs to be shipped up regularly. Semiconductor fabs use a large amount of distilled water, liquid nitrogen, and liquid oxygen. They are often built near air fractionation facilities for this reason.
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Squad needs like three more clones of Mu while they're at it.
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There are no real purposes to serve, in game or in life. Insisting that all you do is a means to an end is form of denial of your full imagination.
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OSX already has built-in screen recording capability (quicktime) and Ubuntu has a canonical utility simply called screen recorder. It's in the software center.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
nhnifong replied to sirkut's topic in KSP1 Mod Releases
Is anyone else experiencing severe bugs when combining robotic parts with docking struts? I'm getting intermittent attitude lock and can't figure out what the cause is. -
Limited to 30 second clips? Better start working on your editing skills!