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noahtech

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Posts posted by noahtech

  1. Could someone who's good at animating make a KSP music video of this:

    ?

    Also where are you guys getting the paper cut out things for some of these?

  2. Did you read submission guide?

    this is a challenge which I refer to as "busy work". An under developed "challenge" which doesn't offer much of a challenge, and is just a bunch of quick loading. Please rethink the challenge before you post. Atleast redo it so there can be rankings and allow hyper edit to orbit the stations... Just please develop it some more

    I may have forgotten to do that. >.> Also I think everyone is misunderstanding the challenge. The idea is to jump from ladder to ladder.

  3. I recently watched a video by Scott Manley where he mentioned that you can make your Kerbal jump from one ladder to another in zero gravity by holding down shift, and then pressing space, or by holding shift, pressing w, a, s, or d to choose a direction to jump in and then pressing space. I was thinking it might be a fun little challenge to see if you could build a really big space station, and then get from one end of it to another without using EVA fuel at all. ;)

  4. "prototype" is only "mission related early unlock" AFAIK.

    All the parts in KSP work as intended and are fully functional. There are mission related parts which are labelled "prototype" which are exactly the same, but unlock early/once only for that mission for you to test.

    :/ Can't Kerbals remove small parts from craft in flight and move them? What if I revised the idea to "Engineers can remove bigger parts and reattach them elsewhere"?

  5. No, not really. You need the dV to get up to whatever speed, plus the dV to get up to whatever altitude in the atmosphere, which is very dependant on flight path. A vertical flight path is easier to calculate, estimate, and is cheaper to boot, but then you have to hit the exact right speed at the exact right time (while you're screaming upward through the goldilocks zone at the target velocity). A horizontal, leveling off flight path is easier to achieve, but you need more fuel and thrust and drag and gravity losses are more fluid depending on your flight path.

    That's why I suggest, if you're going to do a lot of in-atmo tests, to build a plane. Unlock the basic plane parts and make one. You won't get landing gear (which flummoxes me as well) but just start it on its tail and land with parachutes and you'll be fine. 90 science well spent IMO.

    If you don't want to make a plane, I would suggest instead just ignoring the in-atmo tests.

    Alright thanks.

  6. I just get into a low orbit and take "in space near..." biome readings. It's faster and saves a ton of headache. But if I were trying to do all of the biomes individually, I think I'd decide the easiest way was to send up several tiny landers into orbit, each carrying parachutes and science equipment with a small amount of dV, then send each one individually to a given biome from orbit.

    That's actually a pretty good idea. The only thing is that I don't think I've got the probe technology to do that. (also it would probably be too heavy).

  7. Can't recover stages without mods, unfortunately. Once they're more than 2.5k away, they disappear/self-destruct.

    I normally don't take any testing in the atmo. Suborbital can be easier, as you just have to ghet to that height, test, and fall. I don't usually try to recover the parts, so if the contract won't cover the part cost, I won't take the contract. Exceptions are when I'd want to use the part, or it's equivalent, anyway where they're asking for a test.

    So there's no simple way to calculate how much delta v I'd need for one of these contracts? :/

  8. No, for several reasons. The simplest one is that that assumes you are traveling in one direction (such as straight up), instead of a ballistic trajectory. Another giant complication is atmospheric drag, which is going to destroy one of the primary assumptions of that equation, particularly when using stock atmo.

    In order to actually solve it, you'd need to integrate a number of particularly nasty partial differential equations... which would pretty much mean "try it in KSP until it works with the least fuel*".

    *Technically speaking, KSP is, indeed, a program which solves these partial differential equations numerically.

    Darn. :/ I was hoping there'd be a way to do it without putting in a whole lot of work.

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