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Posts posted by ThiccRocketScientist
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Just now, Steel said:
Trinary systems are only stable in a narrow selections of cases and I'm not sure this is one of them. Also for your black hole and pulsar combined not to have any destabilising effects on the rest of the system they'd have to be pretty tiny. Also pulsars are characterised by their incredibly fast rotation, so unless your black hole is somehow orbiting it at a fair fraction of the speed of light and in perfect syncronicity with the rotation of the pulsar, then your situation won't work.
Yes, but if the majority of the radiation is emitting from the poles- where it is pointed in one direction (whereas the equator is constantly spinning and the heading is changing)
Anyway, do Kerbals die of radiation anyway?
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6 hours ago, Hannu2 said:
There are stable solar systems around distant binary stars. If pulsar is very far away it would not disturb orbits of planets significantly. For example a pulsar with couple of Kerbol masses and distance of several tens times distance of Jool would fit to physics and story of the KSP, in my opinion. Size could be some tens of kilometers. Such a gravity field would probably break the physics of the game, but it could be avoided if all incoming probes would explode at much larger distance. It would be very realistic because any real material could not stand tidal forces and radiation near the neutron star.
However, real pulsars emits insane intensity of dangerous gamma radiation. You have to use very heavy artistic freedom to explain why such an object do not kill every lifeform in the solar system (except maybe some microbes very deep under ground).
But how about a black hole as part of a trinary system, whereas the pulsar orbits the black hole, or the black hole orbits the pulsar, and it absorbs the radiation from one end whilst the other end is pointed towards interstellar space?
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For my new series... I need to make a pulsar orbiting far out from Kerbol.
Is it possible?
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3 minutes ago, YNM said:
I suppose that if one cuts the planetary system out at Jupiter distance, then having this exotic object at hundreds of AU away from the central star would still be plausible.
Also, don't forget pulsars can have planet-sized bodies orbiting them - in fact, the first exoplanet to be discovered was actually around one such thing.
If it is plausible, I love it! I want to have parts of my series which cannot be produced in Kerbal (requiring something like Universe Sandbox for cinematic shots of say, a pulsar, which I might be able to add into the kerbal video) but I also want it to be realistic. So a mini-system around a pulsar far out from Kerbol... pretty great if I say so myself. Thank you for your explanations.
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10 minutes ago, YNM said:
Because of the whole scaling problems when coming to the game (body mass is about 1% real mass while scales are around 64%), I'm going to talk this in real scale (let's say, RSS).
1) Yes. More so on the surface - you can actually look at both poles from one vantage point.
2) Well, a pulsar (rapidly rotating neutron star) is up to three times the mass of Sun - so in any case, the central star would start to make a binary orbit with the pulsar. Also, the problem with a pulsar is it's radiation.
The relativity factor I like as an original idea for the series; I don't think any space movie has ever used a Pulsar for that purpose. It defeats the purpose, however, if it is light years away and unreachable... which is why if it was far from the other planets (say, as far as Sedna is) but not impossibly far, than it could work well with the series. I imagine, scientific wise, all the planets would be rapidly thrown out of their stable orbits.
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Recently, I have been crafting a cinematic-movie style Kerbal series called Kerbalkind. I have been longing for a good plot, or cool focus on a part of science that hasn't been explored much; instead of just planets something like black holes or wormholes. However, I thought a pulsar would be pretty awesome.
So as for the science,
1) Do Pulsars have a low enough radius and high enough mass so that General Relativity is noticeable?
2) Could a Pulsar orbit Kerbin far away (Taking account for being 10x smaller) or would it just completely wreck the system?
Thanks,
John
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4 hours ago, Red Iron Crown said:
Changed. You may have to log in again but your password should be the same.
Sweet
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gr. Every time I load up or save a few of my kerbals reset their heads...
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Make a CH-46 next. That'd be awesome!
~John
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And my final video for this cluster of episodes.
Not sure how I will do the next 10. I'm thinking I make a whole bunch and don't release them until later, kind of like seasons.
It would also make sense to do that since I will be hiking the Appalachian Trail for 6 months in March, and couldn't make any. Not that anyone would care, though.
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Well, Wernher von Braun was already taken. 'Ow bout ThiccRocketScientist? Without the question mark, obviously. Nobody has taken that, right?
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Preparation for Episode 10. Which is a good episode. Will be. anyway. It will finally be the mission to the Mun.
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So I thought of a new aspect ratio rule that seems to work well.
Most Ground/Nature shots: 2.76:1 (The widest movies are)
Space: 2.35:1 (Cinematic Ratio, 21:9)
Lots of Crap scenes (Where detail is important, or cutting off edges would compromise the shot): 16:9
~John -
Another meh episode. Next one will really be the start of the Nova missions. The one problem is that I'm not very good at space travel outside unmanned and LKO.
Next one will be the launching of the vehicles. Still deciding whether to use a one-launch or a launch and assemble.
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Ghhhu- alright, now obviously this is most likely a version issue and doesn't apply. (Btw, if someone made a 1.2 patch in one of these 65+ pages, that'd be awesome if you could reply and say.)
But anyway, female kerbals have a different mesh-texture than the male ones. So when you use male kerbal heads, it gets all jank with the eye sockets. Fine, i switched them to the updated female heads.
However, they keep reverting. (And suits.)
Is there a fix, or just the version?
Thanks,
John
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A crappy lead up for Episode 8. (Which means episode 7 will also be a crappy lead up)
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I try to make my Kerbalkind videos 5-8 minutes long so people don't lose intrest, but I recorded a lot of stuff. I felt like cutting it into a few episodes wouldn't flow right, so I just made one big 15 minute thing. I guess a special? Idk. Anyway, if you watch, enjoy, and maybe dislike if you liked it.
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New preview for episode 5 which will start the voyage off to save Kerbalkind.
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Eech, I'm getting an anomaly with the Camera tools patch. Every time I use the camera, when reverting to normal position to control it focuses on the root part (i.e. the probe top of the rocket)
Is there a solution or setting to disable this?
Thanks,
John
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Behold, my next crappy video
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A lot of posting, but I made some more trash as a next episode. Sorry you had to go through this.
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Next episode. It sucks. I don't know what to do in it. Anything that I really want to do I can't play well enough to do (Cargo SSTOs)\
Anywho, if you liked it, sweet. Maybe you could even, nevermind.
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On 11/20/2016 at 4:13 PM, ThirdOfSeven said:
For people who need this in 1.2.1 and can't rebuild:
https://dl.dropboxusercontent.com/u/5113976/KSP/EvaFollower.zip
Replace dll in older release with this one. It is only one line changed to make it compile for 1.2.1, I played with it for a while, seems like it is working. I also made a PR for this, but it is trivial change. Hope it will help to bring attention of author.
Awesome! Is the Kerbal duplication glitch still duplicated?
(When you enter a hatch the Kerbal never enters, but a clone enters and than there is one outside...?)
Thanks!
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
in KSP1 Mod Releases
Posted
Anyone know why my EVE looks so dark? Should I try reinstalling SVE? Files are pretty big to download, tho.