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Mad Rocket Scientist

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Everything posted by Mad Rocket Scientist

  1. I can highly recommend Rimworld, but I think the dev said it won't go on sale for quite a while. Although maybe that was longer ago than I remember. But it's worth it at full price, Rimworld is in my top 5 games. Only KSP and Factorio definitely beat it. Opus Magnum is also fun, particularly if you tend to bounce off Zachtronics games like I do.
  2. As to user quotes, there are three ways: Way 1 should work, but I haven't tested it. Basically, you want to be in an editor with the quote you want, then grab the entire <blockquote> (or maybe even the <div> one level up) from the element editor, then open your signature editor, and edit the <p> inside the editor from the page source, and paste that in. It's a nuisance, and there's no guarantee it will work. Way 2 is to click the "quote" button in the sig editor, paste in the appropriate text, and use that. The only problem with that is that it doesn't have the name, date, or link of the actual quote. If you care to fix that you could try to get the unix time, user id, and post id and edit the <blockquote> element by reverse engineering other quote's HTML. Way 3, and the one I recommend, is to do what I did in my signature: Take a screenshot of the quote, then edit it with an image editor to save space (which isn't possible using the other methods without creating a table, also via HTML editing), and link the image to the post.
  3. Username because KSP. Avatar because of Frau Im Mond, a Fritz Lang movie which introduced multi stage rockets, countdowns, rolling rockets out to the pad, and using water for sound suppression. Hermann Oberth was the technical advisor, and it was banned in Germany during WWII because of similarities to the V2 project.
  4. Not sure about signatures, but to quote in a different thread, just press the + to the left of the quote button, then go to the thread you want to quote in, and press the "Quote 1 post" popup in the lower right. Note that it works across tabs.
  5. Aerospike landing gear? Pu-lease. Place anywhere linear-7 RCS ports are the best ersatz landing gear. 50m/s impact tolerance means the launch pad will break before vernor engines do. They are also aerodynamic, light, and can survive reentry, which the 80m/s tolerant structural parts do not do as well with. Note that around 25m/s, they will phase through the ground, so you either need to stack them or land slower than that. However vernor engines work quite nicely as skids, since they have the same impact tolerance, and even look like skids.
  6. If you want to move the earth, it would be simpler to just build a open ended tube filled with vacuum a couple of kilometers across that goes all the way to space, then use thousands of coilguns to fire a significant fraction of the earth's mass at greater than escape velocity. Of course, you can only run it for a little bit of each day. Side effects: Depletion of fossil fuel reserves assuming you don't build a massive amount of solar first. Bankruptcy of whoever attempted this. Likely massive effects on the ecosphere from: disruption of wind patterns, massive amounts of waste heat, destabilized crust where ever you're taking your rock from. Accelerated global warming if you're using fossil fuels, followed by either extreme global cooling or heating as the earth's new orbit takes it either further away from or to closer to the sun. Bottom line: Why did you do this? You could also build a Dyson swarm and power a laser with it that you aim at a mirrored band orbiting earth. Or better yet just build a stellar engine and use the sun to pull earth along with it.
  7. The glider may be nose heavy because of the weight of the kerbal in the command seat. Try adjusting the wings in the SPH with a 94kg part near the command seat.
  8. Those modular designs are very impressive. Also, I may be changing my relay network design to work more like yours, I think yours is lighter.
  9. Some thoughts on my mission planning: I only intend to use ISRU on Ike (and maybe an asteroid in LKO), so that would mean that my first outbound transfer would have to have all of its fuel launched with it, but I realized that if I launch the Ike miner on with the first transfer vehicle, I can get to an elliptical Minmus or Mun orbit, and refuel the transfer vehicle there, then redock it and travel on to Duna. Unfortunately that doesn't save as much payload to LKO since there's only a 90m/s difference between Mun intercept and Kerbin escape. I also intend to have all kerbals take 1-way trips to Duna, except the two needed to head back to Kerbin with the surface sample required for "Early mission prestige." That means I have to get the Duna space station, Positive uplink, and Duna space bus by four years after the first base component (and crew) is launched. That probably means the second transfer window, although I probably will complete positive uplink by the first window so I can scan Ike for resources. The Duna space bus has been completed, it can travel from Ike to Duna and back, and also be towed by the mobile base: It weighs 2.398t dry. Strictly speaking, I could squeeze 510 more kilograms out of it by replacing the landercan with another observation window, but it's a little cheesy already. Here it's pictured next to the ISRU component of the Ike miner "Trade Surplus" and fuel transfer vehicle "Irregular Apocalypse." (I'm naming my ships after Culture ships, like the SpaceX ASDS's) Which weighs 10.049t dry. Next are the relay sats, from top to bottom "The Hand Of God 137" (technically not a Culture ship, but from the book series), "You'll Thank Me Later," "Honest Mistake," and "Outstanding Contribution To The Historical Process": Which are 2.884t wet. The Hand Of God 137 will go to a polar Duna orbit (I may remove the surface scanner from it, since I'm not doing Duna ISRU), You'll Thank Me Later to a polar Ike orbit, and Honest Mistake and Outstanding Contribution To The Historical Process to equatorial Duna orbits. Finally, a first prototype of the Duna space station, as yet unnamed: Which is 3.88t. I never intend to have Kerbals visit this, so unless I need it because of a change in architecture, this will not have life support, power, or even a command module.
  10. Irreversibly erase punctuation with audible effects.
  11. Phew, thank goodness this thread is still locked. I was worried for a second there.
  12. I really could never pick one, but I do want to thank @linuxgurugamer for making/maintaining nearly half of the mods I consider necessary for KSP.
  13. That is something for "Ask the admins questions about the forum" https://invisioncommunity.com/4guides/how-to-use-ips-community-suite/member-preferences-and-features/user-ranks-r246/ But probably not. Unless it was set to something like 50,000 posts which no user has reached yet.
  14. I think that only posts in the Lounge don't get counted, so yes. Although the dots are completely meaningless, so it wouldn't be worth it.
  15. I may have messed up something, I'll get right back. -Automerged post- 1400 was just an example. If your post count is greater than or equal to 500, and less than 1500, you have four dots. I chose 1400 as an example within that range. Your post count is 553, so you are in the four dot range also.
  16. 1500 or more posts = 5 dots. 500 to 1499 = 4 dots 100 to 499 = 3 dots 5 to 99= 2 dots 0 to 4 = 1 dot
  17. Either paste the image in your post, then CTRL-RMB click it and use the options to add a link, or use the "Link" editor button (looks like a chain) and put something like this into it: URL: https://exapmle.target.link.ksp/content Link text: [IMG=https://i.imgur.com/zPGxL5V.png] The result won't embed in your post until you submit it: EDIT: To clarify what's going on here, there are the remains of a BBcode parser in this forum software, and is the BBcode tag to embed images. That's actually post count, not reputation. I'll clarify that. If you have more than 1,499 posts (counting the same as the number underneath your avatar and reputation counter, above your location, i.e. all posts except those made in the Lounge), you will have 5 dots. 1400 = 4 dots 1499 = 4 dots 1500 = 5 dots It might have been clearer to say that you need 1500 posts to have 5 dots, but using greater than symbols is too deeply ingrained in me from computer programming and off-by-one errors.
  18. Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo. Counting Teslas on road trips is fun. My record is over 100 in a single day. But you could probably easily beat that in just an hour of bay area rush hour traffic. How many Model 3's do you see in Norway? I remember when I almost never saw them, then they were everywhere practically overnight. 90? This is what my week looks like (I'm down by 35N though): (F) (C)
  19. Apollo 13, since I assume we're comparing movies, and The Martian as a book is so much better than as a movie.
  20. It's gas core open cycle, so you do slowly lose uranium. Some designs suggest a magnetic or centrifugal containment system, but others don't. https://en.wikipedia.org/wiki/Gas_core_reactor_rocket#Flow_hydrodynamics_in_open_cycle_designs
  21. Amazingly, that is a valid url when pasted into the address bar. So here's a version with a normal url found via reverse image search:
  22. For realism, you have a couple of options: Increased difficulty with more realistic planet sizes. Look for rescale mods. I've heard a lot of people like 6.4x, but I haven't personally used a rescale mod. Second, stock-alike additions of mechanics simulation real considerations. For example, life support. USI is probably what a stock life support system would be like, being made by a dev: Similarly, Kerbalism adds more life support considerations than just "supplies:" There are also part failure mods with varying degrees of realism. There are many mods that model individual mechanics like this, such as Engine Ignitor, Ferram Aerospace Research, etc, however the best and most realistic way to experience KSP is the Realism Overhaul (RO) suite of mods. It pretty much just combines all the realism mods, modifies a bunch of other optional mods, and turns the KSP solar system into the real one, modifies all the parts to match real world ones, etc. This a large increase in difficulty, I've never made it beyond high earth orbit. It takes more delta-v to get into earth orbit than it does to take off from Eve and get a transfer back to Kerbin. I highly recommend CKAN for installing this, although I don't recommend it for everything. It is very fun. The only problem is that it lags 1-2 full versions behind KSP. As others have said, Planetary Base Systems. I also recommend Stockalike Station parts Redux: And Modular Kolonization Systems if you want more reasons for build a base: If you don't use any parts packs, Texture Unlimited (which I hope will catch on with mod makers so I can install it on heavily modded installs): Note that this is just a plugin, it needs a config to work. It does work with SSTU though. KS3P adds post processing, although I haven't yet configured it the way I like: Missing History is one of the few "must-have" parts mods, especially if you have the Making History expansion. SXT, SSTU, Tantares + LV, RLA stockalike, MRS, SpaceY and KW all have nice parts, although there aren't really a lot of gaps in stock parts. Nertea's mods (Kerbal Atomics, Cyrogenic Engines, Near Future series) all extend stock nicely, with balanced but much more powerful upgrades. You might also want to take a look at Smart Parts Continued too: Mechjeb should still work. This is my list of must have mods:
  23. And I can barely make an SSTO at all... Very impressive engineering on everything here.
  24. Amazing probe replicas, the Mars 3, Pathfinder and Cassini/Huygens replicas particularly stand out. Also, good idea using larger than Kerbal scale replicas to match the probes. The Proton looks really good too. Something seems weird about your Saturn V staging sequence though.
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