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Everything posted by Terwin
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Huh, I have always used rovers for 'splashed down' testing contracts(with a jet engine if I want to recover it at 100%). A Flea sounds like it may do the job with a lot less player time... I'll need to give that a try.
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It takes a lot of practice to stick the landing without jostling the camera or uplink too much. I think Sooty did quite well managing it on only the 4th try.
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It is a lot easier to only implement part of a language rather than need to handle an entire existing language. That way you can constrain your users to only doing things you have verified work as expected. Also, if you select an existing language, you might get pulled into any 'holy wars' between that language any any others out there.
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Nah, they just had to domesticate other animals to do all that hard work for them(looks at cat sleeping on windowsill)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
Ok, I vaguely remember it being fixed way back when, but apparently never got around to updating the wiki. Edit: Fixed now. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
A lot of the more recent stuff has been a focus on WOLF(currently in Beta), and the Atlas class MKS components(the domes). Before that was integration with Global Construction, then local resource sharing and logistics if I remember correctly(or possibly the unmanned drills and processing units). But the major components have not changed markedly in a while, as they do a good job of working as intended. (I was planning to say I made updates much more recently than 2017, but most of those installs seem to be from 2016 or early 2017, so probably not) That said, does anyone know if the 2.5m and 3.75m MPUs were fixed so that the Fertilizer(G) settings produce fertilizer and not chemicals? I don't generally use those sizes for fertilizer so I never checked and updated the Functions page on the Wiki... -
The difference here, is that SpaceX is trying for full-reuse when no one else has more than attempted re-use of specific parts. For anyone to under-cut him, they will also need full reuse, and the smaller your vessel the harder it is to manage full reuse. While Starship my have huge cargo to orbit(150t), it may not be feasible to substantially under-cut his costs even with full re-use. Remember: the smaller the rocket, the less efficient, and at a certain point you can't even get full reuse, let alone useful cargo with full reuse. Even Electron saw where things were going and announced partial reuse plans in hopes of not having their small-sat launch market stolen by SpaceX. If SpaceX succeeds in getting Starship launching for 5-6M per launch, that puts them in direct cost-competition with Electron($6M for almost 0.5t to sun synchronous orbit) and under-cutting everyone else currently in the market(including themselves) by an order of magnitude or more(6M to lunch SS vs 60-90M to launch Falcon and Falcon is dirt-cheap compared to pretty much everyone else)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
Also be aware that someone set some versions of USI mods to 1.x on ckan, so in addition to making it look like they are working before they actually are, this may lead to additional wonkiness down the road. I know what you mean, the last WOLF stream was before the release of 1.8(and the download has been removed), so if I switch over now, I expect I would lose the nodes I set up on Kerbin and the Mun. -
The CKAN versions were preemptively updated by someone else and may not have been accurate for all USI mods, but as you can see just above my post, RoverDude has just released a version that does work. The catalog link in RoverDude's signature will have the definitive compatibility and latest versions of course.
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The Firespitter mod(also managed by RoverDude) needs an update, and anything with dlls probably needs a re-compile.
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Depends on the alloy generally Actually, it just has a single long screw that is rotated by the lever. Similar to this one. The one in the link is 6 lbs and can lift a ton for all of $15. It only weighs 6 lbs because it is extra rugged, so you could probably get by with less. I was just trying to point out that the form-factor is a primary limiting characteristic in this scenario. Also, don't some spiders use hydraulics to move? No reason your super-person could not do the same... Birds do it all the time, bats too. I suspect many types of insect probably could, but I doubt they do so with any frequency(too many birds and bats up there)
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You could also change the materials involved. Calcium is hardly the strongest material bones could be made of, just one that is bio-available. Titanium could be both stronger and lighter for example. Human structure is also far from optimal depending on your purposes. I have a scissor-jack in my car that is smaller than my arm but can easily lift my car. An average dirt-bike(off-road motorcycle) weighs 215 lbs(98 kilos) and can go ~100mph(160kph), which is far faster than any human on foot(as far as I am aware). You could also go with light-weight electric motors with high torque. If you are willing to let go of 'looks like a human' you can have a great deal of capability concentrated in a similar size/mass factor just using things available today.
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There were also graphics early on that specifically said 150t as well as multiple statements about 150t to orbit, then refuel so you can take the same 150t to moon/mars
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It sounds like there is a bug where sizing the nav-ball below 95% can cause problems with it properly displaying things like altitude. Not sure if it applies to orientation tools or not.
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Comnet ranges depend on the sizes of both antennas, so just use a bigger antenna on your satellite(or, multiple stacking antennas, giving you an even larger virtual antenna). As an added bonus, it could double as an interplanetary relay as well... Edit: Current network: 3Mm (Note: this is the range for a command pod connecting to the level 1 tracking station) Mun: 12Mm If you include a Communotron 16(the basic antenna) on your vessel, range increases to 31Mm for a level 1 tracking station, no need for a relay. A level 2 tracking station can talk to command modules out to 15Mm A Communotron 16-S would not have any trouble reaching Kerbin from a Mun trailing orbit, but you may need it fairly close to the Mun to be able to reach it from command pods. This page tells you how big an antenna you need to use based on your tracking station and how far you want to go: https://wiki.kerbalspaceprogram.com/wiki/CommNet Note how the 88-88 never needs a relay to reach a level 3 tracking station unless you have occlusion.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
Yes, KSP 1.8 released yesterday, but that does not mean that all mods will automatically work for the new version. In particular, as there was a Unity upgrade as part of KSP 1.8, I would expect most mods not to work properly without an update, as any code would need to be re-compiled to link properly to the new game code. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
When I click on the link in RoverDude's signature, I see ' KSP 1.7.x Compatibility ' for each of the latest releases. Where are you getting a 1.8 version of MKS? -
Came here to recommend the original x-com games. The three newer ones(Unclassified and the two newest ones) seem decent, but the older ones (enemy unknown/ufo defense, Terror from the deep, Apocalypse, and Interceptor) have a lot of replay value.(Although Terror from the deep is similar enough to the first one that it may not be worth getting both). Interceptor is not really turn based however.(And I generally play Apocalypse in real-time mode instead of turn-based mode)
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Delta Clipper and other single-stage missiles impossible?
Terwin replied to OOM's topic in Science & Spaceflight
I have heard this(if oceans become too acidic we are in for a really bad time) a lot, but no one really goes into details. Currently the ocean has an average pH of 8.1, which is a fairly strong base. Pure water has a neutral pH of 7. Ground water ranges from pH 6 to 8.5, and the EPA says drinking water is 'safe' between 6.5 and 8.5 (with apple juice at pH 3, milk at 6.2, and baking soda at 8.5 for reference) Ref: https://www.thedailystar.net/health/what-should-be-the-ph-value-drinking-water-138382 A lower Ph would mean it takes more energy to precipitate calcium out of sea water(because there would be less of it per volume), but there is also a lot of calcium carbonate just sitting around on the ocean floor(limestone, all those discarded shells, including all of those 'white sand beaches' which are actually made of coral after passing it through the digestive system of a parrot fish) that could be re-used directly by anything mobile enough to scoop it up. The biggest change I see in oceans becoming more neutral(aka ocean acidification) is a relative shift away from shelled invertebrates and towards soft-bodied invertebrates as the energy cost of the shell increases(thus reducing it's marginal utility). Is this 'really bad time' an expectation that all current edible species from the ocean will die out and be replaced by inedible species? -
Matter Transmutation Made Easy... What If?
Terwin replied to Spacescifi's topic in Science & Spaceflight
Generally they use ion beams and shoot them at a target made up of the other element they want to fuse with. https://en.wikipedia.org/wiki/Island_of_stability#Synthesis_problems You need to have the total protons and neutrons to be for a reasonably stable isotope, or it will not last long enough to do more than detect it's decay. The problem is, the proportion of neutrons is higher in larger nuclei and both the beam and the target need to made of something stable enough to handle for processing/storage. -
Matter Transmutation Made Easy... What If?
Terwin replied to Spacescifi's topic in Science & Spaceflight
Well, I suppose you could consider protons to be hydrogen atoms, or at least hydrogen ions. Of course as free neutrons have a half-life of roughly 10 minutes, I suppose you could say elements are made of atoms, soon to be atoms, and electrons. On the plus side, this force field would allow you to extract energy form any element heavier than Iron(26) by pulling bits off of it. (if the field also allows you to fuse any two atoms, it will allow you to extract energy from any pair of elements with atomic numbers that add up to 26 or less, not to mention making it much easier to search for the theorized plate of stability) -
Large starship crews vs small starship crews
Terwin replied to Spacescifi's topic in Science & Spaceflight
The NCC1701D (the TNG ship) was originally supposed to be a troop transport, but the war ended before the fittings were added, so it became more like a luxury yacht quarters-wise. (Scotty even comments on that in the Relics episode) So the size of quarters in TNG is kind of excessive, but that is one of the things you can get when you re-purpose a hull half-way through construction. (and this is one of the reasons the passage-ways always seem so empty) If memory serves, in tos quarters mostly consist of a small entry area, a partial barrier, and then a sleeping chamber. And that was for the chief engineer, so crewmen may well have had bunks. -
Has that bug been fixed in KSP 1.7.3? I was under the impression that the bug was still there. In real life it cannot work, but KSP does not model reactions from moving items inside a vessel. (probably a good thing, as otherwise we would have instant acceleration followed by instant deceleration from moving a kerbal from one seat to another)
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If you look here: https://en.wikipedia.org/wiki/Optical_transistor you will see that while there seem to be a number of possible techniques for an optical transistor, none of them seem to be further along than the proof-of concept stage. Although as some of them require quantum wells or microkelvin temperatures , they generally do not sound either low-tech or low-energy. (the lowest tech one, as far as I could tell, relies on transparency caused by heating, which is both slow and energy-intensive)
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Then how would you not need N-body calculations when you have multiple asteroids, each with a vessel attached, all orbiting each other? Or, have a vessel try to orbit a group of linked asteroids?