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Everything posted by Findthepin1
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I launched a 16-kerbal habitat to Minmus as part of an effort for a permanent base there. The images are viewable if you open them in a new window/tab.
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I ran 10 simulations of this in Universe Sandbox 2. The simulation only included the Sun, Earth, Moon, and an object I labeled "rMinmus". The information I put in for rMinmus was: 600km diameter (in accordance with the power-of-ten rule seen in most KSP celestial bodies with a real analog) Orbital radius of 576600 km (or 1.5 lunar distances), zero inclination or eccentricity 1/3 iron, 1/3 silicate, 1/3 ice (just guessing based on similar real-life objects) Anyway, six times out of ten it was ejected from the system into solar orbit within ten years. Three times out of ten it remained stable near 1.5 lunar distances over ten years (I ran the simulations up to 14 to see if this changes, it doesn't in all cases). One time out of ten, rMinmus ended up in a eccentric (~0.11), lowish Earth orbit of 115000km semimajor axis and stayed there.
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999th post Is the EmDrive based on acceleration or translation? This has probably been discussed already in the thread but I'm too lazy to go through it all.
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I used six of them on a 16-kerbal Mun lander once. However, it had multiple bugs with the probe core and had insufficient fuel to land from and return to low Mun orbit without cutting things really close.
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677. Eat the walmart
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New measurement of Kerbin's sidereal day (not 6 hours)
Findthepin1 replied to OhioBob's topic in KSP1 Discussion
OP, where did you measure the sunrises from? Anywhere above sea level (with water just to the east) the time between sunrises will be longer, because at sea level you're exactly 600 km away from the core of Kerbin. At KSC's altitude you're 600.07 km from the core. Since you're on land at KSC, and well above sea level, and the sea is to the east from KSC, there is not a level surface blocking light at KSC. When the sun rises there, it only has to cross the 0-elevation boundary to shine, but when the sun sets it has to cross a higher elevation boundary (and therefore earlier) because the west is land. This same effect causes mountain peaks to remain sunlit for a while after/before the sun sets/rises at their bases, or planes reflecting sunlight as seen from below after sunset and before sunrise. A related scenario is how the Moon still reflects sunlight and is visible at night. -
What if we move the asteroid so that it's on a course to move through Earth's atmosphere? Surely it's big enough to survive passing through, if it's big enough to be exploited. Basically it aerobrakes, then it's on a course that brings it back into low space for a while, then back into the atmosphere permanently. At its "new" apoapsis after aerobraking, have it dock with an engine thing and circularize its orbit right there. This requires significantly less fuel than to put it into orbit from a flyby course, and then deorbit it, and then slow it down to land. After it's been aerobraked and its orbit circularized, you can break little pieces off and bring those down to Earth separately. On Earth you can process those pieces to get the valuables out.
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I was reading an article about asteroid mining. It said some large asteroids could contain as much worth in materials as the GDP of a superpower, not to mention its importance as a future economic hub. If some non-governmental organization installed a base on an asteroid, does that organization have the right to exploit the rock's resources and tax others for the use of it and its resources? IIRC the Outer Space Treaty doesn't apply to private organizations.
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Just a small correction. http://trajbrowser.arc.nasa.gov/traj_browser.php?NEAs=on&NECs=on&chk_maxMag=on&maxMag=25&chk_maxOCC=on&maxOCC=4&chk_target_list=on&target_list=Mars&mission_class=oneway&mission_type=rendezvous&LD1=2014&LD2=2040&maxDT=21&DTunit=yrs&maxDV=20&min=DV&wdw_width=-1&submit=Search#a_load_results http://trajbrowser.arc.nasa.gov/traj_browser.php?NEAs=on&NECs=on&chk_maxMag=on&maxMag=25&chk_maxOCC=on&maxOCC=4&chk_target_list=on&target_list=Venus&mission_class=oneway&mission_type=rendezvous&LD1=2014&LD2=2040&maxDT=21&DTunit=yrs&maxDV=20&min=DV&wdw_width=-1&submit=Search#a_load_results Those are interplanetary Hohmann transfer plots possible between 2014 and 2040. The shortest one-way trajectories are 96 days (3.15 months) long for Venus, and 160 days (5.26 months) long for Mars.
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I just finished a Dres colony north of the big canyon. It carries 10 kerbals on the ground, and 2 in orbit to manage the return ship.
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What is the absolutely first game you remember playing?
Findthepin1 replied to 11of10's topic in The Lounge
Real Life. 8/10 good game. Excellent visual effects and physics processing, great render distance (13798000000 lightyears and counting). The game only begins to lag when a massive number of objects are present, or when something is moving at Ludicrous Speedâ„¢. However, mods are difficult to install, there appears to be a speed limit, and I can't figure out how to access Creative Mode. -
Kerbal Space Movie
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Developing Duna (pic heavy) - ^_^ with Part 11 ^_^
Findthepin1 replied to Brotoro's topic in KSP1 Mission Reports
is this thread dead -
Kepler-452b Kepler Announcement 23 July
Findthepin1 replied to eddiew's topic in Science & Spaceflight
IMO there isn't any use for looking for Earth-like planets more than 50 lightyears away because it would take more than 50 years to send a signal, more than 100 years to send a signal and get a reply, and basically unreachable in a usual career lifetime, even by traveling near the speed of light. If there was a civilization further than 50 lightyears away, all we (and they) could conceivably do is talk, and even that would take a long while. If, in a theoretical situation, someone on Kepler-452b decided to radio Earth, it would take about 2655 local years (2800 Earth years) for them to get a reply. By the time we receive anything, they might not even exist anymore. We wouldn't know this, so we'd send a reply with nobody to hear it. 1100 Earth years after we would get a message from them, we'd see a planetesimal impact 452b in an explosion reminiscent of the Earth-Theia collision, and realize the planet's destruction had occurred three hundred years before the message arrived here. Although we'd likely have forgotten by then, or kicked the bucket completely. -
I wonder why is so hot out there
Findthepin1 replied to Pawelk198604's topic in Science & Spaceflight
Where I am, the temperature has never been above 36.5 degrees Celsius in the summer. Every day it goes up to 25 degrees Celsius, then back down to just below 14. -
Eeloo & the New Pluto
Findthepin1 replied to PPR's topic in KSP1 Suggestions & Development Discussion
Give it moons, like Charon, and mutually tidally lock them. They should improve Dres and Moho too, seeing as they're just balls of rock floating in space without anything exciting, like moons or anomalies (the Mohole aside). -
The Universe (Mighty Copy of the Broken Ship)
Findthepin1 replied to Findthepin1's topic in KSP1 Mission Reports
Thanks. I know. I can't fix them. They work if you right-click on them and open it in a new tab/window. - - - Updated - - - GOOD DOUGHNUT 2/MIGHTY COPY OF THE BROKEN SHIP - MINMUS (REALLY THIS TIME) TL DR: Findthepin1 sends a rescue mission to Minmus. It works. I am sending another OAV to Minmus! It still has the same problem as the first one (it's the 2.5m probe core glitching) but it didn't affect the storyline because it's a game. Now With Pictures And Not Dialogue (sorry lol)! The Mighty Copy of the Broken Ship (yes, I am actually referring to the second OAV as that now): The Mighty Copy of the Broken Ship is about to land! The kerbals have finally noticed the rescue ship. They have been standing there and doing nothing for nine days so they are kind of tired. The kerbals are safely inside the Mighty Copy of the Broken Ship. The ship is on a trajectory to escape Minmus completely. We have a surprise Mun encounter! This will probably ruin our perfect course. …And it looks like the Mun actually helped us. We are on a gravity assist course. This is a photograph of the ship at its periapsis on the Mun gravity assist. The fuel tank is jettisoned before we enter the atmosphere of Kerbin. Fires appear on the Mighty Copy of the Broken Ship during reentry. The parachutes have opened and the kerbals are slowly floating down to the ground. It's a mystery whether they will land in water or on land. Or whether they will water on land or water in water. Everyone is safely landed on Kerbin. Barely landed instead of splashed down. Let us hope the pictures work. Thanks for reading! -
The Universe (Mighty Copy of the Broken Ship)
Findthepin1 replied to Findthepin1's topic in KSP1 Mission Reports
GOOD DOUGHNUT - MINMUS - PART 2 TL DR: Findthepin1 is lazy and sends a rescue mission. Also, because Findthepin1 is lazy, he refuses to post Part 2 until July 14 (which he dubs New Horizons Day). Hi everyone! The screenshots for the Good Doughnut Mission Part 2 are complete and I will post Part 2 tomorrow. -
The Universe (Mighty Copy of the Broken Ship)
Findthepin1 replied to Findthepin1's topic in KSP1 Mission Reports
GOOD DOUGHNUT - MINMUS - PART 1 TL DR: Findthepin1 sends an OAV to Minmus and it goes wrong. Now With Dialogue And Stuff. I am sending an OAV, the Good Doughnut, to Minmus! The Good Doughnut has launched into low Kerbin orbit, and I have screenshots this time. Our crew consists of Lemuki Kerman, the pilot, Alwell and Asrys Kerman, the engineers, and Juldolin Kerman the scientist. They will be going on missions in replacement of the orange-suits, who have mostly retired. If the pictures aren't loading and instead show a blue-and-white question mark, right-click that icon and open it. The burn to Kerbin orbit: Orbital map after orbital burn: Now we have a night shot of the transfer burn to Minmus. Finally the first daytime picture appears! Lemuki got bored of sitting inside the capsule. He wanted to go outside and see Kerbin up close-ish for the final time before their arrival at Minmus. Minmus can now be easily seen in the distance. It's a small, blue-green speck just like Kerbin is now. The OAV, its transfer stage, and the entire Kerbin system can be seen in this screenshot. We're now orbiting Minmus. The sun is setting over Minmus as the ship is illuminated from behind. The landing site is now in view. Our proud engineer Alwell is checking the decoupler before it is used. Don't want the ship blowing up. Dropping the ballast. Since we're landing, the transfer stage isn't needed anymore. It does have some fuel left. We have landed! Here's everyone's reaction from Lemuki's point of view: Lemuki the Fearless Leader gets out of the box to plant a flag in the ice. This is about where it begins to go wrong. Because of Newton's third law, when Lemuki climbed down the ladder, the ship tipped towards him slightly. He didn't notice it at first because of Minmus' low gravity causing it to move only slowly. After the flag was planted, the ship fell on him and his helmet popped off. Juldolin tipped the ship back over using the reaction wheels and rushed out to bring the pilot inside. Lemuki was already unconscious from the bends and was barely alive when brought back inside the airlock. He was fine again soon afterwards, but Juldolin wouldn't let him leave the ship. The four kerbals sat in the crew module thinking. Asrys realized Minmus' gravity wasn't enough for the ship to tip over like that, but didn't get a chance to mention it before Alwell said that the reaction wheels were on. Everyone stopped and listened, and it turned out there was definitely a creaking sound coming from above them. Now Asrys was able to tell everyone about the discrepancy between what should have happened and what did. Asrys: "Guys, we should tell Mission Control about this." Lemuki: "Um, on it." Lemuki stepped up to the console and pressed a button. Nothing happened, no voice on the other end. Lemuki: "Mission Control, come in." Console: "Fzzztzzzzzztfzzzzzffzzzzztzzzztttzzzzt." Juldolin: "...Oh my god." Lemuki: "What? Is it broken?" Juldolin: "It's not broken. Our radio's been jammed. The noise is changing in pitch corresponding to a radio jammer moving 200 meters per second." Alwell: "So it's orbiting? It could just be debris that drifted over our line of communication." Juldolin: "I said, it's moving at 200 meters per second. It would need to be 200 meters long to physically block our signal for one second, and we'd be able to see it by then. No, it's definitely jammed us." Asrys said Juldolin should get the surface samples from the ground, but she said she needed to stay and make sure Lemuki stayed alive after what had happened. Asrys ended up going outside with Alwell. Alwell got the surface sample while Asrys looked at the reaction wheels to try to figure out why they were spinning and the ship wasn't moving. Asrys (through suit radio, which works at short-range): "Guys, I'm going to turn off the reaction wheels. Brace yourselves, I'm not sure what's going to happen." Lemuki: "Got it." Alwell was busy building a crude snowman when he felt a vibration in the ice. He looked back at the Good Doughnut and saw the ship tumbling out of control. He dropped the shovel and stood, open-mouthed, as his friends rolled across Minmus helpless to stop the hacked spaceship from getting away with them. Juldolin: "Okay, Lemuki. Hold on to something." Lemuki: "Got it." The Good Doughnut began flopping around like a fish out of water. Juldolin (yelling): "Get to the airlock!" Lemuki and Juldolin suited up as fast as was kerbally possible. Juldolin threw Fearless Leader out the outer door, and she followed soon after. The following is a video recorded on Alwell's selfie stick (SQUAD doesn't even know how they let him bring the thing or why he took it outside with him). It shows the events of the Good Doughnut's malfunctioning/hacking: Everyone ran to each other to make sure they weren't hurt, then looked back at the remains of the ship. Alwell: "We're stranded on Minmus, we've got half an OAV with no power source and only a few weeks' worth of life support, and our immediate vicinity is scattered with blutonium-filled generators of doom. How will we get out of this?" __________________________________________________ ______________________________________ And that marks the end of Part 1 of the Good Doughnut Mission Report. I'll figure out how they'll fix this dilemma tomorrow. Thank goodness KSP Mission Reports is a subforum of KSP Fan Works. Seriously, I should write a novel one of these days if that many people would read it. -
Hi everyone! I created a new save file called The Universe. I've decided to write down a summary of every mission I do in this save file and post it here. Here is the first: (original post) Findthepin1 tests the OAV2 TL DR: Findthepin1 launches the OAV2 on a Mun Return Mission with the orange-suits. 103 days later he is left with an original OAV without an engine and without RTGs sitting on a hill in the desert, docked to a giant battery. Pretty much gives you an idea of how it went. I built a 16-kerbal version of my standard 4-kerbal lander/orbiter Orbital Activity Module. I called it the OAV2 and decided to test it by sending it to the Mun with Jeb, Bill, Bob, and Val. It could hold 12 more kerbals. The first stage on the launcher I used for it is a set of four liquid fuel boosters. When I decoupled them, one turned its nose towards the second-stage engine. I turned the engine on without realizing this and poof, no second stage lower fuel tank. The engine was completely unattached to the rest of the rocket. I decoupled what was left of the second stage and used the transfer stage to get to orbit. I reached a Munar flyby trajectory using the landing engines, and I noticed I wouldn't have enough fuel to land and return. I turned on Infinite Fuel in the debug menu and came to nearly a full stop in orbit. I landed and Jeb got out and broke a solar panel on descent. Then Bill got out to fix it and couldn't (I can't right-click on the stump of the solar panel, please fix this SQUAD). Then Bob got out as well and broke the other solar panel. Val eventually left the ship to kick Jeb and Bob in the helmet and was thrown a hundred meters above the ship by some glitch (again, please fix this SQUAD). This throwing glitch happened multiple times during the Munar part of the mission. I lifted off the Mun after having Val plant a flag and get everyone on board. Once the OAV2 was back in Kerbin orbit I realized that since the solar panels were gone, the ship had no power input. It had power output from keeping the systems online (it is probe-controlled. I have learned my lesson about probe-controlled ships with breakable power sources). I also noticed the distinct lack of attitude control onboard. The ship was dead. Since it was probe-controlled and without electricity, I couldn't control the engines. Somewhere around here I turned Infinite Fuel off because it was pointless. I waited for another Munar flyby to lower my apoapsis down to Kerbin. 94 days later I was on a Mun collision course. Val had to get out and push the ship for 20 minutes. They were safe, for now, but they were on a trajectory that would put them in Kerbol orbit. I then turned off gravity in the debug menu for the remainder of this near-collision time in the Mun's SOI in the hopes that the OAV2 would slow down and not be in danger for once. Unfortunately I brainfarted and they were traveling away from home twice as fast as before. I decided to send a rescue mission. I sent an regular 4-kerbal-capacity OAV to catch up with them. It was unmanned but operable because it operates on the same premise that the OAV2 does: probe-controlled systems are cheaper and lighter than actual command pods. This one is the original I have used for pretty much forever. It has 4 RTGs on a Hitchhiker crew module (now we'll quarantine them for weeks like the Apollo 11 astronauts did, which is funny because this is a new save file and I haven't been to the Mun in it before). The launch went fine, even though the launch vehicle is the same make and model as the one that launched the OAV2, because I waited a few seconds for the boosters to drift away this time. I didn't go into orbit, instead opting for direct launch-to-intercept. The ship reached the OAV2 and docked. I moved everyone into the OAV and shut down all the OAV2's engines. The lone engine on the rescue ship deorbited both. During the transit I realized I couldn't activate the parachutes on the larger ship for some reason and I brought Val out to deploy them manually. The combined vessel entered the atmosphere of Kerbin at well over 3 kilometres per second on a shallow angle (maybe 10 or 15 degrees?) and promptly caught fire. A bunch of stuff blew up when this happened. It remained like this for about 5 minutes. Eventually the manually-deployed parachutes opened. Then they were destroyed because we were still going Mach 1.2 and had flames coming out of every available spot on the ship. All the RTGs exploded, by the way. I turned on the OAV's engine (the two ships were still docked) and slowed the thing to about 300 m/s. Then I deployed the rescue ship's chutes. It was going fine until they opened fully after having been reefed. The deceleration from the opening parachutes ripped the OAV2 apart, creating an explosion and leaving only the 2.5 meter battery docked to the rescue ship. Also, the explosion burned up the parachutes. Using what remaining fuel was still in the tank I slowed the OAV to about 20 m/s. This was when the engine went kaput. It bounced once and almost tipped over, but for reasons I couldn't explain at the time there was still enough power in the ship to tip it back onto its landing legs. I later found out the extra electricity came from the OAV2's battery, which had survived the explosion and remained docked to the smaller ship. EDIT: I just closed the game and on the title screen I got the Mun Castle for the first time in basically forever. I've actually never seen that before in person. So yeah. I don't think I'll use the OAV2 anymore. I'm not going to use the debug menu anymore for missions that I will post here. More missions will be posted when they, well, happen. Soon, probably. -Findthepin1
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Findthepin1 tests the OAV2 TL DR: Findthepin1 launches the OAV2 on a Mun Return Mission with the orange-suits. 103 days later he is left with an original OAV without an engine and without RTGs sitting on a hill in the desert, docked to a giant battery. Pretty much gives you an idea of how it went. I built a 16-kerbal version of my standard 4-kerbal lander/orbiter Orbital Activity Module. I called it the OAV2 and decided to test it by sending it to the Mun with Jeb, Bill, Bob, and Val. It could hold 12 more kerbals. The first stage on the launcher I used for it is a set of four liquid fuel boosters. When I decoupled them, one turned its nose towards the second-stage engine. I turned the engine on without realizing this and poof, no second stage lower fuel tank. The engine was completely unattached to the rest of the rocket. I decoupled what was left of the second stage and used the transfer stage to get to orbit. I reached a Munar flyby trajectory using the landing engines, and I noticed I wouldn't have enough fuel to land and return. I turned on Infinite Fuel in the debug menu and came to nearly a full stop in orbit. I landed and Jeb got out and broke a solar panel on descent. Then Bill got out to fix it and couldn't (I can't right-click on the stump of the solar panel, please fix this SQUAD). Then Bob got out as well and broke the other solar panel. Val eventually left the ship to kick Jeb and Bob in the helmet and was thrown a hundred meters above the ship by some glitch (again, please fix this SQUAD). This throwing glitch happened multiple times during the Munar part of the mission. I lifted off the Mun after having Val plant a flag and get everyone on board. Once the OAV2 was back in Kerbin orbit I realized that since the solar panels were gone, the ship had no power input. It had power output from keeping the systems online (it is probe-controlled. I have learned my lesson about probe-controlled ships with breakable power sources). I also noticed the distinct lack of attitude control onboard. The ship was dead. Since it was probe-controlled and without electricity, I couldn't control the engines. Somewhere around here I turned Infinite Fuel off because it was pointless. I waited for another Munar flyby to lower my apoapsis down to Kerbin. 94 days later I was on a Mun collision course. Val had to get out and push the ship for 20 minutes. They were safe, for now, but they were on a trajectory that would put them in Kerbol orbit. I then turned off gravity in the debug menu for the remainder of this near-collision time in the Mun's SOI in the hopes that the OAV2 would slow down and not be in danger for once. Unfortunately I brainfarted and they were traveling away from home twice as fast as before. I decided to send a rescue mission. I sent an regular 4-kerbal-capacity OAV to catch up with them. It was unmanned but operable because it operates on the same premise that the OAV2 does: probe-controlled systems are cheaper and lighter than actual command pods. This one is the original I have used for pretty much forever. It has 4 RTGs on a Hitchhiker crew module (now we'll quarantine them for weeks like the Apollo 11 astronauts did, which is funny because this is a new save file and I haven't been to the Mun in it before). The launch went fine, even though the launch vehicle is the same make and model as the one that launched the OAV2, because I waited a few seconds for the boosters to drift away this time. I didn't go into orbit, instead opting for direct launch-to-intercept. The ship reached the OAV2 and docked. I moved everyone into the OAV and shut down all the OAV2's engines. The lone engine on the rescue ship deorbited both. During the transit I realized I couldn't activate the parachutes on the larger ship for some reason and I brought Val out to deploy them manually. The combined vessel entered the atmosphere of Kerbin at well over 3 kilometres per second on a shallow angle (maybe 10 or 15 degrees?) and promptly caught fire. A bunch of stuff blew up when this happened. It remained like this for about 5 minutes. Eventually the manually-deployed parachutes opened. Then they were destroyed because we were still going Mach 1.2 and had flames coming out of every available spot on the ship. All the RTGs exploded, by the way. I turned on the OAV's engine (the two ships were still docked) and slowed the thing to about 300 m/s. Then I deployed the rescue ship's chutes. It was going fine until they opened fully after having been reefed. The deceleration from the opening parachutes ripped the OAV2 apart, creating an explosion and leaving only the 2.5 meter battery docked to the rescue ship. Also, the explosion burned up the parachutes. Using what remaining fuel was still in the tank I slowed the OAV to about 20 m/s. This was when the engine went kaput. It bounced once and almost tipped over, but for reasons I couldn't explain at the time there was still enough power in the ship to tip it back onto its landing legs. I later found out the extra electricity came from the OAV2's battery, which had survived the explosion and remained docked to the smaller ship. EDIT: I just closed the game and on the title screen I got the Mun Castle for the first time in basically forever. I've actually never seen that before in person. So yeah. I don't think I'll use the OAV2 anymore.
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They didn't. Not completely. Eve made it into the game visually near its current form and Meander was renamed Jool with different moons. Minmus also appeared in the game.
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Here it commonly goes below 15 degrees Celsius in the summer. Nowhere in my part of North America is there a heat wave.
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Developing Duna (pic heavy) - ^_^ with Part 11 ^_^
Findthepin1 replied to Brotoro's topic in KSP1 Mission Reports
We are now in 1.0.4. Has this project been canceled?