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KSP2 Release Notes
Everything posted by sh1pman
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Also, Starship is 55m high. Starhopper is 20m or so. So there you go, Musk lied again! Did I mention that he still has no proof that reusability works?
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Then it's already flying at 50m
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I was alluding to the kind of SpaceX criticism by some other forum users on a certain neighboring thread.
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They promised a 200m hop, but are going to do only a 150m one. See, it’s typical SpaceX - so much promise, so little delivery!
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That’s why you can turn some of them off. Oh, and you used to play with Deadly Reentry, but don’t like stock KSP having reentry heating? Amazing.
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No known RTG fuel produces Ba-139 and Ba-140 as decay products. Wikipedia even marks them as fission-only products. Same with Sr-91. La-140 came from Ba-140.
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Because in Soviet Russia RTGs use Strontium-90 which has a half-life of 29 years. It decays to yttrium-90 which then decays to zirconium-90 which is stable. None of these isotopes were detected. The detected strontium is strontium-91 which is highly radioactive and could only come from a reactor.
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If there was a destroyed RTG, there would be what, plutonium, uranium, maybe thorium in the cloud? But there’s only fission products, and they can only come from a reactor.
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@DDE @kerbiloid so it clearly wasn’t an RTG of any kind then. An actual reactor blew up.
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First Law disabled. Removing bandit.
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No way. THE @HarvesteR?
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what is happening with my s. station
sh1pman replied to PiGiCooL's topic in KSP1 Gameplay Questions and Tutorials
Stations shaking themselves to death is a well known “feature” in KSP, and it has nothing to do with autostruts. They may even help in some cases. It’s just that when a station (or any craft, really) becomes large and/or branched enough, with heavy parts (i.e. fuel tanks) on the ends connected to light parts in the middle (i.e. 6-way node), especially through multiple docking ports, sometimes a positive feedback loop forms, and parts of the station start shaking with increasing amplitude until something breaks off. There’s no way to know exactly when it will happen, sometimes it will happen when you just load a scene with the station. @PiGiCooL What can help: if it started shaking, there’s little you can do. Hitting timewarp will stop the shaking temporarily. What you want to do is rearranging the station parts. Undock some and redock them to other ports. It helped me a couple of times. As I said, autostruts may help, but there’s total randomness as to what modes on what parts you have to set them to. Play around with them, and when the shaking gets violent, hit timewarp on and off, and it will revert to shaking slowly giving you more time. If you have an earlier save before you docked something to the station, go back to it, and dock to some other port. If there’s no other port, I’m afraid there’s nothing you can do. Hopefully it helps. P.S. When building large stations, try to have heavy stuff in the middle and not too many branches and crossings. -
Life support and/or habitats?
sh1pman replied to ThatGuyWithALongUsername's topic in Prelaunch KSP2 Discussion
It would add a lot of depth to the colony gameplay. Build hydroponics, ice mines, fertilizer production, etc... Roverdude did it right with MKS. -
Finally!
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totm dec 2019 Russian Launch and Mission Thread
sh1pman replied to tater's topic in Science & Spaceflight
Yes. If the robot is in the descent module, he’ll be fine. -
totm dec 2019 Russian Launch and Mission Thread
sh1pman replied to tater's topic in Science & Spaceflight
Alexander Skvortsov’s crew. I think they will all be on the ship. Skvortsov, Morgan, Parmitano. Otherwise there will be a situation when there aren’t enough lifeboats on the station. -
totm dec 2019 Russian Launch and Mission Thread
sh1pman replied to tater's topic in Science & Spaceflight
Wow, that’s not good. Just heard about the docking failure. If they don’t get it right on the next try, Fedor is doomed. -
[New] Space Launch System / Orion Discussion Thread
sh1pman replied to ZooNamedGames's topic in Science & Spaceflight
Absolutely, 100% agree, SpaceX is so insignificant, unoriginal and derivative that I’m really quite baffled as to why would someone even mention it here in the thread dedicated to such an innovative marvel of engineering which is SLS. -
totm september 2019 How to Live on Other Planets: Uranus
sh1pman replied to MatterBeam's topic in Science & Spaceflight
Only the poles. And only if their orbital plane around Uranus is exactly perpendicular to the ecliptic plane, which it isn’t. -
totm september 2019 How to Live on Other Planets: Uranus
sh1pman replied to MatterBeam's topic in Science & Spaceflight
You sure about this part? -
totm dec 2019 Russian Launch and Mission Thread
sh1pman replied to tater's topic in Science & Spaceflight
What did this imposter do to the real F-850, we will never know. -
Maybe. Hard to tell. But I hope you’re right.
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Really? I didn’t see any clouds in the gameplay footage and screenshots.
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«Our focus will be to deliver solid, impactful content our fans will love to incorporate into their game” Solid and impactful microtransactions, is what I read from this
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@kerbiloid Imagine a thought experiment. You launch a F9 rocket to space. But it has 15% less fuel in its first stage. And two engines fewer. Do you really think your payload will not decrease in this configuration? Minus two engines and a bit of tank mass won't be a lot of mass. Probably minus 3-5 tons to dry mass, and minus 60 tons to wet mass. I can get my rocket calculator spreadsheet and find exactly by how much your payload will drop. But it just seems obvious to me.