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Everything posted by EliasDanger
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Kerbal Space Program 1.1 Hype Train Thread.
EliasDanger replied to Whirligig Girl's topic in KSP1 Discussion
That wouldn't be funny. I'm not that frequent on this forum, just kinda lurk from time to time. But I'm super stoked for 1.1...even the prerelease. Been watching Quill18 and Scott Manley test it out and I'm all like "its done enough for me! gimme!" What do you think the odds are they are trolling based on their history? -
Kerbal Space Program 1.1 Hype Train Thread.
EliasDanger replied to Whirligig Girl's topic in KSP1 Discussion
Have they trolled us in the past? -
Easy to control slaves. If you have the tech to come here, you have the tech to dominate any resistance and subjugate an entire intelligent species to build your Dyson spheres and mine your ores and such. Our brains could also be used as neural network to power your artificial intelligences while you keep us content in a virtual world you'll only have to purge and recreate once in awhile due to a complicated and unitelligible series of "ergo"s and "vis-a-vis"s. But you can't use us as batteries cuz that makes no damn sense.
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I'm going to try to get through all the SETI contracts and advanced progression contracts, with some other contract packs as well, lIke scansat. Shut off a lot the stock contracts to get rid of all the contracts I hate doing that just get in the way of the good stuff. Makes for a much better career at least so far. Figure 1.1 will be ready by the time I've more or else finished the career. Then I can start all over.
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I just had an idea, someone should write a book about getting standed on mars, and a rescue mission. It would make a great movie too.
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Probably nothing you guys don't already know, but it's still a cool video and he mentions kerbals!
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So, if I understand correctly....if I wanted instead to have 5,000 dv when I dock with my station, I would need 4,504.8 units of fuel, which would be more fuel than my ship is capable of handling, so I would know I'd need a bigger ship. In fact, the most delta-v my ship would have it I filled the tanks with 3200 units would be 3,848.67 delta-v. That math is right, right? Another question I have is, you don't add ISPs if you have multiple engines? So, if you have a payload that weighs say 35 tons. You want to get that into orbit, and you want at least 4,000 delta-v VAC to do it. You're going to use 1 mainsail and 4 skippers. How would you go about figuring out how much fuel to bring to do that without trial and error and kerbal engineer? Cuz I wanna be smarter than that.
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Hell yeah, thanks you guys for the speedy and thorough response! It's going to be nice being able to calculate this stuff myself instead of over budgeting everything cuz I'm not sure.
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So I want to learn the maths, and I know there are people here who would have fun solving a problem and explaining how to go about figuring it out. So, if anyone is up for it: I have a tug powered by two 800 ISP Nukes. This tug currently has a mass of 21,255 kg with 1462 units of liquid fuel out of a possible 3200. I'm about to dock back with my LKO space station. The next mission for my tug is to take a new station into orbit around the mun. I'm shooting for a 75 km orbit. Now, I don't want to take anymore fuel with me than I have to, other wise, I'm just wasting fuel. So I figure, 2,000 delta-v worth of fuel is a safe amount to get to the mun, drop off the station, and come back to LKO. Now the space station that the tug will be hauling has a mass of 11.3 Tons. The question is, how much liquid fuel should my tug have to have to have (English, baby!) 2,000 delta-v when it docks with the new munar space station?
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Maybe it threaded the needle and aerobraked in kerbin atmosphere. What's the perisapsis?
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Yeah, I'm thinking this idea might be better to wait for 1.1 and then the time after that to wait for rss and ro and all the parts to be updated and bugs to be ironed out.
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Can't get MechJeb Ascent Guidance to work
EliasDanger replied to CosmicCharlie's topic in KSP1 Mods Discussions
Limiting the AoA to 2.5 instead of 5.0 helps my ascents stay stabe. And you probably want corrective steering -
I thought it'd be cool if there was a mod pack that had preassembled recreations of all the historic NASA vessels with a linear career mode that would walk you through the all the missions. That way a group of people does all the research on designing the rockets once, instead of everyone who would enjoy recreating the space program having to do all the research themselves. It's probably a ton of work, and if there's no interest, that's cool. But decided I'd throw it out there cuz I found the learning curve for RO a little overwhelming when I tried to design a ship, so something that made it easy to just fly the missions in order and learn about nasa history by doing, would be sick.
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I hope you didn't let it go into space with that name. What will all the other motherships think?
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Used my new nuke powered kerbin system transport vessel to rescue a kerbal in orbit beyond the mun. Brought him back to my LKO space station. Then I was trying to figure away to get him back on the ground without sending a rocket up just for him. So I took a contract for a 4 person tour to the mun and minmus. Sent them up with 2 extra seats (wanted to have room to bring back the unneeded pilot on the space station too). Docked with the space station, transferred the tourists to my kerbin system transport and the rescued kerbal to the ship they came up in. Sent the tourists off, completed the tour, brought them back to the station, loaded them all back into the ship that got them there, with the rescued kerbal and the pilot, and brought the lot of them back to kerbin
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So I'm trying to design a tug that can take all sized objects from kerbin to mun and back for refueling. It will stay in space. I have a LKO space station right now, and contracts to build one in mun orbit and minmus orbit. Thus tug will need to be able to haul those out to the moon and back to refuel at the space station. It will also be used to move landers and such around. Anyone have any designs they'd like to share? I have recently unlocked the atomic engine...but while it does have a higher ISP than any of the chemical engines, but much lower TWR...so I have to use more of them...plus one atomic engine weighs a grip more than one poodle....but you save weight on oxidizer....but youre also going to need to add thermal control....so the question is what's best practically for my goals, and also a question about how best to use the atomic engines.
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I always thought it was too small to see from kerbin. I found it in the screenshot, though.
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So do the rest of us looking for v1.1 announcements. Squad likes to keep everyone in suspense from what I understand.
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What will you do differently in your next career?
EliasDanger replied to eddiew's topic in KSP1 Discussion
If you want to get into career mode with out going through the initial grind for science or funds, you can adjust how much of those you start with before you begin in the difficulty settings. Want hard mode without the initial grind? You can do it! Difficulty and where you start in the space program is all customizable. -
I don't understand any of the math. But I understand you guys are arguing over what's most efficient in the game. You can throw all the fancy equations at it you want, but it's all going to be hypothetical. The only way to settle the debate for sure is experimentation. Run tests, document, and share the results.
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The "You know you're playing a lot of KSP when..." thread
EliasDanger replied to Phenom Anon X's topic in KSP1 Discussion
And you wanna ask, but the rules say no asking...so it just eats away at you...every day you check the forum for news, and every day there is nothing, a bit of your soul dies inside.