-
Posts
1,050 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by The Optimist
-
Docking and rendezvous trouble in KSP & Simplerockets?
The Optimist replied to Cloakedwand72's topic in KSP1 Discussion
The hard part isn't getting a rendezvous It's surviving it that's hard -
Considering that their planet only has 3 species (Kerbals, grass, and trees), they've got to be pretty advanced to have done so. Now I'm imagining that Kerbals are genocidal fascists. Uh oh
-
You know you've built a huge rocket, when ...
The Optimist replied to Jimbodiah's topic in KSP1 Discussion
When you don't even have to launch it to get into space. When the rotation of the planet rips it apart -
Want to go to Eve and back? Try this.
The Optimist replied to Redshift OTF's topic in KSP1 The Spacecraft Exchange
Actually if kerbals are green so technecly they can survive radiation easily (or they would ban nukes like USA and russia did.) That makes no sense whatsoever -
Imma make some craft for you m8
-
I'm thinking a small 30mm x 30mm x 30mm box frame, which we'll insulate with some (space-grade) metal foil. If we have the means, I would suggest a simple solar sail for propulsion. Obviously, Ion engines are out of our price range, but a solar sail is much less complicated. We'll have a gyroscope on the inside, powered by a large rechargeable battery. Power will be provided by an extendable solar panel rated for vacuum. We could strap a GoPro onto the top pointing forwards, which we could rotate with the gyroscope. Comms will be a small antenna or dish, which we will use to communicate. A medium sized FM aerial should be sufficient to communicate with the cubesat, for at least a small period of time. We're also going to strap a banana next to the GoPro to examine the effects of radiation and cold on our favorite fruits. Ion engines are not a viable option. They cost vast sums of money, which we simply have no access to. Which is unfortunate, since they would be a good option for this sort of low-mass simple probe.
-
YES YES YES YES YES YES YES YES YES YES YES YES YES How do I help?
-
He 'spooted' debris? Okay. "debrie" "withen" "mines" *Grammar Overload* BLARRRRP BLARRRRP BLARRRRP
-
Breaking Braking (Now less optimistic!)
The Optimist replied to The Optimist's topic in KSP1 Discussion
Not exactly what I had in mind, but close enough -
The Helicopter Hangar (Submissions open)
The Optimist replied to The Optimist's topic in KSP1 The Spacecraft Exchange
Lucky for you, I've plenty of time since I have no life whatsoever. Yeah! *sheds single tear* -
Hhmore hhreaction hhweels
-
Raptor's Craft Download Catalog - Tested & Proven
The Optimist replied to Raptor9's topic in KSP1 The Spacecraft Exchange
No, I meant how you display them like that on the first page. -
Raptor's Craft Download Catalog - Tested & Proven
The Optimist replied to Raptor9's topic in KSP1 The Spacecraft Exchange
How do you have your craft in the SPH? -
"Today, we'll go to Alpha Centauri using jet engines and 20 liquidfuel"
-
*cough* 400+ mph sandstorm on planet with 38 percent Earth gravity and 30% atmosphere *cough* *cough* RTGs *cough* Plutonium insulated in lead spheres *cough*
- 13 replies
-
- movie
- the martian
-
(and 1 more)
Tagged with:
-
dun de lun de dun DUN dun dun dun Dunn dun dun dun dun Dunnn dun dun de lun dun. Dunnnn lun de lun de lun dun dunnnnn dun dun dun DUNNNN dun dun de lun DUNNN dun dun dun dunnnn dun dun dun dunnn. Why did I just do this.
-
Breaking Braking (Now less optimistic!)
The Optimist replied to The Optimist's topic in KSP1 Discussion
Added another even less reliable method! -
The Helicopter Hangar (Submissions open)
The Optimist posted a topic in KSP1 The Spacecraft Exchange
I've gotten quite a bit better at making turbines lately, but the engine wash on them just isn't enough to get them to spin fast enough. So, I'm conducting a bit of voluntary industrial espionage, if you will. Title says all, and thanks in advance. Current Collection: http://forum.kerbalspaceprogram.com/index.php?/topic/128150-the-helicopter-hangar-submissions-open/ I made it! -
Breaking Braking (Now less optimistic!)
The Optimist replied to The Optimist's topic in KSP1 Discussion
I love the physics in this game. -
I've gathered some rather unconventional methods of preventing my craft from slamming into the ground at full speed. Here they are; No pictures since my computer is broken right now. (Disclaimer: These technologies are not tested for any other forms of stress, including gravity, radiation storms, excessive stroking, cleaning with coarse-grain cloth, or emotional trauma. Failure to use these technologies properly exempts us from all responsibility) 1): Radiator Panelchute Inspired by Leonardo Da Vinci's flying machines, this is a badly constructed model of one that we stole from a science fair and reverse engineered. Probably doesn't work that well. Just saying. Step 1: strap 10 or so of those expandable radiators onto your probe. Activate half of them before reentry. Step 2: After your speed is below 500 m/s, pop the remaining ones and pray that they don't all pop off early. Rating: Really Bad Idea 2): Reactive Armor Tanks have this. So why don't we? Reactive Armor uses a *small* explosion to deflect incoming projectiles, or in our case, the ground. This is actually a terrible idea, just saying. Step 1: Attach vast amounts of metal panels to the bottom of your craft, at least 2 layers. Step 2: After that, put some cubic struts and some of those small fuel tanks to the bottom. Step 3: Repeat steps 1 and 2 until you have a nicely pile of explosives below your command pod. Step 4: Pray that it doesn't explode during launch. Step 5: Pray that it does explode upon contact with the ground, and that it slows you down enough. Rating: Where did my spaceship go?! 3): The Mosh Pit Makes lithobraking a softer and more pleasant experience with this pit full of sharp metal rods! Step 1: Build a box with the structural panels. Make sure it's nice and tall for your ball pit needs. Step 2: Attach radial decouplers to inside of box. Then, put some cubic struts and I-beams onto them. Then, use the alt + left click trick to duplicate them everywhere. Step 3: Somehow get it to your target planet. Step 4: Position it somewhere flat and wide open. Step 5: Release the Kraken! Step 6: ??? Step 18: Use Mechjeb or your excellent skills to land inside the box. Step 19: Fun for the whole family! Rating: Not for children under 45 years of age. In case of rupture, do not touch, ingest, or look at contents. Still legal in 16 states!
-
Not enough pictures of Stalin on it. 7/10 would gulag again
-
The stock progression in career is rather boring. You do some science around the space centre, get some engines and fuel tanks, collect more science, until you get enough tech to have a little more fun. Well, that's rather unrealistic and overly simplified. May I propose.. Realistic progression. At the start of the game, the player begins with almost nothing. The KSC is just a dirt runway, a few shacks, and a aircraft hangar with some old parts inside. At first, the player's only way to earn money and research is from fundraising and purchasing from larger firms, respectively. However, over time public interest declines and so does your income. At first, the space program only has access to the smallest engines and parts, so the main methods are much more basic. For example, the first high altitude science experiments will be carried out by weather balloons with barometers strapped to them. Parts will be purchased and rockets will need to wait until their components arrive and until they are assembled. Reputation is more important now, as the fundraising projects are completely dependent on it. Achieving records will, if it doesn't already, give the player small amounts of reputation. Reputation losses are directly related to the size of the space program; the crash of a small, 1000 dollar solid fuel rocket will matter much less than the crash of a similar rocket by a larger space company. Of course, you can try to cover up some of your mishaps, but doing so will name all of your rockets after Russian presidents and 'secretaries'. Of course I'm kidding about that part, but bear with me. After you launch your first functional craft, two companies will come to you. First is Jeb's Junkyard, which sells you some of its own parts and also manufactures your lower-tier unlocks. The second is the KSC's own Research and Development division, which at first is your only source of researching new technologies. Science is completely redone. No longer will you get fistfuls of dirt and use them to develop nuclear engines. Instead, your data collected is analyzed, and will boost your public opinion if anything interesting is found, such as the presence of x on the surface of y. High end researching tools may also be able to directly boost the current research speed, but this is unlikely. Gaining research is now primarily obtained by two ways: Lab research and Field research. Lab research is passive, and it only focuses on one research node. Field research is done by running a engine and running field tests onto it. Sometimes, a test may reveal imperfections in the construction of the engine, and even offer insights into how future technologies could be modified according to the discoveries. The modified engines are now able to be installed on future craft. All engines and most other parts have a prototype that is provided when their research is half done. The prototypes will be essentially a stripped down version of the real part. Research at this point must(?) be done by running the engine in different modes, while running tests on them. The data collected from here must be crunched by the R&D division, or a third party willing to do so. Researching parts won't be from specified nodes. Instead, the player has to choose 2-3 keywords to plan the subject. The actual part being developed is still somewhat random, and it will only be unveiled when the prototype becomes available. Time would matter more with life support, which makes it more important to grab a good planetary encounter when it comes by. By default, timewarp should only be possible at 15x < when there are no research projects or events going on.