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Posts posted by Kergarin
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Does this one count?
Just a first test of Electric Motor power
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6 hours ago, 5thHorseman said:
"All" you'd need is 5km, so it could stretch 2.5km each way. I don't know if it's from the root part or the COM so that covers both.
Based on this pic and that they can extend to 4 x their length, it's generous to say the large piston will extend to 2 meters. So, you'd need about 2500 of them attached end-to-end and they'd already be over 1km long when you started.
So sure, it's possible. Not really practical.
(you can do similar with long parts and hinges and get it under 1000 parts but still. I doubt a hinge will work well rotating 500+ parts around 500+ other parts, even if those parts were extremely light weight)
Yes I was thinking about long parts and hinges.
I have no clue how sturdy or powerfull these parts are. Friday will tell
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What if one builds something, that can unfold and extend to more than the physics range is.
Let's say.... 70km
Will it work?
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23 hours ago, jinnantonix said:
Wow @Kergarin. Not exactly low cost. But very cool.
Thanks
The plan was to do the anti mission: an unnecessary complicated trip featuring satellites, deepsea probes dropped by planes, a fleet of boats, a base, a mining rig and tankers, an orbiting station and much more.
Sadly didn't find the time and wanted to release before this dlc makes my mechanics obsolete
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The game becomes more and more complete
Now add outer planets, optional life support and some better graphics for the planets, and the game feels complete. And maybe an option to enlarge all planets in some steps to make it more interesting
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Sadly never found the time to complete this…
So here is just a quick teaser featuring my two favorite parts of the Mission -
On 4/4/2019 at 11:04 PM, sevenperforce said:
Hey all...
Just finished my draft whitepaper/open letter to NASA Administrator Bridenstine. I think it's decent. Sharing a draft link here before I publish.
https://medium.com/@davidstarlingm/back-to-the-moon-61a47c60f78d
Here is a little preview visualization of this.
Please correct if I got something wrong.
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Some progress on my unnecessary complicated rogue entry.
Recovery works better than expected
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27 minutes ago, Just Jim said:
No way!!! That's EPIC!!!!
I've got to pass this one onto the rest of the staff!!!!
I did read through the article several times to find out if it is a joke or really serious. I would love to know how this could happen
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This article is quite old, I don't know if it has been around here.
But there is a funny mistake in it. Can you spot it? -
the actual Version basically works in 1.7
ist there an easy way to make the parts fit RSS and the performance their real life verions accurately?
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This is great!
but is there an easy way to make the F9 fit RSS and match its real world versions performance accurately?
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6 minutes ago, OrbitsR4Sissies said:
...
EDIT: Can't find a link, but the XPrize folks awarded the company $1 million for the effort to encourage a later try.
That's good to hear. They definitely earn this and their second try.
I hope they find out what went wrong.
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Oh my... That moment after the communication restore when vertical speed got higher and higher until the display turned yellow and then red, while horizotal speed deceleration stopped...
The animation showed the spacecraft desperately pointing up instead of prograde...
Reboot when calculatory only seconds left to impact.
That broke my heart
I really hope there will be this "next time"
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Oh my... you have killed my favourite absolutely op allround lightweight spark engine
I slowly get the feeling you are following me, making everything impossible, that I did max out to unexpected levels
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On 3/28/2019 at 1:05 AM, vyznev said:
Is staying inside the atmosphere required?
On 3/28/2019 at 1:48 AM, A Random Kerbonaut said:Yes, also no mods!
So... Does staying in the atmosphere mean that everything below 70km is ok? can we use all kinds of engines?
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40 minutes ago, sevenperforce said:
No stress -- this is why I opened it up to a development/comment phase before launching!
I removed the command seat rule from Keiger Kounter, making it easier to earn that particular bonus.
Note that Room to Move only requires extra cargo space during long cruises. Whether ISRU is used or not, the mass of the assembled stack will likely be dominated by the Eve ascent vehicle, since that's what needs to have the most impulse, and you don't need to triple up cargo pods in the ascent vehicle (at least, unless you are trying to combine Room to Move with Utter Insanity, which I do not recommend). So adding extra crew space to the return vehicle has very little impact on total stack mass.
That's true, but I imagine the following:
The crew compartments for the transfer vehicle almost triple in weight. Even if this can probably be done using the same engine as for one podseat per kerbal with longer burns, this alone would would increase the needed fuel for that part largely.
Indeed in addition to the landers weight that few tons of crew compartment might not even be noticeable.
But for the Eve lander: closed pods will be at least around 2,5-3tons, while 4 seats in a service bay are 0,5-0,6 tons. Meanig the Eve lander needs to carry around 5 times more payload. I guess this will massively enlarge the eve lander.
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I don't want to stress you out about this too much, but I'm not sure if the new group where the command seats are in has less or more impact on the weight than the old one
I guess getting the "room to move" bonus adds 100-200% weight to the craft. Doesn't it?
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On 3/29/2019 at 7:37 PM, EvermoreAlpaca said:
It is important to note that the level of aerodynamic trickery employed greatly impacts the level of challenge here. With full abuse of fairing occlusion, a chemical rocket single stage from sea level is more than possible. I mostly refrained from this with my propeller assisted single stage from sea level, but still used fairing occlusion for the chemical engines specifically. A craft that can do single stage from sea level without the use of ANY abusive fairing occlusion would merit a new and distinct achievement.
The only way I could imagine to do this, is optimizing your stock prop design. I don't know if that's even possible.
Seabed return would be next.
Also landing a fully fuelled SSTO from orbit which can return to orbit without ISRU or any other refuelling at the ground would be a verry interesting achievement.
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@Laie well, 4 would just be our 4 beloved and well know Kerbals, I think that number is ok, and makes it more interesting.
I just think no command seats and no ions/nukes should be at least each 10% instead of both together 10%. While command seat user would still be in an advantage bigger than that.
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Thanks for adding that no command seat bonus. But isn't the impact of a rule that blocks command seats and ions/nukes all together a little heavy? Especially since we have to transport 4 Kerbals, this could make a big difference in weight, I guess.
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11 hours ago, vyznev said:
While I think your executive decision makes sense, I should note that it's probably still possible to do a zero (or negative!) net cost mission with it. All you need to do is launch with a little bit of extra space available in your tanks, run your mission as usual, and on the way back stop at Minmus to refill your tanks. (The little bit of extra space is for the small amount of fuel that you'll need to mine at Minmus and then burn to return to Kerbin, so that you can land with your tanks as full of fuel as they were at liftoff.)
Personally, if I ever do a challenge like this, I'd probably just include a depreciation rule saying that you can only deduct, say, 90% of the value of the returned craft from the launch cost. That still strongly encourages reusable designs, but makes comparing them possible. And it's also sort of realistic, since in practice you'd always have to spend some amount of money per trip on maintenance costs, and it's reasonable to assume that these are roughly proportional to the total cost of the vessel.
Also, I'd be tempted to rule that fuel is free (and worthless when returned), because with ISRU it practically speaking is, anyway.
To me it was obvious and out of question for all challenges that initial runway mining and mining before recovery just to raise founds is never a choice, even when isru is allowed. Does one really have to mention this?
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On 3/27/2019 at 7:31 PM, sevenperforce said:
I have an SSTO that can do the round-trip without losing any parts. 78,813 kerbucks. Mines its own fuel from the runway so there's no recovery penalty at all.
Actually it was only said we can you use isru at laythe. Initial mining usually breakes all challenges like this, as all ssto will be at a cost of 0
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2 minutes ago, herbal space program said:
It's the only engine in the game that lets you do that and OP said nothing about it, so I don't see why not.
So I would have to go back to the drawing board
Breaking Ground Walker speed challenge
in KSP1 Challenges & Mission ideas
Posted · Edited by Kergarin
So, we have seen walkers are possible in previews.
The questions are…
how fast can they be?
and how funny can they be?
The challenge
- build a walker using stock and DLC parts and physics only
- the walker must fit inside the VAB or SPH
- must carry at least one Kerbal
- only electric mechanical walking, no engines of any kind, no electric props, no other aerodynmic propulsions allowed
- no moving parts moving/clipping through each other in unrealistic ways
- you MAY participate even if you break the following rules regarding the definition of "walking" (and will be listed in the special leaderboards)
- walking means a rhytmic motion which usually requires at least 2 joints per leg
- no reassembling of "wheels" (e.g. a single rotor with some or one "legs" sticking out)
- movement mainly driven by steady rotation goes in its own category
- caterpillar like movement, jumping and other ideas are also allowed, but get into the special leaderboard
- no powered wheels at all. Unpowered wheels with brakes on are allowed (to imrove grip). Unpowered wheels with brakes off (rollerbladers) get in thier own category.
- start on the runway and RUN!
- reach the end of the runway in the shortest possible time (all feet on the gras = end time)''- time starts when the first part crosses the start line and stops when the last part crosses the finish line
Videos would make most sense as evidence.
Screenshots would require a craft file at least. (can be sent in afterwards, just post what you have got)
I might group the results by the number of legs or types later.
Have fun!
Classical Walkers Biped
0:36 @jmark1213 2 legs "MeachRaptor MKII"
0:49 @SuperHappySquid 2 legs "Mech Walker 2"
1:02 @SuperHappySquid 2 legs "Mech Walker"
1:44 @jmark1213 2 legs walker (Version 2)
DNF @Kergarin 2 legs walker
Classical Walkers > 2 legs
0:25 @jmark1213 4 legs "quad mech"
0:44 @neistridlar 6 legs "hexipede - fast walker 2"
2:18 @Gergorik 8 legs spider (clipping?)
??? @Torn4dO 6 legs "ant"
Special Contraptions
1:53 @klond pogo stick
11:33 @Klapaucius "Frog"
15:43 @Klapaucius 18 legs caterpillar "Harry the Poisonous Centipede"
1:19:00 @Klapaucius "Kant" a critique of pure reason and a testament to pointless engineering (there is definitely no other way to discribe this)
Rotation-Driven Legs
0:33 @KerrMü 6 legs running ant "Rant"
13:20 @Klapaucius 6 rotator legs "Forrest"
??? @neistridlar 2 rotator legs walker
Unpowered-Wheels Contraptions
0:18 @Teilnehmer 4 rollerblade legs
0:44 @Teilnehmer 8 rollerblade legs
0:48 @Mathrilord 6 rollerblade legs "skater"
7:33 @doggonemess Inchworm