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Everything posted by phantom000
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Thank you! KER was actually what i was using before but there was an update and it stopped working. And with my old PC gone i couldn't look at what i downloaded. Thank you!
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My old PC died and its been so long that i can't remember what mods i had installed on it. But there was this one that was ridiculously useful because it showed you what biome you a maneuver would take you to. I loved it as it was ideal for when you wanted to research a specific biome. Except i can't remember what it was called and given that there have been updates since then i'm not even sure it will still work. So does anyone have a mod that does something similar? Thanks
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Because its Christmas, how about a mission build around landing at the North Pole? Of course that is easy, its how i test out my Mun Landers, so how about setting up some kind of research base at the North Pole? Now it has to be at the North Pole so it has to be in the center of the polar cap. Bonus points if you can make it give it christmas decorations.
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Arecibo observatory to be demolished
phantom000 replied to RCgothic's topic in Science & Spaceflight
I just want to cry... -
Given SpaceX's success, sending supplies and crew to the ISS and now more recently, launching a research satellites for NASA and the ESA it seems that we are moving towards an era of the privatization of space. To me this is not necessarily a bad thing but it does make me wonder what role government controlled organizations like NASA and the ESA will play in the future? Any speculations?
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Wow! You are a steely eyed missile man!
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Post your LANDERS here!
phantom000 replied to The Minmus Derp's topic in KSP1 The Spacecraft Exchange
I am happy to report that the first flight of the Lunar Research Vehicle 02-D1 was successful, for the most part... Yeah, not my best landing. I have seen landers bounce on touch down but this one nearly took off again, then it rolled at least a hundred meters. I managed to get it up right again but decided this would not work for a landing site. Being on a slope i had to use the SAS to keep it from tipping and since it was in the shadows the solar panels were useless. I was unable to deploy the ground base like i had wanted to but all crew members returned to Kerbin safely. -
Post your LANDERS here!
phantom000 replied to The Minmus Derp's topic in KSP1 The Spacecraft Exchange
Thank you! You wouldn't happen to know where i can find a good Delta-V map, would you? I have one but i am worried its a bit out of date. -
Post your LANDERS here!
phantom000 replied to The Minmus Derp's topic in KSP1 The Spacecraft Exchange
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Post your LANDERS here!
phantom000 replied to The Minmus Derp's topic in KSP1 The Spacecraft Exchange
What do you mean a vacuum engine? -
Post your LANDERS here!
phantom000 replied to The Minmus Derp's topic in KSP1 The Spacecraft Exchange
Does that actually work? I have been trying to design a lander using the MK2 Lander Can but i can't seem to give it enough Delta-V. -
This is why I can't make it in career mode... All that remains of my air force... What is funny is this is literally the closest i have ever come to Duna.
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Post your LANDERS here!
phantom000 replied to The Minmus Derp's topic in KSP1 The Spacecraft Exchange
How about this? I always liked the MoonScoot 3000 from the Exploring Gilly scenario and was annoyed when i found it was not on the list of stock spacecraft in sandbox mode. This is a modified version, i dropped the ion thruster and solar panels to save mass and added another monopropellant tank. It works, i landed it Minmus from 9K orbit but it's hard to pilot because it doesn't have an 'engine' so the SAS doesn't know which way to point it. -
Tips for launching to intercept?
phantom000 replied to goldenpsp's topic in KSP1 Gameplay Questions and Tutorials
I have a similar problem with my new asteroid. Its in a stable orbit but I can't seem to reach it because i just don't have enough Delta-V. I tried adjusting my orbit during take off but I can't get it right. Once i had the AN/DN down to about 25 but then it shot up to over a hundred. -
Bad science in fiction Hall of Shame
phantom000 replied to peadar1987's topic in Science & Spaceflight
Neutronium is essentially what a neutron star is made of, hence the name. It is quite literally the densest material in the universe because it is theoretically impossible to be any denser then a neutron star. The whole star is one ginormous atom composed of nothing but neutrons because all the protons and electrons have been smashed together to form more neutrons. If you somehow had a chunk of it, say the size of your fist, that one chunk by itself would way something like 10^17 tons. To cut it you would need to generate a temperature comparable to a super nova. -
Bad science in fiction Hall of Shame
phantom000 replied to peadar1987's topic in Science & Spaceflight
It was when they were dealing with the human form replicators. The Asgard mention their bodies are made from neutronium and they were trying to make more and they had just located a new source and were beginning to mine it. I don't mind the idea of building things out of neutronium, but if you ever did you would probably just manufacture it, maybe a few atoms at a time and slowly build it up from there. -
Bad science in fiction Hall of Shame
phantom000 replied to peadar1987's topic in Science & Spaceflight
In Stargate: SG-1 they talk about 'mining' neutronium. I would love to know how you 'mine' neutronium considering it is literally the hardest substance possible, i.e. that the laws of physics say it is impossible to have anything harder. -
How do i get 27 tons into orbit?
phantom000 replied to phantom000's topic in KSP1 Gameplay Questions and Tutorials
This actually worked! Very well in fact, i had to change it a little, using 2 sets of 4 kickbacks with one set at 75% but it worked! Thanks to everyone, this is a lot to consider for future missions.- 21 replies
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How do i get 27 tons into orbit?
phantom000 replied to phantom000's topic in KSP1 Gameplay Questions and Tutorials
Wow, there is a lot to consider here. There are a couple things i want to make note of... 1. I chose the big orange tank more for structural stability more than anything else. Being one large piece it would be more stable, i've had problems with ships falling apart because there were too many parts fitted together, and the large size meant i could easily fit multiple docking ports and not worry about modules running into each other. This is also why i chose such a large RCS tank because it is the only one that would fit onto a large tank without an adapter, which i am trying to avoid. 2. As for the rest of the ship, it is still being designed. There will be an engine module of course, probably 4 atomic motors fitted radially onto one of these and possibly mounted on the front of the ship to pull it rather then push it. I was thinking about a science module, a mobile processing lab with its own solar panels and experiments, perhaps left in orbit around duna as the start of a space station there.- 21 replies
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This is the core of an inter-planetary spacecraft, other parts will be docked with it in orbit. It is also the heaviest part of my planned spacecraft so if i can get this into a safe orbit the other pieces should be easy but i just can't seem to make it happen. The rockets either do not have enough thrust or are too unstable and crash. I looked at the rocket equations on the wiki but since i am not a physics or mathematics major, they are kinda confusing. Any suggestions? (If you are wondering how a Rockomax 64 only weighs 26.8 tons its because its only carrying liquid fuel, this is going to be an atomic rocket when it is finished.)
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Navball Markers are glitched
phantom000 replied to phantom000's topic in KSP1 Technical Support (PC, unmodded installs)
Yeah, I forgot to set the lander can back to 'control from here' I knew it was not my lander because i had been to Mun and back several times with that ship and never had that problem before. -
I have had KSP for about a year now and my 'current' game is just as old and so it doesn't seem to have stuff that comes with the new patches. With all the new updates i am wondering if i should just delete it and start over from the beginning. What are you thoughts?
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I am coming back from Mun, i set up a burn to take me back towards Kerbin. I set the SAS, wait until T-10, the maneuver marker and the prograde marker are right on top of each other, but then when i fire the engine they start moving apart and my Delta-V indicator counts up instead of down. My new orbit is completely screwed up. I tried to get around the problem by setting it to Stability Assist but that did not help. I also uninstalled all mods in case they were interfering and i tried restarting KSP but nothing worked. Has anyone else been having similar problems.
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I love this mod! it is so incredible helpful i wish they would put it, or something like it, into the game itself. So you can imagine my frustration when it doesn't seem to work with version 1.3.