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ARS

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Everything posted by ARS

  1. I made a concept art of transformable gun-sword weapon for my character's storyline. It combines beam sword with handgun
  2. By using GN drive mod. It's basically a cheat propulsion system that uses self replenishing GN particle. It cost GN particle based on vessel's mass and setting of acceleration (called "Max Overload"), There are level 1-5 in setting of acceleration with higher number means higher load that can be lifted. For example, on a single drive, level 1 stands for 10m/s^2, so that means 1t mass accelerated by 1m/s^2 cost 1 unit. There's also an option of TransAM, which is like overdrive mode, this will double GN energy consumption, but quadruple the propulsion power generated by a single drive Now, if 2 GN Drives (00 version) are on the same vessel, it'll double the propulsion power of both drives, meaning it'll be 4 times stronger than a single drive. If a craft have 2 00 GN drive... And I set max overload to 5, and activate TransAM... You do the math For a sense ofperspective about how OP this drive, my SSTO escaped eve atmosphere in a span of 10 seconds (from surface liftoff to escape trajectory)
  3. Carpet bombing the Kerbin landscape, only with nuclear bombs from weapon mods, just for Lolz Detonating nuclear bomb in the middle of KSC for no other reason than just having fun I think I've ever put at least one kerbal on scud missile (or at least any missile) and send it on a ballistic trajectory to unnamed region on Kerbin which ends with a bang another carpet bombing, but with cluster bombs (that violates Keneva Konvention regarding cluster munitions ) making a kerbal cannon with mainsail/ vector engine and fire some poor kerbal over the horizon Subjecting jeb to 124Gs just to see how long he can stay awake before falling unconscious Doing an Eeloo interplanetary journey by using a direct burning to Eeloo instead of using any gravity assist, thus, subjecting Jeb, Bill, Bob and Val to a journey lasting more than 45 years. I didn't install any antenna on the craft, so there's no contact for that long (it's a miracle that they can still grinning all the way during the entire trip) I can't remember the rest of my horrible atrocities, mainly because there's so many. But one thing is always clear: any experiement with questionable ethics by using a Kerbal as a test subject can always be justified by using a reason: FOR SCIENCE!
  4. I'm cutting an A4 paper into A5-sized, and I thought it'll be such a waste if I threw away the leftover, so I draw something on it
  5. Trying to maintain the level flight on the lowest possible altitude Well... The most that I've achieved... I managed to do a level flight on 8 meters above the sea level. The radar altimeter must be blaring away during the flight Though Jeb looks like having fun with it
  6. Depends on how you see it. I personally think Tylo is much harder than Eve. Tylo's gravity is roughly similar to Kerbin, but it has no atmosphere, so you cannot use parachute and must use engine to slow down for landing, and use it again to escape, making a trip very tricky, especially during landing with engines, where if you burn too early, you waste a lot of fuel, while burning too late leads to a crash. On Eve, your craft can be 100% fully loaded with fuel since landing can be done with parachutes That's for me though, you might have different view about them Some tips for Eve: -your priority during ascent is to get out of the atmosphere ASAP, since it'll reduce drag and increases your engine efficiency -if you don't mind some docking, leave the return vehicle in orbit (with enough fuel to get back to kerbin), then use the ship to land, do some stuff and get back to orbit to rendezvous with return vehicle to get your kerbals back to kerbin. This way, your ascent vehicle can devote 100% of their power to ascent and make orbit without having to carry the return vehicle itself -about the return vehicle, if you don't mind long burn time, you can make a return vehicle with ion engine. It'll make your burn time considerably longer (I suggest doing gravity assist to save time) and needs a lot of power (don't bother with solar panels, just one or two should suffice, but pack a lot of batteries to maintain the electric charge. If it's empty, just wait for it to recharge. Eve is closer to kerbol than kerbin, so solar panel energy generation is higher) but it's very fuel efficient in vacuum. One largest xenon tank should suffice to make it back home if you can manage your burn effectively, not to mention making the craft lighter and use less partcount
  7. Eve's gravity is 70% stronger than kerbin (1.701g). The greatest problem isn't just gravity however, it's the drag. Eve's atmosphere is very thick, creating massive drag that'll slow your craft a lot compared to kerbin and killing your engine's efficiency (however, this means parachutes works more effectively in Eve atmosphere, so you can use less number of parachutes to slow your descent). Jet engines does not work on Eve, and the engines that are good for Eve mission is Aerospike engine (efficiency is unaffected by atmospheric pressure), vector and mammoth (using their raw power to overcome it) I suggest you land on Eve's highest point, where atmospheric pressure is lower so you can get out easier. Landing on the Eve oceans means doing the return trip at sea level, which is quite difficult
  8. High acceleration + low ISP: your rocket moves fast and drains fuel fast High acceleration + high ISP: your rocket moves fast and drains fuel slowly Low acceleration + low ISP: your rocket moves slowly and drains fuel fast Low acceleration + high ISP: your rocket moves slowly and drains fuel slowly That's the simplest explanation that I can make
  9. Installing mods that's incompatible with your KSP version usually leads to crash (some mods still functions, though) but usually, it's inadvisable to install mods with different version. Adding new mod while having a savegame is as far as I know, is okay You better not remove a mod (especially if there's an active craft that's using the part from mod that you intend to remove) if you have a savegame, since usually that leads to unforeseen consequences
  10. My relationship... Uuuh... How do I say it? I've experienced breakup at least 9 times, mainly because of my awkward reaction of not knowing what's supposed to do with my couple (back then, I'm on the day where no one has known what internet is, then once it's introduced, suddenly lovers popping up everywhere like mushrooms after the rainfall, with a slogan that basically says "if you don't have a crush, you're suck/ a loser") I admit, I started my relationship quite early in my life (about when I'm started my junior/ senior high school) but still, even after 9 years (and 9 breakups) I simply said "alright, screw this" Right now I'm turned into a hermit. I love doing science and experiment, and I spend my life drowned in my science activity alone, which is mostly consisted of 3D designing, astronomy and biology. Dunno when I can have a couple, but at this point, I don't really care Just saying
  11. Don't forget, drag Makes designing spaceship easier for when the cool factor is priority and physics be damned. Engines can be mounted only on rear section Maybe that's why spaceships in sci-fi always seen with their engines burning, since they had to overcome the drag
  12. Anytime there's a "matter replicator/ fabricator"-thingy on sci-fi movie which creates stuff by disassembling existing matter into atoms and assembling it again into new stuff, atom by atom or even more blatantly, out of nothing is a bad science on itself. There's a law of equivalent exchange. In Einstein's theories (the famous E=mc^2), it is possible to replicate energy into matter and vice versa while still following that pesky law of equivalent exchange, just like alchemy and Star Trek's replicators, but in order to assemble 1 kilogram of matter, you need to consume as much energy as the detonation of 21.5 megatons of TNT. As a result of other conservation laws, you won't be able to get a kilo of ordinary matter - instead, you'll get half a kilo of matter and half a kilo of antimatter (which, unless contained, will annihilate with ordinary matter yielding back the energy you started with a bang and making the whole thing an exercise in futility).
  13. Mun arch, back then when I started to explore mun for the first time, the probe was orbiting at low altitude, before I saw a tiny speck of... "something" on the ground. I'm immediately going "What's that!? Let's check it out!". So I landed my probe nearby and exploring it using RCS movement. That's my first anomaly in KSP the second that I discovered is KSC monolith. When I'm bored, I rotate and wiggle KSC screen before I noticed a black spot near the runway. Immediately, I make a rover and send Jeb to explore it
  14. That's an exception, especially for living zombies like the one in 28 days later, but still, zombies made from dead bodies shouldn't be able to survive for a long time before those bodies decomposed. If they get sustenance by eating the victim, then the number of zombies won't increase, and if they simply just bite and leave the victim to become zombies, they don't get sustenance to keep shambling for the next victim. On the other hand, zombies made from living humans (should) still need sustenance. A living body means an active blood circulatory system necessary to deliver oxygen and nutrients to cells throughout the body. I can think that living zombies only care about feeding themselves (a logical explanation about the virus on living zombies is that, the virus didn't cause mutation, it simply degrade their higher brain function and/or increasing their aggressiveness to make them behaves with animalistic behavior), and only create new zombie "accidentally" when the victim has been bitten, but managed to break free and escapes
  15. Unless the zombie outbreak is supernatural, there's no way those dead bodies stayed as mindless cannibal for long. With no way to generate adequate energy for movement, let alone chasing the victim aggressively, and no heart to pump the blood for nourishing the body, those zombies WILL decompose. A zombie outbreak, even if it happened, it's extremely unlikely to survive for a few months, before human bodies decomposed. It's just like how black death plague ended, once the biohazard area has been isolated and contained by authorities, the surviving humans could just wait a couple of months before the bodies decomposed. Also, once the news about zombie outbreak made global, surviving countries all over the world would start close their borders, slowing the spread even further. This is why the global zombie outbreak scenario is rather unrealistic
  16. What a sight to behold, eh? That's humanity for you
  17. Inter-dimensional Space Battlecruiser
  18. I landed a rover on the Mun with 2 kerbals Just rolling around
  19. The only MH part that I ever used is R-7 style fuel tank with integrated sepratron. Not as rocket, but as a boat, since making a fore section of a ship with stock parts is kinda... Blocky About the new crew capsules, I never used them, but perhaps the vostok capsule is useful as low-profile cheap reentry capsule/ escape/ drop pod The engines... Meh. I prefer near-future engine. And also, wolfhound engine is ridiculously OP
  20. About the walking dead (and any zombie movies) if you can make a virus/ plague/ parasites that can reanimate the dead into flesh-eating living corpses that can only be put down by shooting their head (and their brain), one thing that always wrong is that the decaying, rotten corpses is as viable as fresh corpses to be used as a zombie, even though in real life, to make body move, you can't just have a living brain, you need living muscle. A virus might make the brain alive, but a limb with destroyed/ decaying/ rotten/ absent muscle won't move at all, period
  21. Yes, they do, but it's not 100% like 100+100=200, there's a factor that must be considered to find the exact value on ship with multiple antennas. Here's something that might help you: https://wiki.kerbalspaceprogram.com/wiki/CommNet Some people attach multiple antennas since some antennas cannot function as relay (transmit to other antenna) and only useful as direct transmission due to the range limitation, so if your probe is in another planet, and there's kerbal doing science stuff on the surface, you put a weak antenna on probes and surface lab to transfer science between them, a strong antenna to directly transfer it to kerbin, and relay antenna to relay it to another probes just in case kerbin is out of range or for bouncing signal if KSC is unreachable
  22. I make it myself, it's not from any particular universe, but it's true that I tried to make an I-401-esque sub, but because my computer can't handle large part count, I had to improvise to at least managed to make it's general shape while still aesthetically pleasing
  23. Stockalike station parts extension redux mod
  24. Dang. Well, whatever. I designed it to be able to move on land anyways Thanks for the info
  25. Modifying my SSTO to be able to perform like what it's used to be back during version 1.3 Literally just adding a couple of engines, add some fuel tanks and adjust wing positions And then I go overboard... Also, I'm making a submarine Those R-7 fuel tanks is really handy in making boats Underwater... Captain, I think we've reached the site, there should be an island within our sight Copy that, surfacing the vessel. I'll take a look outside Land ahoy!
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