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Everything posted by ARS
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How do I move a Class E asteroid that is already landed on Kerbin?
ARS replied to aluc24's topic in KSP1 Discussion
This should be in challenge and mission idea!! -
Serious Scientific Answers to Absurd Hypothetical questions
ARS replied to DAL59's topic in Science & Spaceflight
Would it be possible for gunpowder-era civilization to make a working nuclear bomb by using a cannonball-sized ball of uranium encased by layer of explosives (To force fission) connected to a fuse? How powerful it would be around it's size? Like this one? (For added fun, throw it from trebuchet as a makeshift tactical nuke) -
How do I move a Class E asteroid that is already landed on Kerbin?
ARS replied to aluc24's topic in KSP1 Discussion
If you don't mind installing a mod, I would like to recommend installing this mod: And build something like this (from bottom to top): Grabber claw - Utility bay 2.5m (Fill it with 2x 00RGN drive and 16 GN condenser frame, bind activate engine of both of the 00RGN drive to action group and set both of their max overload to 5) - Drone Core - Biggest battery that you can find To use it, simply place this craft near the asteroid and move it like using RCS when activating it (GN drives can be used like RCS even in atmospheric world). Grab the asteroid from the top and right click one of the drive before select [Activate antigravity]. Now you can move the asteroid like RCS all the way to the KSC. If you need more power, just activate [Trans-AM] on one of the drive (Though it doubles GNparticle (Drive's fuel) consumption, it roughly quadruples the engine's power. GN condenser frame can be used to replenish the GNparticle (Don't worry about power, 00RGN drive is also a generator with +5 electricity/ sec)). I ever use this mod whenever I mess around with superheavy stuff, such as my return mission after heavy mining (see vessel's mass) P.s: Don't use more than 2 00RGN drive. If you need more drive, use Tau Drive (At the cost of non-perpetual particle generation and efficiency, but you can use as many as you want) I used this mod to soften the landing of the craft and it barely has any significant consumption of drive's fuel when I used antigravity or trans-am feature -
totm aug 2023 What funny/interesting thing happened in your life today?
ARS replied to Ultimate Steve's topic in The Lounge
I've graduated from my university Thanks for everyone in this topic Thanks for @Capt. Hunt, @monophonic, @Shpaget, @KSK, @Cunjo Carl, @insert_name, @Xeorm, @Pds314, @YNM, @Red Iron Crown as well as @Markrc93 for helping me for providing the solution of the calculation that I need for my thesis. I won't be able to make it without all your help! Now since I've graduated as a diploma from shipbuilding design and manufacture department, I'm having a plan to continue my study further in shipbuilding and marine construction. While I'm waiting for the next semester, KSP is always be my companion for my testing and building simulator. If anyone have an idea about challenge, that'll keep me busy and give me something to do Currently I'm still learning to make ships and submarines in KSP. Again, Thank you so much for all of you! -
Somehow this reminds me of Ironbottom Sound
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Every celestial bodies, though I only entered stable orbit. I only land when there's a damn good reason to do it. So far, out of all celestial bodies, I've landed on moho, eve, gilly, mun, duna, dres, laythe, vall, eelo (The least explored place is Jool's moons, I only ever go there once, and it's just an orbit)
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I never let any of my kerbals rot anywhere not in Kerbin. The farthest is probably Duna during a botched landing sequence that destroyed the entire ship (though the rover inside survived), so I let jeb, bob, bill and val take a road trip there forever. Since then I always do my mission with "No one gets left behind" principle
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Stellaris, Everspace and Homeworld series (I love space games) Does anyone know any other game that lets us command/control a space warship?
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Heavy object: lots of scientific and hard sci-fi elements. An anime about when the war is decided by the battle between 50.000 ton war machine battling between each other with absolutely massive weapons (seriously, rocket-assisted shotgun artillery that's fired from gigantic railgun using clouds from missile launchers to reflect radar waves and provide targeting data?) interestingly, most of the time, the so-called objects is mostly destroyed by... a duo of new recuit using cunning and wits Aoki hagane no arpeggio: mysterious ocean fleet known as fleet of fog appeared, conquering the oceans and drove humanity using superior firepower. With humanity being cut off from the sea, countries cannot see or know about each other. Its up to a single ship, the traitor ship of fleet of fog, the submarine I-401 to deliver the last hope of humanity through the hostile waters of the fog fleet
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Eris Because... reasons... Also, not really a planet, but dust clouds. I'm not wishing for an entire nebula, but is it possible to make clouds/dust effect on several graphic mods shows up in space independently? Like a region of space that's engulfed with dense dust cloud? That would make an awesome scenery seeing my ship flying through the space dust clouds with kerbol shimmering on the background
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I'm using OPM, and I landed at Sarnus' inner moon, Hale Being low-gravity world (0,4 of Gilly's gravity), it's so damn hard to keep anything nailed down (even harder than Gilly), I deliberately designed my ship to not use any landing gear/ legs since they tend to bounce on low gravity world. Instead, I'm using antigrav repulsor pads from Kerbal Foundries (toggling them to make a softer belly landing) Having a very low gravity and very small diameter, Hale is an interesting place. What was a mountain, now becomes a cliff and a cliff becomes land. It's kinda funny the mountainous region in low gravity world can alter the sense of perspective (I landed at cliff) However, the difficulties are paid off by having the best view of Sarnus' rings It's so beautiful
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What's the craziest mission you've ever pulled off?
ARS replied to OrbitalBuzzsaw's topic in KSP1 Discussion
First mission: circumnavigating kerbin using propeller plane (max speed 120m/s, it's very slow) at 90° heading with no yaw/roll for the entire flight. I did it in around 4 hours non-stop playing KSP controlling it with occasional timewarping to speed it up (though not much since I fear it might cause structural instability on my craft). I managed to get jeb and bob navigating kerbin. The flight was a success, though there's a minor problem at the end, which is a failed landing where I'm not raising the nose of the craft high enough to prevent it from crash landing (thankfully, only the engine that's destroyed, all crew survived and live to tell the story) Second mission: eelo SSTO mission, done in 45 years carrying 4 kerbals (jeb, bob, bill, val) Third mission: OPM installed, with the same SSTO (slightly modified), visit the most annoying and difficult moon to land: hale on sarnus' ring. The gravity there is around 2/5 gilly, making it so damn hard to keep anything nailed down. I deliberately didn't include any landing gear since they tend to make my craft bounce back on low gravity world. The mission is a success and the scenery of sarnus ring is worth all the effort -
Which one should we colonize first? No, both of them is a no-go. The one we should colonize first is moon. Reasons? - its closer to earth - easy to get material - lower gravity means structures can be built easier and make it larger - easy to return - better place to be used as spaceport due to lower gravity and very thin (if any) atmosphere - a good place to start observing and perfecting the colonization Until we've mastered the colonization of moon, we won't get very far in our solar system. When you have a failure or need something that can't be made on mars, the fastest help that can come from earth is 8 months, while on the moon, it's only around 3 days. Yes, we are a naturally curious species, but the fact is, we need to know how to establish a colony in our closest celestial body first. Once we're able to effortlessly build colony there to sustainable level and become a full fledged colony, then we're good to go to mars or venus
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Has anybody once build a rail gun or cannon [stock]
ARS replied to Helmetman's topic in KSP1 Gameplay Questions and Tutorials
The velocity of the projectile fired is not based on the engine ISP, since engines produces constant force in one direction. ISP is just engine efficiency in the config file, nothing more than that. The main factor in accelerating projectile in KSP using engine exhaust is the weight of projectile itself. Here's an example: Drop a mk1 fuel tank on top upside down running mammoth engine (most powerful stock engine in KSP). The mk1 fuel tank would be launched upwards at high velocity (more if the tank is drained). Now drop a mk2 fuel tank on the same situation. While it does launch the mk2 fuel tank, the velocity would be lower since mk2 fuel tank is heavier But then, every engine in KSP only provides constant thrust, so no matter how, the mk1 fuel tank won't be launched with the velocity exceeding the maximum possible velocity when using mammoth engine. That brings us to the multi engine launcher. While the engine used does have the same thrust, multiple engines provides far more power than a single engine can provide (for example of this, see @Danny2462's video about 25 thing you can do with asteroid where he uses mainsail engines as a mass relay to launch asteroid) Using several engines clustered in one point is very inefficient, so what I did in my design is simply positioning the engine vectors along the barrel of the cannon, which means, the longer the barrel, the more engine that can be put. The engine will accelerate the projectile further as it travels inside the barrel -
Has anybody once build a rail gun or cannon [stock]
ARS replied to Helmetman's topic in KSP1 Gameplay Questions and Tutorials
Not sure if this is related, but I have a KSP design for long range gun in stock (my design fires kerbals though). The design is based from Germany city bombardment gun during WW2. Basically, my design is lining up mainsail engines like this: \ \ \ \ \ \ \ \ Projectile >>> / / / / / / / / The / and \ is mainsails, which propels the projectile sequentially, the longer the assembly, the higher the projectile speed. There's no limit to the engines that you can use (well, too many engines might cause game performance issue though) -
This is precisely what I did for my interplanetary mission. Circularizing an orbit around kerbol first is my method of transferring my vessel's orbit to another celestial body, especially when it's far enough that I need to use a gravity assist to help my maneuver node (Such as building base in far-off distance). It's not entirely the most efficient method, but it's easier. I always used it, even until now
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Military Air, Sea And Land Vehicles Megathread
ARS replied to Chel's topic in KSP1 The Spacecraft Exchange
Can I post WW2 aircraft? -
Most life support mods out there usually makes kerbals need a resources to live, but you can't leave them unsupervised. Every kerbals (in most life support that I know) need a constant resupply in their station, base, outpost, probes, mining site, etc. Some goes beyond a simple need of food, water and oxygen (such as TAC life support, which introduce a waste recycling system), or add psychological system (such as kerbalism, which adds radiation and living space, as well as sociability status), however you do need to keep a scheduled resupply mission to keep them alive. This may or may not be a chore for you, depending for your playstyle, since this means, timewarping can cause severe issue of your supply level during long mission (such as encounter of jool in 2 years, you timewarp, then after encounter, you find that all kerbals in your mun base is dead due to having only 1 year supply). Some mods get around this issue (such as DeepFreeze, which makes your kerbals being put into cryosleep, during which they won't consume any supplies, its also tweakable to determine of soft/ hard the sci-fi level of cryosleep). As for inventory system, there's KIS/ KAS mods which allows kerbals to have inventory items (from novelty level such as wearing pilot sunglasses, holding a bottle of beer, to attaching/ reattaching parts in orbit, such as RCS thrusters that's no longer needed. you can even flip a flipped rover/ ship or, if you want, build a rover/ ship from scratch on other planet/ orbit, as long as your container can hold all the necessary parts and enough kerbals to do it) Hope that helps
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Using old mods: Retrofuture spaceplane parts Link: https://spacedock.info/mod/197/retrofuture space plane parts HRP (Heat resistant parts) Link: https://spacedock.info/mod/218/Heat-Resistant Parts (HRP) Both are outdated, but can still be used (as long as you have necessary plugins)
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I revisited old mods and decided to make a small aircraft exhibition, with a theme of WW2 aircraft (Over-engineered and kerbalized of course , either by adding ginormous engine, stick a lot of intakes, add more liquid-fueled thrusters for MOAR POWER, or upscaled them into even bigger than their real life counterpart) From Russia, an Ilyushin IL-2 Sturmovik From America, a Lockheed P-38 Lightning From Germany, a Messerschmitt Me-262 Schwalbe From Japan, Kyushu J7W1 Shinden
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To keep the acceleration, atmospheric heating and G-force during launch within an acceptable limit. Yes, you can say we can make a stronger craft that can withstand more, but that cannot be said with their crew or payload. There are several reasons why engines can be throttled: - Prevent excessive atmospheric drag which causes overheating (usually leads to RUD when excessive heat causing structural failure) - Prevent excessive G-force to protect the crew and payload (Remember, they are still human being, no matter how tough they are. Keep G-force reasonable to avoid turning them into bloody paste in cockpit) - Better gimbaling (If you gimbal a nozzle at full power, the sudden change of heading might cause a structural failure, especially when the craft is still within the atmosphere)
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So... I'm seeing this kind of landing gear... And I'm confused about precisely what's the advantage of using caterpillar track as landing gear since usually that thing is associated and seen on tanks, tractors and bulldozers, and those usually moves slowly (most of the time), and aircraft landing and takeoff is usually performed in high speed So can anyone explain to me what's the advantage and disadvantage of this kind of landing gear? What's the practical reason of using it?
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My ships is always named with 2 words, one of them is always something about sky, weather phenomenon or space. Example: Starlight Dream Grateful Sunray Crimson Sunset Hoshi Kaze (Star Wind)
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Lonapse (Kerbal language, Espanol being written backwards)