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Everything posted by Kyle Worden
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Can an asteroid be destroyed?
Kyle Worden replied to Crusher48's topic in KSP1 Gameplay Questions and Tutorials
Y'all just had to go and make KSP obey physics, no fun to be had! It wasn't a bug! it was a feature! -
[FORUM GAME] Rate the avatar of the person above you.
Kyle Worden replied to mincespy's topic in Forum Games!
8/10 I feel like your avatar is trying to get me to go to the center of a procedurally generated galaxy for no reason. -
Are there any planets/moons you don't like? If so, why?
Kyle Worden replied to MythicalHeFF's topic in KSP1 Discussion
I have a great disdain for Ike, always getting in the way of my intercepts. I would like nothing more than for it to fall below the Roche limit and be turned into a giant ring of rubble. -
Can an asteroid be destroyed?
Kyle Worden replied to Crusher48's topic in KSP1 Gameplay Questions and Tutorials
1e38 is a really, enormously, huge number. For some perspective, a nice day outside is about 293k. Water boils at 373k, the temperature at earths core is about 6200k. Sun's core? a toasty 15 million kelvin, but this is only 0.0000000000000000000000000000001% of the heat tolerance of the asteroid. OK, so what about Planck's temperature, where it is so hot, quantum physics breaks down because the wavelength of light given off by the particles is the Planck length? Planck's temperature is 1.417 x 1032k. Getting close right? Wrong Even at Planck's temp, you are still only 0.000142% of the way there. Good luck @doggonemess, you are going to need it. -
The most stressed I have gotten in this game was construction a science station in orbit of the Mun. I had sent up a construction drone which was basically a claw with a bunch of RCS. Rendezvous with the first station module was fine, I think it was the central body, basically a bunch of structural tubes with docking ports to connect the other modules. The fun started when I grabbed the second module and brought it back to the central body. Keep in mind, I hadn't sent up any modules with control ability yet, so as soon as I let go of the central body with my construction bot, the claw shot it out at an odd angle and it was rotating about all 3 axis. So I had to juggle the 2 different modules back and forth between the claw, trying to keep them stable, trying to dock the two, all the while, every piece is spinning, and I didn't have a Munar relay network set up yet, so I could only do construction when I had line of sight with Kerbin. That was the most frustrating hour of my life in this game. If I was a smart engineer, One of the modules would have been controllable, or at least sent up another construction bot.
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Does landing on far side of the Moon is possible?
Kyle Worden replied to Pawelk198604's topic in Science & Spaceflight
Let's not forget the science hardware that the astronauts left on the surface, namely the Lunar Laser Ranging Reflectors. To my knowledge there are 5? of them, and have been used in enormous lengths to discover or reaffirm things about our system. It was discovered that the moon is drifting away at three and a half centimeters per year, they tested the accuracy of Einsteins relativity equations. But there are even more reasons for them to land on the earth-facing side, cost of ensuring communications has already been brought up. But I think there was a deeper cultural reason for landing on the near-side. I can point a telescope and show people "see that really bright crater on the left? Apollo 12 and 14 landed just south of there" That's a level of understanding that you can not get by just looking at a map. -
Then, you don't have a launch failure, you have a successful fireworks show!
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Yes, a tidally locked body is still rotation, Lets look at the Mun for example. It's semi-major axis is 12,000km and has an orbital period of 138,984s. Now since the Mun is tidally locked, its rotational period is the same as its orbital period. So, since the Mun's radius is 200km, we can find the circumference at the equator of about 1,256,640m. Taking distance over time to find rotational velocity we get (1,256,640(m) / 138,984(s)) this equals a surface velocity of 9.04 m/s
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kyle Worden replied to RoverDude's topic in KSP1 Mod Releases
Sorry to interrupt the conversation about conversion rates, I've been going through the documentation and reading as much as I can about the processes, functions, and roles of MKS. What things did you learn by experience? Any mechanic that you found that wasn't explained in great detail? Any tips that you would give to someone else in this mod? And is plopping down a mock-up base on kerbin a good test environment to see if I am forgetting anything important? The only thing that wouldn't be replicated that I can think of is the level of homesickness. -
I'm torn between the F-15c Eagle and the F/A-18E Super Hornet, both aircraft have significant payload options, great time on station, and proven technology. The F-15 is the iconic image of American air superiority, but with the Super Hornets new avionics packaging, improved weapons systems, and the ability to be deployed via carrier, it takes my vote.
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Floor 1930, holding on to floor 1929 for dear life
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Welcome to the forums first of all! There's a lot of great resources here that I highly recommend checking out. This is where all the modders talk about their work, take suggestions, or give help. My mod list has changed and grown dramatically since joining, just a short while ago. Good luck on your goals, and have fun!
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Banned for misspelling stomach
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Banned for making atmospheres optional, how are the poor kerbals supposed to breathe?
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The Name Change Thread (WARNING! ONE TIME ONLY!)
Kyle Worden replied to Souper's topic in Kerbal Network
That works out even better, thanks @Vanamonde didn't even know that was an option! -
SPACE STATIONS! Post your pictures here
Kyle Worden replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Holy Science Labs Batman! -
[1.12.x] Near Future Technologies (September 6)
Kyle Worden replied to Nertea's topic in KSP1 Mod Releases
@Nertea This is absolutely gorgeous! I can't wait to grind to get these in career! All of my monstrous crafts will be perfectly aerodynamic! -
how reaction wheel can effect gyroscope ?
Kyle Worden replied to JimboJay's topic in Science & Spaceflight
You sir, are correct, apologies!- 6 replies
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- reaction wheel
- gyroscope
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(and 1 more)
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how reaction wheel can effect gyroscope ?
Kyle Worden replied to JimboJay's topic in Science & Spaceflight
Not quite sure what you are asking, because gyroscopes and reaction wheels work together to orient a spacecraft. Think of the gyro as a compass, and the reaction wheel as the steering mechanism. The gyroscope detects the changes in rotation and sends that data to the reaction wheels. The wheels can then spin faster or slow down to compensate. This all works because of the conservation of angular momentum. These systems do have their weaknesses, namely, you must have at least 3 reaction wheels to maintain full control over the pitch, yaw, and roll axis'. Reaction wheels are also prone to saturation, which is where they spin up to their max allowed speed, and so they can not compensate any further (this can be prevented by having 2 wheels per axis that spin in opposite directions). And lastly you have the issue of gimbal lock, where if the gyroscopes become in-line with each other, the system can no longer detect changes in its position. Also since you have moving parts, the wheels and gyros are prone to wear and mechanical failure. There is a whole host of engineering problems that had to be overcome to make the current hardware as reliable as it is, but nonetheless, having moving parts does have its weaknesses. Hope this helps.- 6 replies
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- reaction wheel
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kyle Worden replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the mods @RoverDude I love the feel of the parts, and they blend very well with stock. Now just to spend 10 hours trying to figure all this out! -
The Name Change Thread (WARNING! ONE TIME ONLY!)
Kyle Worden replied to Souper's topic in Kerbal Network
cancelled, apologies, this account isnt tied with the right email -
How are ROVERS meant to be played?
Kyle Worden replied to felcas's topic in KSP1 Gameplay Questions and Tutorials
While there are mods that allow the rover to follow a path programmed to it, namely Kerbal operating systems, in stock you should have your rover as the active vessel while it is moving. I could be mistaken, but the reason why your rovers at the KSC were able to move at all without being the active vessel is because you were within the 2.2km range where physics loads. Not quite sure what else you are asking however, I personally use rovers on smaller bodies where I can have them perform science experiments on different biomes and transmit them back to help fund or develop a manned operation to that body. -
Prompt for username/password leading to another site?
Kyle Worden replied to Kyle Worden's topic in Kerbal Network
My antivirus scans all my downloads but I'm running a full scan to be safe, just seems odd that its a ksp related site, and only pops up on one forum thread that i've found so far. -
Prompt for username/password leading to another site?
Kyle Worden replied to Kyle Worden's topic in Kerbal Network
Why would malware only affect one forum thread? As far as I can tell, it only pops up here