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ezaroo

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Posts posted by ezaroo

  1. 11 minutes ago, t6jesse said:

    I'd be thrilled with a periscope simply for looks, without an IVA functionality

    Also, it might be way off topic, but does anyone know how non-Russian spacecraft rendezvous and dock? The Igla and Kurs systems are fairly well-documented (still lots of mystery), but I have no idea how the Apollo LEM navigated to the CSM and docked (was it automatic, or all handflown, or mission control does all the calcs?), or the Shuttle or Dragon or Cygnus. The most I've found is that the ATV also used Kurs but just as a backup (to what?).

    As far as I’m aware, Apollo used the Apollo guidance computer (https://en.m.wikipedia.org/wiki/Apollo_Guidance_Computer) for essentially everything all of the piloting apart from final landing and docking which were done manually. 
     

    But flying from the CM to the lunar surface and from the surface to the CM was largely automated. 

  2. 33 minutes ago, Saturn5tony said:

    Tonight, I got my skycar over to the mountains way over to the north-east. Just running around looking for stuff. (was trying to go somewhere else for a contract but did not make it that far..hehe) and found this crystal on the edge of the mountain. What is it for?

    screenshot32.png

    Scan it with the robotic science arms from breaking ground to get science points! It’s one of the surface features from BG.

  3. 15 minutes ago, Setu said:

    Why do I think I turned ninety degrees? Is it due to frame of reference? Possibly. I'm judging from the map. By eyeball I had a trajectory directly at Kerbin, and then suddenly I was in an orbit around Kerbin, 2/3rds of the way to Mun.

    Ok I can see that it is frame of reference phenomenon, thanks. Like trying to throw a ball into a bin from a moving car, you have throw it backwards more than sideways, so a trajectory from Mun towards Kerbin will miss it and go into orbit.

    Yep, you just have a lot to learn on orbitals mechanics :) don’t worry everyone starts the same! It’s not entirely intuitive, go watch some videos by KSP youtubers, Scott Manley has good videos explaining things, they are a bit old now but still totally valid the UI will just look a bjt different.

    But the short reason is outside of some very specific situations accelerating directly at something is the least efficient way to get to it in space (because you’re travelling in a circular path).
     

    To get back from to Kerbin from the Mun you do not want to point at Kerbin from the mun - that will as you noticed leave you lower than the Mun on one side and higher on the other - you want to point the opposite direction to your motion around Kerbin awhile accelerating - this means if you’re orbiting with the muns rotation you want to accelerate prograde on the Kerbin facing side of the mun or if you’re orbiting against the muns rotation you want to accelerate prograde on the side facing away from Kerbin. 
     

    In both cases you are accelerating 90 degrees away from where Kerbin is. 

     You’ll get the hang of it! And yes changing reference frames can make things like weird but you have continued on the exact same path.

  4. 9 hours ago, Cavscout74 said:

     

      Hide contents

    nAzXTls.png?1

    I was able to keep the nose up marginally better, but a water landing at ~100 m/s is still not fun.  This IS the best landing I've been able to do in this thing, with just 2 large pieces instead of a dozen or more small pieces

    yJUgUPu.png?1

    The landing gear is auto strutted for heaviest part and that’s why it won’t move :) your front landing gear can’t be ahead of the hinge if you want that to be reliable.

  5. On 10/2/2019 at 6:31 PM, Rocket Witch said:

    Looks like an oversight to me, if it only arises from entering command seats directly from VAB/SPH (I don't play a version with helmet removal but I assume they automatically put them on when they leave a pressurised pod). May be worth filing in the bugtracker.

    Nope! It still saves the status of the helmets when exiting a pressurised pod - I forgot to fix my crew before launching a station module yesterday and when I put Val on EVA To recover her, she wasn’t wearing her helmet... I don’t know if it would auto put them on if she hadn’t been in atmosphere, I’ll test later.

  6. There is actually a video out in the wild (YouTube) of some crazy french chemists from back in the day dumping ClF3 into stuff for fun. Plexiglass explodes...

    No one is ever going to use ClF3 as a rocket oxidiser any accident you have - even a tiny leak goes from being an inconvenience with a normal oxidiser to being a catastrophic inferno which you can’t extinguish with ClF3. 
     

    Also it can’t really be “safely” stored yes copper or steel containers which have been pretreated can contain it “safely” - but if the protective metal fluoride layer ever gets damaged (a small bump might do) you suddenly have an uncontrollable fire. 
     

    Basically it always turns into an uncontrollable fire, it’s just a question of how long it takes.

    It is fantastically entertaining as a chemical but absolutely useless - though not quite a useless as the fantastically named FOOF (the sound it makes in contact with everything) - dioxygen difluoride.

    Source: have phd in chemistry and unhealthy interest in things normal chemists don’t want to work with.

  7. 4 hours ago, klgraham1013 said:

    It depends if you're after photorealism or the stylized look Subnautica was actually going for.  Personally, I think Subnautica was beautiful and would have no problem if KSP also choose a more semi real approach.

    Yeah graphics today is about design choice - they can choose photorealism or a stylised approach and both are valid. Would a photorealistic world look good with Karbals? Probably not, you probably have to stylise a bit. 

    Games that choose to go down the more cartoon route often do it for their own reasons rather than because they have to.

    I imagine KSP2 will be in between, more real looking than what we have currently but you aren’t going to think you’re looking at a real planet. Which is largely what we saw with the cinematic trailer, sharper and more real than KSP1, not quite what other games can produce. 

    But it’s a design choice rather than a limitation.

  8. 27 minutes ago, Incarnation of Chaos said:

    Also; please don't tell me your source is an Ace Combat Game....

    Be fair, it’s the art book that you can get with the game...

    But yeah the statement that a space elevator is near future tech is not right, we’re talking easily over a hundred years and I wouldn’t blink if you said 300 for that. It’s scifi tech.

    There is also no gameplay point to it! You will be able to construct stuff off kerbin including from space colonies, which means there is no practical reason for it.

  9. I had the same idea today! I managed to make a single piston engine with crankshaft to drive a small mass - using servos as clutches and bearings and a hinge as a pivot.

     

    The trick to making it somewhat stable with decoupling a support for the drive shaft, without that support it wobbles all over the place and that completely damps the drive you can get out the piston. 

     

    More than 1 piston is certainly possible, but I tried two and the instability problems double, the bouncing causes the engine to flip directions - sometimes just one piston, and that causes issues.

     

    Here is the craft file and a video

    https://kerbalx.com/ezaroo/Crankshaft

    https://m.youtube.com/watch?feature=youtu.be&v=vc67R3NXEYo

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