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KSP2 Release Notes
Everything posted by jimmymcgoochie
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Sounds like a centre of mass/lift imbalance, those rocket engines right at the back will make it tail-heavy and with the tanks empty it would be prone to flipping tail-first, not helped by the tailless design. Move the main wings back and give them a slight upwards incidence (tilt a few degrees up so the leading edge is above the trailing edge) and add some sort of tail fin and you might find it a lot more flyable, or add some ballast in the nose to prevent the CoM shifting too far back.
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Big resources discussion:
jimmymcgoochie replied to Pthigrivi's topic in Prelaunch KSP2 Suggestions & Development Discussion
I don’t see the need to add fancy ores, just put the resources themselves in the ground and have drills to dig them up as for ore in KSP now. This area/biome has lots of water in its surface, be that liquid water, ice, hydrate minerals etc., that’s all you need to know. Having complicated production chains would detract from the “building and flying spaceships” thing that has repeatedly been stated to be the core of KSP2. Might as well throw in my own two cents/pennies/whatever’s worth: Liquid fuel (kerosene fits best, but it could be liquid methane); Oxidiser (liquid oxygen, or hydrogen peroxide if LF is methane- Kerbalism certainly thinks so); Monopropellant (hydrazine); Xenon; Solid fuel (probably metal-based); Metallic hydrogen; Fusion fuel (for fusion rockets- helium-3, deuterium, tritium, some combination thereof); Fission fuel (mostly for reactors- uranium, plutonium, thorium…); Fission pellets (for pulsed fission drives such as Orion) Fusion pellets (for reactors and pulsed fusion propulsion such as Daedalus); Antimatter? Colony supplies (some combination of food, water and oxygen to keep colonists happy and working hard); Waste products (from Kerbals…); Metal (very generic, used to make both ships and base/colony structures). Even that list seems like a lot considering stock KSP only has the first five. Adding in different ores that have to be mined and processed to then begin producing even more materials would become a logistical nightmare; I thoroughly enjoy games like Dyson Sphere Program which feature that sort of production chain system, but it wouldn’t fit nearly so well in KSP2. Keeping resources simple also means that ISRU and production chains can be simple too- ore can be turned into liquid fuel, oxidiser, monopropellant and ore plus metal makes solid fuel; metal plus fission fuel makes fission pellets; fission pellets plus fusion fuel makes fusion pellets. Xenon can be found in some atmospheres, antimatter could be found in low orbit above certain planets e.g. Jool or generated using a dedicated colony reactor that eats a ton of power to do so, while colony supplies could be generated from a combination of ore, waste and power to eventually create a closed-loop system instead of sending them from Kerbin. -
How to make a Mars rover in three easy steps: Take an existing design for a Moon rover; Add a parachute; Uh… moar solar panels I guess? Getting to Mars isn’t that much more difficult than getting to the Moon, with the added bonus of having an atmosphere to aerobrake in once you get there (even if it’s a really puny one) and a parachute-assisted powered landing is easier than a purely propulsive one.
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What celestial body do you hate in ksp??
jimmymcgoochie replied to Rutabaga22's topic in KSP1 Discussion
Every body in the Kerbol system has something to dislike about it, if you try hard enough: Moho takes a lot of delta-V to get to and from, with a relatively small SOI making orbital capture more difficult with the long burns you need to get that delta-V. Eve is evil, high gravity plus thick atmosphere makes it incredibly difficult to get off of Eve, while the high orbital velocity makes it hard to get down without getting cooked and getting into and out of low orbit requires a lot of delta-V. Gilly's gravity is so low that it's very difficult to land, and stay landed, plus its SOI is very small compared to Eve's and so it's quite hard to get to as well. The Mun has so many biomes that it's all too easy to clean up the entire tech tree without going anywhere else, plus the day/night cycle is long so solar-powered vessels are likely to run out of power during the night. Minmus is an oddball that's harder to get to than the Mun, with far fewer biomes and terrain that's either perfectly flat or very steep, plus it isn't nearly as deliciously minty as everyone seems to think. Duna has just enough of an atmosphere to be annoying (breaking solar panels etc.), but not enough to be particularly useful (good luck getting parachutes to work) and the terrain is pretty forgettable. Ike is like the Mun, only smaller and more boring, plus the mutual tidal locking with Duna means it gets in the way of a lot of Duna-bound missions. Dres is... well, Dres. 'Nuff said. Jool looks nice, but you can't land on it and orbital velocity is immense; with very little solar power you'll probably need RTGs or fuel cells for power or a lot of batteries and slow science transmission. Laythe has almost no land to land on, a thinner atmosphere than Kerbin meaning wings generate less lift and jets generate less thrust, and did I mention the lack of land? Oh, and most of that land is very rugged with almost no flat areas so have fun landing your very expensive plane. Vall is a pretty missable little blue lump, the biomes are out of order and there's not really much to see. If you're using Kerbalism, Vall is the deadliest place to land in the entire Kerbol system because it's right in the middle of Jool's radiation belt and lacks the protection that Laythe's atmosphere offers on the surface there. Tylo is an absolute pain- equal in size to Kerbin with only slightly less gravity, it requires more delta-V to land on than anywhere else due to the lack of atmosphere to aerobrake in, needs just as much delta-V to return to orbit afterwards and there's not all that much to see down there; it also has a tendency to give you gravity assists that can throw you down into Jool's atmosphere or completely out of Jool's SOI, whether you want it to or not. Bop is a lumpy potato miles off Jool's orbital plane, hard to get to and not much to see there once you get there (with one notable exception...) Pol is also a strange little lump, even further from Jool than Bop and with some potentially nasty terrain. Eeloo is so far out that it's hard to get to, solar power is effectively zero and it's not all that interesting when you get there. Of course, they all have their good points too... -
Screenshots alone aren’t enough to diagnose the problem, for that we’ll need logs and a full mod list. However, something you said gives me an idea: are you playing KSP with mods through Steam? This is A Bad Idea as Steam can cause corruption in modded KSP. The simplest solution is to make a copy of KSP (with no mods installed) and then install your mods into that copy, leaving the Steam one untouched so it doesn’t meddle with anything.
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Labs and transmission rates
jimmymcgoochie replied to Superluminal Gremlin's topic in KSP1 Gameplay Questions and Tutorials
Lab modules are cheating- you can put every experiment in each lab module and it will produce all the science each time; put the same experiment data into a different lab, even on the same vessel, and it’ll process it again for double the rewards. By the time you get a functioning orbital lab running, odds are you’ll be doing a lot of timewarping for long-term missions so the wait times will be minimal and the science gains will be huge, though by that point you’ll probably have the entire (stock) tech tree completed. Labs have the added bonus of being able to restore experiments like materials bays that would otherwise need a Kerbal scientist to make them usable again. You can also store multiple copies of any science experiment on the same vessel either by having a Kerbal collect the data and store it in e.g. a crew pod, or by adding experiment storage boxes which can store the data even without crew. Take several copies of every experiment, put some in a lab (or labs) and return the rest to Kerbin to maximise the science points gained, since most experiments need several runs to get the full data and will only give partial rewards for transmitting the data (materials bays are a good example). Transmitting data means reduced science gains, but it’s a lot easier than doing a sample return mission. -
Don't use the version on CKAN, go to the GitHub link listed on CKAN and download the master branch, then install manually following the instructions on the Readme. https://github.com/raveloda/Coatl-Aerospace If that still causes issues, delete any parts that are blocking the game from loading and retry. The mod works for me in KSP 1.12.3.
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That’s the rocket equation for you: delta-V has hard limits based on your ISP and mass ratio. You can either try to increase your mass ratio by using lighter, more efficient tanks (e.g. using lightweight aluminium-alloy balloon tanks) or increase your ISP by using different propellants and/or engine types (e.g. switching to hydrolox or even nuclear thermal rockets), but there are problems with both- fancy tanks are expensive and difficult to make, hydrogen is very un-dense and needs larger tanks than other propellants and NTRs are heavy with a relatively low TWR. Ion thrusters using e.g. xenon provide vastly more delta-V due to their extremely high ISP, but their thrust is incredibly puny in comparison. The largest rocket I’ve ever launched in RO/RP-1 put 650t in low Earth orbit- I actually launched that thing six times carrying the propulsion modules for crewed Mars and Venus missions, plus a one-off mission that had well over 30km/s in total thanks to extremely efficient hydrolox rockets, just to put a one-ton lander on Mercury’s surface. Total launch mass was at least 12kt each time, limited mostly by the size of tooled tanks and how many boosters would fit around the core stage.
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totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
Autostrut all engines to the root part, it makes them much more stable and less prone to pushing themselves inside whatever they’re attached to when using physics warp; it also helps to autostrut some key components to the root part to maintain the rigidity of the craft along its length. Autostrut boosters to grandparent as it makes them far less wobbly, especially when you attach things to the boosters (e.g. nosecones or fuel tanks) as they autostrut each part to every booster. Autostrut heaviest is Kraken bait and should not be used, the heaviest part changes after staging and can really mess up your vessel. When docking stuff together, turn all autostruts OFF or they’ll recalculate when you load the vessel and lead to horribly warped vessels with parts bent in all directions. -
It's Only Rocket Science! (RSS/RO/RP-1)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
After some experimenting, I've come up with a new plan for the big Mars mission: remove one of the moon probes and push right up to the 700 ton weight limit to maximise delta-V. One of these is already under construction, with a second added to the build queue when I checked and found out that the real Mars transfer window is actually a lot later than KAC said it would be. Another upgrade to the Blue String rocket, the Block 2B features uprated RD-253-Mk2 engines which provide noticeably more thrust. First to test this new config is Blue Violin 4 on its way to the Moon: The probe captured into a nice low orbit of the Moon, however the entire near side is in darkness right now so it'll have to wait for a while before landing. The return probe was detached and left in orbit while the lander waited for the right time to land, mopping up some low orbit lunar science in the process. While waiting for the Moon to spin around, Green Banana Ceres arrived at its destination. No flukey resonant orbits with this one, just a single flyby, so it used up most of its remaining fuel to slow down as much as possible to maximise the time spent gathering data. A Mercury transfer window is opening and two probes will be sent there- Green Banana Mercury 2 and 3, both flyby probes since capturing into Mercury orbit is ridiculously difficult. 2 will launch now, while 3 waits a little longer. Everything worked as planned thanks to the very high reliability on all the engines and the probe is on its way to Mercury now. Capturing would take another 8km/s, which this probe doesn't have. With all the science coming in and some big contract payouts and advances, the third VAB queue is now up to the same speed as the first two: Future KCT points will mostly go into R&D to unlock new technologies faster and try to keep those VAB queues busy. Coming soon: Mercury and Mars missions and possibly the launch of a space station. -
Maintaining a full 1g isn't really necessary: Earth has the highest gravity of anything you could feasibly be landing on in our solar system and (after discounting Venus for obvious reasons) nothing else comes close to that; Mars and Mercury are both less than 0.4g, Ganymede and Luna (Earth's Moon) are less than 0.2g and it only goes down from there. Assuming that this hypothetical spaceship is going to Mars, why maintain a full 1g when reducing it to Mars gravity will help the crew adapt to the conditions they'll find on the surface, reduce the mechanical loads on the ship's structure and will also help to negate the disorientation that can arise when your senses disagree on whether you're standing still or moving. As for a T-shaped ship, it would be vulnerable to Dzhanibekov effects which would be very unpleasant for anyone on board. See the EVA experiments kit added in KSP 1.11 and at 22:20 in this video, for example: Not something you want to have to put up with for years in space.
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Science multipliers are only part of the story. Eve might give plenty of science per biome, but there aren't a huge number of them and several are pretty hard to reach due to much of the surface being covered by oceans. If you're dropping single-use landers and need to maximise the science returned per vessel, somewhere with a high multiplier is a better choice, but if you're sending a mission that can move (e.g. a plane or rover) and/or that can return samples to Kerbin for the full reward then pick somewhere with many biomes such as the Mun. It's possible to complete the entire tech tree just by going to the Mun and scraping up all the available science from there, or even to complete the tech tree by exploring Kerbin itself and not even leaving low orbit.
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A Very Basic Space Program | RSS/RO/RP-1
jimmymcgoochie replied to seyMonsters's topic in KSP Fan Works
I believe that difference is down to differences between how the stock and MechJeb calculations work. Assume MechJeb is right, since newer versions of RO have disabled the stock delta-V calculator entirely. -
Sending small crews of highly trained astronauts for your second Mun landing to maximise the science returns? THAT’S NOT KERBAL! Sending nine tourists who all queued up outside the Astronaut Complex waving their wallets for your second Mun landing, all in one go, to maximise profits? THAT’S KERBAL!
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It's Only Rocket Science! (RSS/RO/RP-1)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
With a Mars transfer window approaching, it might be a good idea to send something in that direction- but first I need to design it. I have an idea for an ambitious cluster mission to send landers to Mars and probes to both Phobos and Deimos. The design for the Mars lander initially used airbags to soften the landing, which proved unreliable both for absorbing the impact and for landing right side up. Switching to tiny landing gear, as for the Moon landers, fixed that problem. Launching two of these landers along with two probes to visit Mars' moons proved to be too much even for a new Block 2A version of the Blue String rocket; while it could make it to orbit and probably to Mars, it wouldn't have any fuel left to try and capture into orbit. While the upgraded launch rocket isn't powerful enough to throw the better part of ten tons at Mars, it proved useful later thanks to the extra oomph from the six Algol 2 solid boosters. Before the crewed Moon landing can occur, a rather different vessel is heading to the surface of the Moon: Green Huckleberry 3, an improved Moon rover. The rover itself has been upgraded with better power generation to compensate for the high power drain of the rover's avionics* and its rocket has replaced the Juno 6k with a more reliable and efficient AJ-10 Advanced**. Despite attempting a reasonably targeted landing near the rover waypoints, it ended up coming down almost 1000km away from them. The power upgrades came into their own at that point, allowing a much faster rate of travel across the lunar surface than the previous rovers while still running all the science experiments and transmitting the data back to Earth. It didn't take long to reach the waypoints, complete the contract and then set a course for a new and as-yet unexplored lunar biome to get even more science. Back to the Blue String Block 2A for the launch of Yellow Xylophone 1, the crewed lunar lander that will take one lucky Kerbal to the surface of the Moon- and back! This vessel had some last-minute upgrades applied including the addition of solar panels and extra propellant, while the rocket was upgraded to the Block 2A configuration to give it a bit more oomph off the launchpad. Less than five days after launching, the lander is in a stable orbit around the Moon and awaits the crew's arrival. Pointing the solar panels at the sun also means the fuel tanks are facing away from it, which should reduce boiloff of both the propellants and fuel cell fuel. The crew launched a few weeks later than the lander, partly because there's only one launchpad that can handle the weight and partly because the Astronaut Complex upgrade is still in progress and must be completed before the landing attempt is made. As dawn rose on the 23rd of September 1966, Klaus and Vera boarded Yellow Glockenspiel 2 and prepared to head to the Moon. Following the no-jetpacks fiasco of Yellow Glockenspiel 1's mission, extra care was taken to ensure that both astronauts had their EVA packs with them. The Gemini craft is significantly lighter than the lander so no solid boosters are needed, however a minor change has been made- the RL-10 engines were adjusted so their thrust was aimed closer to the centre of mass, potentially allowing some control if one engine failed. As the crew approach the Moon, they begin their science experiments and take some nice pictures. A carefully planned capture burn and a tiny course correction allowed them to rendezvous with the lander after a single orbit. Rendezvous and docking took place in the dark. As is right and proper. The final approach and docking took place just as Earth rose over the lunar horizon, allowing pilot Klaus to pop out for a publicity shot. Or at least that's what he said he was doing... With the critical building upgrades complete... The landing can commence! Or rather, it could commence, if it wasn't for the fact that the entire near side of the Moon is currently in darkness. The crew have ample supplies for an extended mission and propellant boiloff is well within safety limits, so they settle in for a ten-day wait to let the Moon's near side rotate back into daylight. Klaus won the (literal) coin toss and so got to fly the lander to the surface while Vera waited in the orbiter above. The chosen landing site was Mare Crisium, which has already been visited by a probe lander but which fell directly under their orbit and has a large, flat expanse that's perfect for landing on. Once you clear the mountains on the eastern edge, that is. The lander's main engine- another last-minute upgrade- performed most of the braking towards the surface, but also used up three of its five ignitions during the descent after Klaus stopped the burn slightly too early and the hypergolic thrusters couldn't slow him down in time before hitting the ground. Despite this minor mishap, the landing proceeded smoothly and Klaus touched down gently on the surface on the 8th of October 1966. Time to do that "first small step" thing. Alas, the stay on the Moon would be short- Klaus tried to be clever and adjust his landing site to the north to try and be under the orbiter's orbit when it was time to leave, but this actually had the opposite effect and he should've gone south instead. If he waited too long, the rendezvous could become prohibitively expensive. Less than two hours after landing, Klaus lifted off again and headed to orbit. A bit of skilled piloting put his trajectory on course to rendezvous directly with the lander, combining the orbital insertion and velocity-cancelling burns into one. With the return window rapidly approaching, the crew transferred all usable supplies and propellants from the lander to the orbiter, undocked the lander and sent it down to crash into the surface. The lander's design may one day allow it to be developed into a fully reusable one, but for now limited ignitions mean they're single-use only. It's a quick five day trip back from the Moon and the crew gather even more science on their way home before strapping in for re-entry. Getting even one degree out of alignment could spell disaster at 10 kilometres per second, but the well-trained crew know exactly what to do and paint a streak of fire across the Sahara desert from Tunisia all the way to Saudi Arabia. A safe landing, despite the extra weight of Moon rocks causing the capsule to hit a bit harder than usual and destroy the heatshield in the process, and the contracts pay out. Much funds? Check. Much science? Check. Much retirement delays? Check. All in all, a complete success! So naturally I decided to do it all again for even moar much funds, science etc. etc. With the VAB now fully upgraded, a significant investment was made to boost the third build queue's speed, however most of the funds went into R&D, both in KCT points and in another facility upgrade. All available nodes have already been queued at this point and the research rate is going to be the limiting factor for a while. Coming soon: Mercury and Mars transfer windows await, while a space station lurks on the build queue awaiting its chance to fly and more as-yet undesigned missions will need to be prepared. -
Dealt with repeated game crashes, some of which required a PC reboot, before I eventually had to copy+paste my entire save, delete the persistent file, rename an old save to persistent.exe and then it finally worked. Worth it though. In your face, Apollo 11.
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KSP in the Steam file
jimmymcgoochie replied to Superluminal Gremlin's topic in KSP1 Technical Support (PC, modded installs)
KSP doesn't have copy-protection on it, you can copy it as many times as you like. This is the best way to mod KSP as you can have different copies, on different versions of KSP, with different mods in each. Unfortunately, Steam likes to stick its oar in and can often cause game corruption when mods are installed. If you're going to mod KSP then it's best to copy KSP out of the Steam folders and use that copy instead. Try this: 1. Right click KSP in Steam library > browse local files. 2. Copy KSP/saves/<your save name> and paste that on the desktop. 3. If you used CKAN to install your mods (and you should!), click File > export modpack and save that to your desktop too. Screenshot your GameData folder with mods installed (even if you use CKAN) so you can check that you’ve reinstalled them all later. 4. Uninstall all mods from KSP. 5. Right click KSP in Steam library > properties, disable Steam cloud. 6. Completely uninstall KSP through Steam. 7. Reinstall KSP through Steam, right click > Properties > local files > verify integrity of game files. If you want to play a version other than the current release (1.12.3), pick that version in the Betas tab and verify the files once Steam has installed that version. 8. Run KSP and make sure it loads properly without mods. 9. Browse local files again, then go up one level (to Steam/steamapps/common) and copy the Kerbal Space Program directory, then paste it where you want to keep it- make sure it’s outside Steam’s folders so it can’t meddle with it in future. 10. Rename the KSP folder so you know what mods you’re using in it (e.g. 1.10.1 RO/RP-1, 1.12.3 JNSQ), then add this new copy to CKAN and use the modpack created in step 3 to reinstall all your mods; or reinstall them by hand if you don’t use CKAN. Double-check that all files and folders you had in GameData before uninstalling/reinstalling everything are there again, if not then you’re probably missing some mods. 11. Move your saves from your desktop into your new KSP copy’s saves folder, run KSP, load save. A warning about vessels having missing parts is usually because a mod is missing or wasn’t installed correctly.- 1 reply
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Carefully choreographed launch procedures involving many safety checks? THAT'S NOT KERBAL! T Z SPACE GOOOOOOOOOOOOOOOOO! THAT'S KERBAL!
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A lot of things to forget but...
jimmymcgoochie replied to rllk25's topic in KSP1 Suggestions & Development Discussion
That depends on your screen resolution and UI size settings- mine defaults to showing two. When launching crewed vessels, the game seems to default to filling the first part if there are free Kerbals in the Astronaut Complex. You should always check the crew tab in the VAB before launching to make sure you don't have any unwanted stowaways. -
There was a flurry of activity at the mysterious Lua Space Centre in the hours immediately following Thunderhawk Mk2's arrival. Inventories were checked, machinery was switched on and in a matter of hours the automated fabrication systems had produced a small probe, filled it up with fuel from tanks buried deep underground and wheeled it out to the launchpad. Though absurdly small even by the standards of the rockets they had been launching from Rhode, InterProbe was destined for a flight to another planet. Telescopy data suggested that several planets in the system were in approximately the right places for interplanetary missions to be sent in the near future, with the first heading down towards the second planet from the suns. Gene continued the tradition of naming planets by drawing names out of a hat, but two pieces of paper got stuck together so only half of each name was visible so planet two was called Hydrus. Everyone crammed into Mission Control to watch the remote feed of the first rocket launch from the surface of Lua. With such a puny atmosphere and such puny gravity, it was over in a matter of seconds- by the time the Hammer solid rocket had burnt out, the probe was most of the way out of Lua's gravity well and a small burn from its Terrier engine was enough to send it out into Rhode orbit, where it would make a burn towards Hydrus in around seven hours. And then the fabricators spat out a second probe. After the initial consternation had given way to puzzlement, it was discovered that when the machines hadn't started up immediately Bill had pressed the big green START button several more times before it had any effect, but this had made the system think he wanted several copies of the same probe. "Oops..." was all he had to say on the matter. With a couple more planets in vaguely decent positions to travel to, the second probe was launched anyway and targeted at the fourth planet in the system; the hat draw produced the name Scaythe. Bob eventually found the big red STOP button to shut down production, but by then a third probe was almost completed and a third planet was kinda-sorta in a transfer window, so they finished that one and sent it off too. Over the course of the next eight hours, all three probes completed their transfer burns and flew away from Rhode and into interplanetary space. First, to Scaythe: Secondly, to Rock. The original suggestion had been Planet Rock, but they eventually compromised on just Rock after Walt threatened to break out his old electric guitar. The third probe to leave was the first to launch, heading for Hydrus. The automated navigation systems on the probes were clearly confused by launching from Lua, since the probe going to Scaythe ended up on a collision course while the probe headed to Rock plotted its capture burn several years too late; both problems were resolved quickly and the probe's unusual solid-fuelled electric RCS was able to correct the trajectory of the Scaythe-bound probe. It was at this point that everyone realised that sending a probe with relatively small solar panels and communications dishes so far from the suns might not be the best idea ever, but too late now. With interplanetary probes out of the way, the next step will be a more detailed exploration of Rhode and its moons to answer all the important questions, like: Why is there a replica KSC on Lua? Does Armstrong taste like cookies-and-cream ice cream as its appearance suggests? Is the floor on Ash really lava? And most important of all: If someone made a perfect replica of the KSC and then left, where did they go and why?
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Cryogenic Pods And Sonic Waves.....
jimmymcgoochie replied to Spacescifi's topic in Science & Spaceflight
On the extremely unlikely chance that cryogenics can effectively freeze an entire human without anything important being destroyed (those pesky neuronal synapses being particularly tricky), the last thing you want to do is deliberately add vibrations into the mix. There's also the minor inconvenience of different tissues reflecting ultrasonic waves differently, hence their use in medical procedures e.g. during pregnancy or to look for internal bleeding, which would make ultrasonic-based anti-icing systems prohibitively complicated to execute. A more likely solution is the use of chemical antifreezes to inhibit ice crystal formation, though those tend to be toxic enough that flooding your entire body with them wouldn't end well. Perhaps cryo-freezing isn't the answer, but rather induced torpor using very low, but non-freezing, temperatures to drastically reduce metabolic activity; or else it's back to generation ships. -
It's Only Rocket Science! (RSS/RO/RP-1)
jimmymcgoochie replied to jimmymcgoochie's topic in KSP1 Mission Reports
Only one mission to report, but it's a pretty important one: crewed lunar orbit! Things initially looked like they were going to plan, but then I realised the avionics on the third stage had been tampered with- instead of RCS propellant, it was full of batteries! I suspect a change to the avionics type reset the tanks at some point and I didn't notice; fortunately the excess weight made no difference and the Gemini service module had plenty of excess propellants in it to use for RCS. A nice low orbit of around 50x50km was established and the crew set about doing Science!TM and other important things. But mostly Science!TM Until they tried to do EVAs and discovered that they'd left their EVA jetpacks at home. Fortunately for all, this was discovered before letting go of the pod and floating off into space. After two* days in lunar orbit, the Science!TM was done and the contract parameters were fulfilled. Time to come home, much to Robin and Patrick's dismay. An advanced biological sample experiment was run on the way home, bagging even more data from space high above Earth, before the crew jettisoned the upper stage, service module and re-entry pack and got ready for re-entry. Re-entry was... Terrible. There's a bug with a number of pods in ROCapsules that makes their maximum skin temperatures incredibly low and deviating from surface retrograde by any more than one degree resulted in instant explosions. It took a few reloads before I found this out and managed to get the pod through the atmosphere intact. And Jakarta was added to the list of "major cities that I've dropped returning spacecraft on (or near)" as the pod came down on the outskirts of the city, no doubt making air traffic controllers' lives a lot more difficult. A safe parachute landing later and the funds started rolling in. Of the 892.5 science, I'd estimate that at least 500 of it came from this mission- crew experiments in space high around Earth and both high and low around the Moon were transmitted back in flight- and the rest came from orbital probes around Venus and Mars(?). Coming soon: CREWED. LUNAR. LANDING.