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Nuclear Thermal Rapier engine
Ember12 replied to Strawberry's topic in Prelaunch KSP2 Suggestions & Development Discussion
Of course this also applies to NERVA's and Orion drives. I think that in addition to this nuclear RAPIER, a nuclear turbojet would be great as something that can run for weeks or months without a refuel. -
Career Mode
Ember12 replied to jjansen's topic in Prelaunch KSP2 Suggestions & Development Discussion
In practice this might be hard to prevent. There's nothing stopping someone from saying "If you launch my probe to Jool then I'll land 10 units of uranium at your Mun base." I totally agree that this sort of exchange has the potential to turn foul, but I don't see a good way to police or prevent it: no computer program can tell if things are getting ethically murky, and preventing this outright would make any joint mission much harder. -
RP-1 on Mac M1 malfunctioning
Ember12 posted a topic in KSP1 Technical Support (PC, modded installs)
I didn't see a Mac support place, so I'm posting this here. I've been playing stock KSP on my Mac M1 Catalina for a while without issues, but when I tried modding it (with RP-1 and associated mods) it didn't work. What I'm wondering is, has anyone gotten these to work on an M1? I haven't seen anything on the internet to suggest someone has. If you have, I would really appreciate help in resolving the issue. Of course, I can share the details of the failure and the log file if needed. -
I may have misunderstood what you meant by git tree. What I am thinking of is an organizational array of manually saved files. Going back to my rover example, for instance, there could be branches for high, medium, and low gravity, each of which has sub-branches for power generation method, each of which has sub-branches for scientific payloads. I agree though that trees can get messy quickly. An alternative/supplement might be tags for crafts and sub-assemblies. So if you are looking for a rover to send to Tylo, you could search for "rover non_solar mid_gravity" or whatever.
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I disagree with this. One way I see a git tree being useful is for my launch vehicles; especially in career mode I have a standardized system of launchers, for different payloads and destinations. I've had to label them as things like "Universal Launcher 2-8-1" meaning a 2.5 meter core with 8 1.25m side asparagus stages. (Don't even get me started on what I have to do with SRBs.) A tree organization would be a far better way to organize them. This would also apply to rovers, where they often (at least for me) have the same basic design but vary in terms of experiments carried, power generation parts, number of wheels, etc, and you want a good way to find the one you're looking for.
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This could be done, but I'm not sure how enjoyable it would be to have your low spacecraft fall down after a while; especially with time-warp it would be easy to lose track. Also I'm curious, about that cutoff-at-60-km thing, did the KSP2 people say that the atmosphere would stop there? In the current game it goes to 70 kilometers, and if they said that was changing I didn't hear about it.
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According to the Next Gen Tech video, when designing the metallic hydrogen engines they consulted a Dr. Uri Shumlak at the University of Washington, who is an expert of things like plasma confinement. So there's probably some good reason for the star-exhaust, although I have no idea what it might be.
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KSP 2 Achievement Ideas
Ember12 replied to TheOrbitalMechanic's topic in Prelaunch KSP2 Suggestions & Development Discussion
Perhaps it would be more apt to have a Kraken, with a whole bunch of harpoons sticking out of it, but still very much alive. -
I'm not an oceanographer, so all of this just represents my brief (non-Wikipedia, but still) internet research. Apparently, the salinity of the ocean at the surface varies between 33 and 37 grams per kilogram of salt. Two factors that influence that are a) precipitation and evaporation, and b) proximity to freshwater sources like rivers. High-salinity water, being slightly heavier, sinks, so lower layers of water are usually slightly denser than those above them. If I had to made something up that would increase this difference, I'd say that if you had a watery world with a lot of salt, humidity and precipitation, the surface water would be continually freshened while the large amounts of salt would concentrate deeper down. EDIT: I just realized that, obviously, there have to be large amounts of evaporation somewhere to keep up a lot of precipitation. So on a world like this, there would be places where lots of evaporating surface seawater would decrease the salinity differential.