CptRichardson
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CptRichardson replied to SuicidalInsanity's topic in KSP1 Mod Development
Just about got my sketch concept for the IVA done, and I think that 4 should maybe-possibly be squeezed in with room for a little funky airlock system in a way that's highly reminiscent of the proper Falcon cockpit. But kerbally.- 860 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CptRichardson replied to SuicidalInsanity's topic in KSP1 Mod Development
[Lando] Well Hello there beautiful. What's a nice gal like yourself doing in such a backwater like this?[/Lando] Let me work tomorrow morning, I think I have an idea for how to mock up a three or four kerbal setup for that thing. It's perfect for acting as the command pod for tugs and interplanetary shuttles. And, uh, actual flying.- 860 replies
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Sure there is. "This is all an incoherent mess that's all over the place and repeats itself incessantly. Let's data-mine it for the points that work well and then trim it down and clean it up so that we have the best foundation going forward." The old EU was not some masterpiece of storytelling. Only some parts of it managed to rise above the abyssal-low bar set by the PT, and from everything seen they're taking all the good ideas from it and repackaging and reconstructing them to be actually good and thematically consistent. Think the difference between an F-18-A, and an F/A-18-E (or F), a vastly improved 'type' of the original craft that is so changed that only the basic outline is the same, and that is functionally a completely new design once you get past basic appearances.
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
CptRichardson replied to RoverDude's topic in KSP1 Mod Releases
That's true of any engine in KSP ever. -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CptRichardson replied to SuicidalInsanity's topic in KSP1 Mod Development
Motivation.- 860 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CptRichardson replied to SuicidalInsanity's topic in KSP1 Mod Development
Actually, I was kind of hoping you'd be inspired to work on the KerbolBattles pack for a bit, since the time's getting closer and the Hype is Awakening.- 860 replies
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What colors might an alien's blood be?
CptRichardson replied to FungusForge's topic in Science & Spaceflight
OUR world is extremely rich in those elements. While that gives us some details to work off of, we should not assume that other potential life-bearing worlds will hold that ratio in the same amounts, or that they will (proportionately) lack the other potential oxygen carriers. Or that it has to be one of those elements at all. -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CptRichardson replied to SuicidalInsanity's topic in KSP1 Mod Development
How are you going to get them to accept fuel fed in for segmented SRB's? As far as I'm aware, the game hard-codes in that the fuel has to be in the part itself for solids.- 860 replies
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Or, maybe they don't need a giant sphere to keep going, and are efficiently using the energy provided by their swarm to keep themselves powered while looking around and deciding on their next move? You know, since the sheer raw power suggested by even a swarm means that they have the time to plan and consider before launching interstellar travel. Or they're intentionally avoiding us after noticing that we're likely developing, or this might just be an outpost station. We don't know, other than 'this looks a hell of a lot like a dyson swarm, let's look at it more'. It's irresponsible to speculate on whether or not this civilization is alive/dead/prospering/not until we know for sure that this phenomenon is artificial, let alone 'is it working'.
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This information, along with knowing how long your thumb is, does seem like something that can help you figure out the distance between you and the detonation. This is actually true. (Confirmed by my grandfather, who was a nuclear weapon technician who worked with some of the test detonations). It was a literal rule of thumb (and maybe THE rule of thumb the concept is named after). Well, true after a fashion. You can't gauge the exact yield, but it's 'if the cloud cannot be fully obscured by your thumb held up at arm's length, you're too close and need to be running from the fallout'. It's an informal measurement for grunts to decide what they need to do in case of battlefield nukes.
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No, I'm pretty sure the most dangerous fuel is LOX. You know, with that whole pesky 'turns anything into high explosives under the right conditions' thing. And being able to freeze body parts off, and being able to boil to the point of popping crafts (see poor, dumb SpaceX), or the fact that it's basically pure fire waiting for a reason to happen...
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Falcon and an Isreali team are going to the moon.
CptRichardson replied to PB666's topic in Science & Spaceflight
Whoo-hoo! Now if we could only get a Dragon with somebody inside it to the moon... -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CptRichardson replied to SuicidalInsanity's topic in KSP1 Mod Development
Combine the docking port and 'stairway' into a single Mk3 piece at about half the length of a crew tank. The 'stairs' are in the bottom of the part, the docking port in the top like the Mk2 version. However, there would be a hatch inside on either side. The 'stairs' would fold down into place, but would be a ramp with a smooth top so the poor Kerbals don't go 'splat'. You could also potentially set it up as an auxiliary command station with two kerbals manning (kerbing?) controls for an RCS approach to a station.- 860 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CptRichardson replied to SuicidalInsanity's topic in KSP1 Mod Development
I do like the stair idea (good for places like Eve where OMG-gravity exists, or for in general cleaning up the profiles of our craft), the hubs (as I proposed, and also good for making stations out of Mk2/3 parts), and the extended port, which would be a good thing for the Mk3 profile. Maybe combining the port with the Mk3 stair system suggested.- 860 replies
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Answer: We have no way of knowing how to even properly ask the question at this time. To answer this question is so far beyond our capacity that we don't even have the words to describe our inadequacy at the present moment. Space is big. Unfathomably, unimaginably, inconceivably BIG.
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It has insane ISP, and more importantly, INSANE THRUST. 'fractions of lightspeed' thrust.
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CptRichardson replied to SuicidalInsanity's topic in KSP1 Mod Development
I like this plan! I'm on board with this plan, let's do this thing! Maybe a two-level part with a little lounge-ey-kitchen area on top, and lots of bunks on the bottom with a table so we can see it?- 860 replies
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Nope. The maneuver as depicted in the book/movie is not only plausible, but actually exactly worked out with a lot of work. That is the real deal. There's a bit more to it than shown in the movie, but they do burn straight through the intended capture window and get pointed back at Mars.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
CptRichardson replied to K.Yeon's topic in KSP1 Mod Releases
I've got to say that four scramjets are enough to lift a full-sized K plane into orbit with more than half the remaining fuel aboard. -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CptRichardson replied to SuicidalInsanity's topic in KSP1 Mod Development
Well, for control surfaces you could borrow from OPT in design and use integrated control surfaces as a part of them (The flaps on OPT wings). For tailfins, the idea would be to take tall vertical or diagonal tailfins and fold them down to avoid smacking into anything sticking out of the station, and for wings a two or three piece foldup to minimize the distance they stick out (I'll have to draw a concept sketch for that). Putting things on them like engines or something would obviously be a bad idea, since that would put (relatively) vulnerable components in the way of reentry heat. For a spaceplane, you'd want to keep those high and out of the direct plasma stream on the body somewhere, and keep the wings low if you're making a folding-wing design.- 860 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CptRichardson replied to SuicidalInsanity's topic in KSP1 Mod Development
Couldn't you borrow whatever the game uses to animate cargobays or something? *Legit doesn't know*- 860 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CptRichardson replied to SuicidalInsanity's topic in KSP1 Mod Development
One thing that's bugging me at the moment is that spaceplane tails tend to get in the way (as to the wings). How hard would it be to build a tail and wing set that can partially fold up for orbital and deep space flight, Suicidal?- 860 replies
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Except for the issue where NASA is being told to deliberately do things in the least efficient manner possible for 'jobs'.
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That would be the government, not NASA's fault.