SunJumper
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RCS and Boosters: The Steampunk Space Program
SunJumper replied to Whirligig Girl's topic in KSP1 Challenges & Mission ideas
So about that solar boiler... How heavy are we talking, and how much power output? -
What can YOU build in half an hour?
SunJumper replied to quasarrgames's topic in KSP1 Challenges & Mission ideas
My recent launchers are extremely simple, they can take a ~40 ton payload to solar orbit. Its two of the large three meter tanks on the lower thrust three meter engine, and that stack copied onto the sides with six way symmetry, with a stack of five large sas modules on each of those stacks, topped with a large battery and eight rtgs. -
How long is your average KSP play session?
SunJumper replied to ShadowZone's topic in KSP1 Discussion
Because ksp runs slowly, any mission can take hours. Large launches can take 20mins+ just to get to orbit. Getting to 10km tends to take ten minutes. My current mission is nearly at Jool , and its taken about two and a half hours so far. -
Hi Kerbonauts! Sunjumper (or Squid, whichever you prefer; just don't call me Milky) here! On the Kerbal Space Program subreddit, there are numerous challenges. Some of them are easy, some of them are hard, but most of them can be taken one or more steps beyond. A challenge to land on Minmus? A challenge to land on the Mun AND Minmus? Let's do all three in one go, and land on the Mun on the way back home, because we can! A challenge to rendezvous in Kerbin orbit? Let's do that in Solar orbit. Actually, lets do that in a solar escape trajectory. Actually, lets dock, and bring the probe back to the Kerbal Space Center! Because we can! A challenge to enter Kerbol orbit and return? Let's enter retrograde kerbol orbit and return! Wait, that's too easy, so let's do it without a bi-elliptic transfer! The episodes will be out every 1 to 3 days until the end of next week, after which they will be weekly/biweekly for the next four months. I have about fifteen episodes planned so far, and when those are done around April/May, I'll try some of the forum challenges! New episodes will be available on my channel, Milkyway Squid, and will also be posted here.
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2^3^4^5^6^7^8^9^10^11... < ----- -----> ...1000000000000^1000000000001
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The opening of Arsole: Arsole, also called arsenole[1] or arsacyclopentadiene, is an organoarsenic compound with the formula C4H4AsH. It is classified as a metallole and is isoelectronic to and related to pyrrole except that an arsenic atom is substituted for the nitrogen atom. Whereas the pyrrole molecule is planar, the arsole molecule is not, and the hydrogen atom bonded to arsenic extends out of the molecular plane. Arsole is only moderately aromatic, with about 40% the aromaticity of pyrrole.[2] Arsole itself has not been reported in pure form, but several substituted analogs called arsoles exist. Arsoles and more complex arsole derivatives have similar structure and chemical properties to those of phosphole derivatives. When arsole is fused to a benzene ring, this molecule is called arsindole, or benzarsole Translated a bunch: Arsoli or even arsenole arsacyclopentadiene, mixed organoarsenic C4H4AsH system. Instead, he thinks, and nothing seems to pyrrole metallole the arsenic atom is isoelectronic, which represents the nitrogen atom. But that's the pyrrole molecule has plaine ground, and there is no knowledge of the atomic bonds in arsenic, consectetuer Arsoli that extends from the molecular level. Arsoli only moderately aromatic, with about 40% of the aromaticity pyrrole. Arsoli not for the shape of a very clean, but it was replaced with Arsoli analogue. In the complex structure and chemical properties similar to those derived Arsoli Arsoli phosphole agreement. Arsoli the group from the benzene ring, that is, with knowledge or arsindole benzarsole. English - Latin - Afrikaans - Igbo - English
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You know you overbuilt your rocket when...
SunJumper replied to Deadpangod3's topic in KSP1 Discussion
When your rover test destroys Kerbin When your rocket is so big you have to put it over the whole KSC. When your TWR is 100... on a neutron star. When you launch it and it blows out Mission Control... and the rest of KSC... and the rest of Kerbin... When your Gilly Lander has enough fuel to land on the Sun. And then do a full Grand Tour... five times. Scratch that, when your Gilly Lander is so large, Gilly itself lands on it. ...your spacecraft has its own galaxy. When you basically turned Kerbin into your rocket. When your upper stage creates a big bang. When you edit the amount of funds you have, to the largest possible number that can be put there... and still can't launch your rocket. You have to lower the ground because of your rocket's gravity. When you use supernovae as RCS When you use your launch stage to land on Eve. And return. And go back to Eve. And return again. In version 0.7.3 When your rocket spits out a black hole. When you launch it and your PC immediately deletes KSP. When your PC has a panic attack and launches a stock craft instead. When your launch sequence is: 1) Press launch 2) Die of old age When you try your new SSTO and it reaches the speed of light in the first frame. -
[GAME!] Describe the person above you in one sentence
SunJumper replied to Misterspork's topic in Forum Games!
Looks like a thumb. -
You know you overbuilt your rocket when...
SunJumper replied to Deadpangod3's topic in KSP1 Discussion
When Whackjob says your rocket is big. When you use Gilly as your return vehicle. When your second stage engine is so big that you have to name it "Explosion" When your first stage engine is called "Ragnarök" When your Launch Stability Strut Manufacturers are thinking of making space elevators out of them. When your upper stage engine emits more power than the Space Shuttle at liftoff When your launch configuration's power output is a serious rival to the Saturn V When your launch configuration's power output surpasses the Saturn V When your first stage engine weighs more than a mun rocket When your first stage engine weighs twice as much as a rocket capable of launching from Kerbin, Landing on the Mun, Launching from the Mun, Landing on Minmus, performing another flyby of the Mun, and landing on Kerbin When your battery has as much stored energy as 10 grams of Uranium 235 When your battery has as much stored energy as 10 solar masses of Uranium 235 When your separators use nuclear bombs When your solid rocket booster is labelled "An international threat" ... And is simply called a "Missile Silo" When your launch configuration's power output is a serious rival to the Human Race When your landing legs were used as supports for bridges "What is this, an engine for elephants?" When your launch configuration's power output is a serious rival to the sun "This is a beast of an engine. Using quantities of Testium that would cause entire planets to shudder, this engine's power rivals that of the Milky Way." When you use the Sun as your rocket engine. When you have multiple Alcubierre Drives set up in stages. When you use "Missile Silos" as seperatrons. When, somewhere, some time, wherever Jebediah Kerman is, he feels a tremendous sinking feeling. He feels an alien emotion... fear. The rocket is... nowhere. The rocket is... everywhere. The rocket uses every star in the universe, and it reaches 4.46 on the Kardashev Scale. It is two orders of magnitude lower than the Planck Force, where the force between the Earth and the Sun is 22. The rocket converts the equivalent of 2,200 solar masses of energy a second. Unknowing, Jebediah is launched by the Everywhere Rocket, he recieves 4,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 joules of energy, and reaches a speed that is so relativistically high that a 50 digit calculator says that it is exactly the same as the speed of light. Jebediah becomes... infinity. He experiences... eternity. Infinite time. Zero dimensions. Infinite mass. And the players Whackjob, Scott Manley, Zisteau, and everyone else, finally admit... "One more booster until perfection" -
* Larger xenon tanks * Larger Ion Engine(s) * A 2.5m Hubmax part * Stack Mounted external seats * Stack mounted monopropellant engines * A half-size variant of the goo module and materials bay for the later parts of the tech tree * Radial Attached Control sources * Altering the ElectricCharge numbers so that 1 ElectricCharge is 10MJ (based on the ion engine, it is 9.441MJ)
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What kind of contracts do you want to see in KSP 0.90
SunJumper replied to .DJFrostbite's topic in KSP1 Discussion
Flyby body X and collect science from an altitude below Y Retrieve a rover from the surface of X and bring it to KSC Launch a payload of X into the sun/out of the solar system Attach solar panels to space station X Send X number of kerbals to body Y -
I try to go for more realistic staging, the most asparaguslike my rockets get are two boosters feeding into the middle booster. For a mission I'm planning, I am considering asparagussed ion stages though.
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Nope Overfloater?
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New Notation: Op(x) Utilization: a Op(x) b Where Op(x) refers to a mathematical operator (ie addition, multiplication, etc) So: Op(1) -> addition Op(2) -> multiplication Op(3) -> exponents Op(4) -> tetration Etc. So, I give you: Googoplex Op(42) Googolplex Or, Googolplex Op(43) 2.
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Take Graham's Number. It is defined as: 3ÃŽÃŽÃŽÃŽ3 = G1 \ / 3ÃŽÃŽÃŽÃŽÃŽÃŽÃŽ <-- G1 ÃŽs --> ÃŽÃŽÃŽÃŽÃŽ3 = G2 And so on until G64, which is Graham's Number. This number is tiny. Continue this until GG (ie G(Graham's Number)). Replace all 3s with GGs. The number of arrows in the first line is now GG as well. Hence: GGÃŽÃŽÃŽÃŽ <-- GG ÃŽs --> ÃŽÃŽÃŽÃŽGG = GG1 But, GG2 = GG1ÃŽÃŽÃŽÃŽ <-- GG ÃŽs --> ÃŽÃŽÃŽÃŽGG1 Repeat until GGG. Now, GGG1 = GGGÃŽÃŽÃŽÃŽ <-- GGG ÃŽs --> ÃŽÃŽÃŽÃŽGGG, and so on. Repeat until GGGGG <-- GGGGG <-- GGGGG <-- ... <-- G Gs --> ... --> GGGGG --> GGGGG --> GGGGG With G64 (Graham's Number) number of pairs of arrows. That is my number. I call it Sunjumper's Mediocre Number.
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When you use '9' as a symbol to represent nothing.
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A way to do this would be to allocate a proportion of science to the body, and a proportion of science to the biome. For the sake of argument, imagine an experiment that nets 100 science (halving each iteration), divided by 70% body 30% Biome. The first experiment nets you 100, the second nets you 50. Repeating on another biome would net you 30+17.5 science. The full thirty points is from repeating on another biome, the 17.5 comes from repeating the experiment a third time on the same body. You get 47.5 science from that. You repeat at the same location, and get another 15+8.75 or 23.75 science. And this goes on until you have exhausted the science on the body or gotten bored.
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0.24's Cost-Effective Lifters Challenge
SunJumper replied to Camaron's topic in KSP1 Challenges & Mission ideas
I would recommend having a standard payload for each category, as a payload with all reaction wheels/power sources/etc would be easier to get into orbit, even with an autopilot. -
I went to land on Ike from orbit with Mechjeb. Because it didn't automatically warp, I did, and because it didn't unwarp, I did. A few minutes too late. Jebediah and about 3,000 Sciences, as well as 100,000 Kerbunds worth of rockets and machinery were smeared across the surface of Ike. Jebediah went to Ike to explore in peace, but he must now stay there... ... To rest in a trillion pieces.
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My ideas: [TABLE=width: 500, align: center] [TR] [TD]Contract Name [/TD] [TD]Prerequisite [/TD] [TD]Pass Condition [/TD] [TD]Fail Condition [/TD] [/TR] [TR] [TD]Land at X location on Y body [/TD] [TD]EVA on Y body [/TD] [TD]Land within R km/m of the coordinates [/TD] [TD]Crash within R km/m of the co-ordinates (ie, the root part is destroyed) [/TD] [/TR] [TR] [TD]Flyby of X body [/TD] [TD]Achieve orbit around different body (note 1) [/TD] [TD]Complete a hyperbolic trajectory around the body (note 2) [/TD] [TD]Crash into the body [/TD] [/TR] [TR] [TD]Impact X body [/TD] [TD]Flyby of X body [/TD] [TD]Impact the body. Vessel has no crew. [/TD] [TD]Miss the body [/TD] [/TR] [TR] [TD]Impact X body at Y location at Z velocity [/TD] [TD]Impact X body [/TD] [TD]Impact the body within R km of the co-ordinates with a velocity of Zkm/s and a certain allowed error (ie +-10%) [/TD] [TD]Miss the body, or impact outside the co-ordinates, or impact with too much/too little velocity [/TD] [/TR] [TR] [TD]Rescue X person or group of people from the surface of Y body [/TD] [TD]Land on Y body twice [/TD] [TD]Return X people to Kerbin [/TD] [TD]Kill at least one of X people [/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [/TABLE] Note 1: The prerequisite body would be an easier to reach body. For example, achieving orbit around Minmus would unlock the Duna Flyby/Eve Flyby mission Note 2: I'm not sure how the system should behave if you land or achieve orbit around the body, as you technically outperformed the contract. The contract giver would be surprised, not annoyed, most likely.
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Career mode with custom missions, etc. Perhaps rescuing the Espal Symphony Orchestra from the oceans of Eve would be a thing.
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This is already possible in vanilla with action groups, the only change would be being able to do it on the fly. Plus, is the functionality the same on an in-progress save?
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However landing on Minmus is much easier.