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Odyssey

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Everything posted by Odyssey

  1. Astro- Not sure about your background or age, so I'll be generic. Obviously math and science and get a good SAT score. I assume they haven't changed too much of the course catalog since 2008, so I'll say not to worry about chemistry too much as you only need 101 and 201. Physics and equations are everything. Dr. Mazzoleni was head of the space division in my time and he's the nicest dude ever. Try to find a smart TA in your first aero courses who can guide you a bit. Also, just enjoy the labs. Also, I took summer session courses every year (even straight out of high school). It's a great way to get a jump on things. If you go that route, use your summers to do something totally different, otherwise you just go blind on calculations. I got a history minor with mine. And study up on NASA history. There's a lot of solutions that have already been done that you can reuse... Send me a private message and I'll keep an eye out for you as you go through. Good luck kid!
  2. I am an aerospace engineer. I graduated from NC State, undergrad and Master's, class of 2008 and 2010, (Go Pack!). For my senior design project, my team and I built a drilling platform rover for Mars exploration. It was obviously never launched, but we built a real working model of the rover itself. I've got a few photos from the project that you can see here. Is there a modder out there who could help me make this for real? Now that there's drilling in-game, it'd be fun to use this little guy as a probe that can drill to tell you what's under the surface. Great for scouting.
  3. Fantastic to see this baby in 1.0.2! Did my first flight last night. Put her in the water on landing, but that's what sims are for. Gonna take me a couple flights to get reacquainted with the aerodynamics on entry. Still, nothing quite so exciting as doing a dead-stick landing of this thing on the runway. She's a dream to fly. One question for any of the developers. I was wondering what you guys considered the best ways to get cargo in and out of the bay. I usually set up a separator, then build my cargo onto it, then detatch when in orbit and try to "fly" the cargo to wherever I'm setting it up (I build cruisers in orbit for interplanetary flights). Just didn't know if there was a preferred or recommended way. Let me know what you guys typically do...
  4. Tried out the critter crawler last night for the first time. That's an amazing mod. The engines are cool, but the walker is far more impressive, IMO. Have you considered doing more with the walking-legs mode of transport? There are some other designs that could benefit greatly...
  5. Yep, Tried it out last night. Makes a lovely rover chassis
  6. I love a good rover. There's something that will always be cool about driving across the Duna flats with nothing in front of you but sand. I want to ride in something cool though. Ideally I'd like to fly a duna mission, unpack a rover, build it and then drive it, but I'd settle for someone modelling this thing and I can take a crack at coding it myself. (I know nothing about modelling and just a little bit about coding). I had 2 concepts that I've found for rover design that seem like they'd be cool. The first is a short-range rover, 2 or 3 person, 6 wheeled (though it could work with just 4) with a small trunk in the rear. The second design is a little larger. 3 or 4 kerbals with a sealed bubble to use as a cockpit. This would be a long-duration rover for over-night expeditions. I'm thinking we put a flatbed in the back for hauling samples and/or equipment. Now, for a little extra fun: I also really want to recreate this concept art, so I'd love for someone to take a crack at a motorcycle. I've got ideas for how these can all work in my head, but I don't have the technical expertise with the modelling programs KSP uses in order to do them properly. Any modders out there up to the task?
  7. I've got pages of stored names, a lot of which I never got around to using. My policy is that reusable ships (i.e. space shuttles) get a craft name & a mission number (e.g. Olympic-004). For capsules that come back and splash-down, those get program names and a flight number (i.e. Apollo 11)
  8. Can we get an update for this mod? I really want to go bombing around in this baby!
  9. I'm definitely hoping alternate name textures will work for KSO 1.0.2. I've got a stable of about 10 orbiter names and I love them all.
  10. Is this mod still active? I'd love to give it a try in 1.0.2
  11. I was playing around with using the Mech-Pod as a lander for the Joolian Discovery. That was going pretty well (a few bits of trouble with parts). That and the freelancer rover (Mars needs Pickup Trucks!) if you're taking votes on what would be good to update next, those are my 2 preferences. Glad to see you back on the boards Devo!
  12. No pressure, but with the SpaceX test, it would be very appropriate to release something today...
  13. Every time I try to update to 1.0.2 from 1.0 the Patcher tells me this: Preparation Detecting if OS-resident rsync is present... rsync is not already installed, so making use of bin\rsync.exe. Authentication Getting login token... Unable to authenticate with the server: Received malformed data from the server: File not found. Can anyone tell me what's up here?
  14. I'm using a part from a now-defunct mod. It's a command module part. I've got it working in 1.0 and everything appears normal about it. The part was created before EVA's were prevalent in KSP. I'd like to add an EVA hatch to the part but I do not know how. I've not done modeling with the programs KSP uses. I am decent with the basic part code (i.e. I can change parameters around without making weird stuff happen.) How do I put an EVA hatch on a part that does not have one?
  15. I'm in career mode and I see (in items I haven't unlocked yet) that there are parts to scan planets (and presumably moons). Can anyone tell me the basics for good scans? (I look for realism and this is kind of my way of talking to the engineers that build the sensors.) How do I get the most accurate scans as quickly (and presumably cheaply) as possible. All I'm talking about is the function of the different scanning devices. I get the basic orbital mechanics (i.e. polar orbits for max coverage). Can you tell me which scanners to use where? Is altitude a factor? And if so, how big a factor?
  16. I've got the sphere pod working in 1.0, but it could still use an EVA hatch. Anyone know how to add one?
  17. Any progress to report? I haven't tried this mod, but it looks good and I can't wait to try it out on 1.0
  18. Yogui - For what it's worth, I really liked the old MEM module. I'd love to see a 1.0 version if you come back around.
  19. I'm wondering about the heating effects of reentry. Might be a bit more involved, but I really don't know...
  20. Can someone please update the main spherical pod for 1.0? I hate to just make a request without any kind of incentive... but I love that pod and I want to be able to do proper missions with it. (It needs an EVA hatch too). I'm terrible with making mods, not bad with tweaking a mod that's close. Can anyone help me?
  21. Am I the only one that thinks that kinda looks cool?
  22. While we're on the subject... is anyone else having a little trouble with the MechPod? The ad says it seats 3. I see 3 seats inside, but mine only has 2 when I launch it.
  23. Can I get the Freelancer rover? the one that looks kind of like a pickup truck? I was looking at waylandmods.com and it's not there
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