Jump to content

Whirligig Girl

Members
  • Posts

    6,337
  • Joined

  • Last visited

Everything posted by Whirligig Girl

  1. Examine the grammar of Ketheist. This would mean a theist of Kethane or something. Try Akerbatheist. The "A" means "Anti" Not to be confused with the Antijeb. *is also an atheist* - - - Updated - - - wot? Those are stock struts. What's the problem with using stock struts with other stock parts in a way that is aerodynamic and does not clip at all?
  2. The heatsheild is hidden under a fairing or even the fuel tank itself. No need to remove it, out of sight out of mind. Just like the Mk1 pod, no reason to remove that. And Ven, something that always bothered me about the Mk1 pod is that it's top section doesn't quite match 0.625m parts. Could you use these revamps as an opportunity to fix that?
  3. My source is THIS Although after a closer look the part where the capsule connects to the service module seems to be 2.28 meters after all. And THIS Which says the total of the Soyuz is 2.72 meters. So the soyuz seems to be just a bit bigger. Still, I think standardization here makes more sense. - - - Updated - - - I believe the FASA mod actually has the same diameter for the Service module of the Apollo CSM and the base of the Gemini Service Module. Not saying that that's accurate (Cause I'm not sure if it is or not), I'm saying that it's not so bad. I'm starting to think that maybe a separate size would be needed for the Radish after all. But you can't have only one part that is Radish sized. You need to have rocket parts for that diameter too or it's incomplete, and then you have a 1.5625 meter rocket size that's hard to justify the existence of. Probably easier to make the capsule a 1.875m capsule but make no service module, so people can do whatever they want, be it a 2.5m rocket or a 1.875m rocket. Just like the Mk1 pod.
  4. Or you could use the more aerodynamic looking C7 Aerospace decoupler, the Structural Pylon. (Although if you use Ven's Stock Part Revamp it does leave a little massless nub behind.) You will have to place more struts on these pylons because they really like to flex. Just two extra struts (placed from the pylon!) will do. The Structural Pylon is a pretty weird part though. It's got an impact tolerance of 999 m/s, (used to be 20), the leftover nub, while separately modeled, has been commented out so it leaves nothing behind, and it has a blank staging icon. This can be kind of scary, I know. But don't let that stop you. Also, I bet you didn't know that a stack separator will decouple anthing radially attached to it? This could be useful information.
  5. Yeah that's the only thing which is really irrelevant here. Although, I did chuckle at "Kerballah" That was a pretty good use of adding K to everything. Not so much for Koses, Kewton, Keinstein, and Keisenburg. Everyone knows Newton's Kerbal counterpart is Ike Kilonewton!
  6. I'd make the turbopump exhaust really light, less than the LV-T series, because I don't think a LV-N is going to have that big of a turbopump that you can see pink flames. AND THESE ROCK! Can't wait for the Mainsail and SLS engine, not to mention the solid engines. - - - Updated - - - perhaps yes. - - - Updated - - - So I definitely think the blue on the Skipper needs to be toned down quite a bit there. And just for the record, the real life NERVA engine wasn't much less efficient in the atmosphere than on the ground, but to keep in line with the Isp almost makes sense. Until you realize that the superheated hydrogen isn't just going to sparkle in the nozzle, it's going to be really really hot. We don't know what NTRs look like in the vacuum of space, but we do know what they look like in the atmosphere.
  7. Who's this Gregrox Mun guy? I kinda recognize the name, a bit too close to mine. I definitely agree with this Gregrox Mun person. - - - Updated - - - Gemini capsule was around 3 meter diameter at the base, and the Soyuz re-entry module's diameter is no larger than 2.7 meters. So Gemini capsule really is bigger. So I don't think that's much of a problem. And to CatastrophicFailure, the description for the 0.625m docking port actually says it's not for crew transfer. And the real Gemini's docking wasn't a crew-transfer docking.
  8. Best I can tell is that it was a Launch Escape Tower part. I know from reading much of the first parts of the Orbiter Forum thread. That tower lives on in NovaPunch, IIRC. It was either in 0.7.3 itself or one of the 0.8 versions.
  9. Probably not. An interesting idea, but just remember that you set out to find out a thing based on what might be, not to prove what you think it is. You test a hypothesis, not constantly try to prove it. You may know this, this is just a reminder to keep an open mind to criticism. Mars' density is around the same as Earth's density. It's not abnormal in density. If it passed within the Jovian Roche limit, it would definitely become a ring system. Mountains do form in craters. It's an interesting way that shockwaves shape high impact craters. There was a pretty decent one near the Apollo 11 landing site. Mars' different hemispheres being so different can much more easily be explained by an impact from a protoplanet (about the same size, in scale, as Ike to Duna) that hit Mars and flattened out one side. Really the biggest problem is explaining how Mars got from a Jovian flyby to a normal circular-ish orbit around the sun. And how it isn't made of the same stuff as objects that formed out there (like the Jovian moons), but is much more like the other terrestrial planets. - - - Updated - - - ANY body held together by gravity is affected by the Roche limit. Planets are only very very slightly held together like rocks are, by molecular forces. It's insanely negligible compared to the gravitation holding the planet together. Not to mention that Mars has a normal Earth and Venus like density. Mercury, on the other hand, is remarkable dense. Smaller than two of the Jovian moons, its surface gravity is comparable to Mars.
  10. Spacecraft have things that look like wings sometimes in fiction that are actually heat radiators, which you REALLY need if you're using a high thrust and efficiency engine like fusion or something. As Atomic Rockets puts it, "Spacecraft got wings". And it's not too hard to believe that aerodynamic fins can double as radiators too for large tailsitting SSTO rocketships. Really, the 50s and 60s was a great time for sci fi. For the most part (at least the most we care to remember), those spacecraft were really well designed, yet still had that wonderful V-2 like shape which is so wonderful. Many designs foreshadowed the development of the Falcon rockets, which can land and orbit. Really, read ATOMIC ROCKETS
  11. Almost. I wish it were a cylinder map. I'll have to reconstruct it manually. From that map it appears that there are glaciers which stick around for more than just seasonally. (As maps that include Iceland will include ice and snow, but not maps of Canada or Northern US) This implies that Quo'noS is colder than Earth is currently. It's oceans are probably more salty to explain the lack of ice caps. I found this concept art that I really like, and assuming city lights are on the coastline, it kinda matches the continent on that map. I'm going to assume a higher atmospheric pressure, 1.2 atm. Gravity of 1.23 gees, and two large Moons, a small one in low orbit (as shown in the above picture) called CorviX, and another in a Quonosyncronous orbit, probably broken up, called PraxiS.(The two are tidally locked) They have to be tidally locked, because they're so close to each other. The orbital mechanics probably don't work properly, but it doesn't have to in a patched conics approximation. I've said too much already. In the image, it also appears to have at least on more moon, which I'm going to retcon into a gas planet in orbit of the star, which I've found has two names: K'lai Klinzhai and K'thar. I'm going to assume that these are not indicative of a binary star, but instead are like the difference between Sun and Sol.
  12. Proposed mods, may be all in one or several different packs. Putting them in one thread so as not to clutter everything up. This encompasses several different subjects from science fiction to history to realism. And I think all of them have a place in KSP through mods. Features: Connect the sensor parts to an on-screen graph -Thermometer (temperature in celsius, kelvin, or Fahrenheit.) -Barometer (Pressure in Psi, Atmospheres, or Bars) -Accellerometer (Accelleration in gees or m/s^2) -Negative Gravioli Detector (Gravitational Accelleration as a fictious force in m/s^2 or gees) -Magnetometer (Radiation in rads or grays) -SolarPanel power? -Mystery goo color, roundness, and stability? (Would need fictional, "arbitrary" curves created for each planet) -Kerbals have life signs measured too? Squeedlybeat and Breathing? --Lifesigns info on crew portraits, reaction based on courage and stupidity? --More info in the science lab? Adding Van Allen belts to planets, and radiation. The deadly kind. -Fly through and radiation will increase. -Magnetometer part. -Radiation increases exponentially with distance to sun. -Maybe kerbolar flares which damage Kerbals or spacecrafts. -Strong radiation fields can damage Kerbonauts. -Stronger radiation fields can damage probes, reducing control capability based on percentage of damage. -Magnetometers to measure radiation. --Visual mapping of the Van Allen belts in map mode? -Radiation tied into that of KSP Interstellar? Making the Temperature sensor make sense. Based upon distance to sun* and orientation. -Temperature affecting craft? Barbeque Rolls required? Would need a timewarp rotation fix. SolarPower based upon a *realistic inverse square curve. -Visual Sunlight tapering off with distance, getting brighter closer? --This might be it's own mod, and if so, then also automatic exposure changing so the dim stars darken when the bright Mun is in view, or when in Kerbin orbit. Basically, overhaul the lighting. Universal Kerbal universe speed of light delay. -1/10 irl speed of light? -Transmission delays. -Maybe comms delays for probes, like RemoteTech? Maybe toggleable? Maybe probes can be controlled by Kerbals in a science lab for a faster signal. (Joolean Mothership deploying probes to the moons would get better control than Kerbin controlling the same probes. --Probes can automatically complete maneuver nodes, but maneuver nodes can not be placed earlier than the signal delay at the current distance to the control source. -High tech Ansible at endgame? Ansible would allow FTL comms to control probes quicker? Maybe a prototype "Subspace Comms" variant where more power allows faster comms? -Relativistic Effects that slow down time with speed and with gravitation? --Or just simple relativity that increases the mass of all parts with speed? --Reverse the passage of time (Trivial to do in KSP) when travelling faster than light? (Using warp drives or cheats etc.) --visual effects of relativistic velocities? Manned Pods with tweakable radiation shielding -RadiationShielding adds mass to a command pod, but also helps to keep out deadly radiation. Tweakable so that it can be removed, or a bunch added. -TACLS water can act as a shielding as well? High-Tech Magnetic Field Generator -Auroras for spaceships. -Protects from radiation using electricity. Automatic or manual mode to adjust the power of the field. More generators means more protection, and the protection can be limited to not consume as much power, but will be able to allocate more power in harsh environments. Based on the tech in Space Odyssey: A Voyage to the Planets documentary. Not sure if real or not, but seems plausible enough for Kerbals. Probe Core Damage. -Reduces the command capability of the probe with percent of damage. -Small amount of tweakable RadiationShielding. Cameras and Telescopes; Not knowing stuff in Science and Career modes. (Check out about how he would find out the characteristics of planets had there not been an info box)-Start out not knowing anything about the appearance of the planets other than Kerbin and the near side of the Mun. -Nothing known of Joolian moons aside from color. Bop and Pol not known. -Basic cloud bands on Jool. -Purple with gray splotches on Eve. -Gilly is a small brown dot. -Duna has some brown spots and white poles. Ike has grey and black spots. -Eeloo is just a white dot. -Outer Planets support? Urlum and Naidon are just blue and purple dots. -Flybys with better and better camera tech can help paint a better picture on the map view. Flybys with good cameras give only a basic heightmap, but pretty good color maps. -Orbiters can fully map the surface of a planet or moon. -Space Telescopes (high tech) can view outer planets with better detail than flybys with basic cameras. --Replace skybox with procedural skybox where stars are almost point sources and there's some cool stuff in between like nebulas and star clusters? -Unknown stuff, as follows. Might have vague values for gravity. For instance, Bop might be "In between Minmus and Ike" if info on these planets are known. -Unknown gravity of Moho, Dres, Eeloo, Joolean Moons, Minmus, and Gilly. Using a Seismic Accellerometer on the surface or a Negative Gravioli Detector in a non-circular orbit can put this data in the info box in the map screen/tracking station. -Unknown atmospheres of Eve, Duna, Jool and Laythe. Aerobraking two or more probes, and measuring deceleration using a Seismic Accellerometer can detect the atmosphere height, Barometers can measure pressure from two scans to determine scale height and pressure at surface. -Surface Temperature min and max available in map info box in sandbox, and when temperature scan is used during day and night on the surface of a planet. Camera Types -Black and White: Do not refine the color of the map view, but it does paint the surface texture and darkness. --Must be recovered to Kerbin for Science, Reputation, and Map View data. -Basic: Blurry color film, orbiters can map the basic heightmap of a planet. -Advanced: High Quality color film, can map the basic heightmap of a planet with a decent flyby. -Mapping: Does not paint surface texture, darkness, or color, but it does make the heightmap. Exploration by rover or Kerbal can also map a bit of the heightmap. Must be done by an orbiter making several passes. -Basic and Advanced images must be transmitted for a lot of power. -Mapping satellites constantly drain power to transmit data back home. Anomaly Scans -Special biomes for anomalies (Tanuki might be able to do this for 1.0) -Mapping cameras on orbiters can pick up anomalies after a few passes. -Some anomalies might screw with sensor data? Compatibility with planet mods? -Including the Kerbal Warp Drive mod that brings you to a random star system, so you get to probe the random planets as well. Science and Rep benefits from mapping the solar system. Maybe make Jool's texture more interesting, and base the unknown (simple cloud bands) and basic camera textures for Jool off of that. Right now it's pretty boring. This stuff is pretty different from the rest of the stuff, but ties into the radiation bit. Kerbal Health -100 units of health. Each kerbal has persistent health until recovered from Kerbin. -When damaged by falling, bouncing, irradiated, etc, Kerbals will lose health. -Below 85%, Kerbals will walk slower, and won't smile. -Below 50%, Kerbals will frown and begin to walk exponentially slower, slower with more damage. -Below 20% Kerbals won't be able to run or jump. -Below 15%, Kerbals will ragdoll, and if in a command pod, will lose command input. -Below 10%, Kerbal can only be saved with surgery. -At 0%, Kerbal goes KIA and poofs if on EVA. -Kerbal Health increases when eating using Snacks or TAC Life Support, or medicine from Scientists (or medics if possible) -If damaged by radiation, health will slowly decrease at a rate of 0.25% per Kerbin day. Kerbal Medics -Kerbal Health increases when given medicine. --Medic class of Kerbals --Medics can give medicine to Kerbals. --Scientists can give basic medicine (heals 2 health, 5 medicines when exiting a Command Module) at tier 4 and above. -Medics at tier 1 have 5 First-Aid Kits when exiting a Command Module. (Replenished by Command Pod like flags do) -Basic Medicine heals 5 health. -Medics at tier 2 have 5 Advanced Medicine Kits, which heal 5 health, but slowly heal over the course of a Kerbin day as much as 50%. Can not be reapplied to a Kerbal until after 6 hours. (A Kerbin day) -Medics at tier 3 have 10 Advanced Medicine Kits, and can reapply an AMK after only 3 hours. -Medics at tier 4 can do basic surgery, and can thus heal Kerbals damaged below 10%. But they only have an 85% chance of success, and a 5% chance of lowering the patient's health by 2%. The rest is the chance that there won't be any damage or healing. -Medics at tier 5 can do surgery, with a 95% of success, but have a 5% chance of lowering the patient's health by 3%. They can also give radiation pills which increase a Kerbal's resistance to radiation.
  13. Might rebalance timewarp. And Deltervees, Delta-V for manuevers is StockDv times Square Root of 3.2. Sqrt(3.2) is about 1.79
  14. I downloaded what there is on the github. But it's not a plugin in any usable form. I should have known. I would probably have noticed if this was released.
  15. 0.16 (played 0.13.3 demo while 0.15 was still a thing) First Mun landing in 0.18. First Mun Return was around 0.20. I was pretty late actually achieving things. I got so jealous that when I showed my friend the 0.18 KSP demo and he got to and fro the Mun within a day I installed some hard mods (Jumbo32, FAR, and DR) when he bought the game so that he'd have more challenge. I didn't tell him. Okay, that didn't actually happen, but I really really wanted to. He's gotten to and fro Duna, landed on Moho, Eve, and got a flyby of Jool in the first week. For now he's gone the way of NASA and is just doing satellite networks and the occasional probe.
  16. In terms of it's surface gravity, atmosphere pressure, and size? I have some pretty neat plans if I can get a good answer. Also, if anyone has some kind of canonical map of Quon'oS that'd also be great. Really really great. Quo'noS = Klingon homeworld in Star Trek. I'm really not entirely certain if it should go here or the Space Lounge, we'll see how this thread evolves and if it needs to be moved a mod will surely do so.
  17. Also a button for crew transfer, so you don't have to click around for the hatch. Or at least make it available on the pod's own right click menu.
  18. Quote from Elthy: Thanks for the new release, just some questions: Why isnt it in the first post? Because I forgot to update the title. The download is in the OP. Whats the multiplier you applied on Dres rotational speed, meaning whats the normal value? I calculated it based on the orbital speed at the surface. How can i add the non white horizons like in the Renaissance Compliation? Eve's horizon is white in RenComp, but the clouds it. Is there anything i can do about the runwayclipping (other than ignore it)? Delete the settings.cfg. (Or paste in one from another instance of the game) It happens if you had a higher RSS scale installed first. - - - Updated - - - I personally don't use remotetech, but I don't think custom configs would be that hard to do. I'll try when I get home. I do have a basic config which does work[citation needed] for OuterPlanets, but I don't support it yet. I might remake the config if I can get to the outer planets in stock.
  19. Those are actually Liquid Fueled Boosters, not SRBs. They're thin fuel tanks powered by F-1 engines.
  20. Shimmy's going to hate you for that KR-2L. I think more or less a J-2 or F-1 like model would be best. Maybe instead of trying to directly copy irl parts, you could design something new for the KR-2L, based upon it's known stats. Also, I think the Launch Escape Tower should be really tall, and the nosecone part of it made sharp. Basically, the KR-2L needs to stay a lift engine as well as an upper stage engine if you want. Make a separate engine to be a low-power upper stage would be acceptable, like the dual-engine shown. Problem is that the KS-25x4 Cluster ought to be fueled, but then you run into a compatibility problem. Having fuel in that model for the Centaur-ish engine would be acceptable if it's a new engine. I think the best way to do it is to make the KS-25 a fuel tank to 4x 1.25m adapter, and have a big red warning (in forum posts and whatnot) that it has no engines, and make the engines separate, high gimbal, 1.25m parts. Or maybe do that but also make a part that's just the stock part with the new models. I'm not sure about the bulkheads on those tanks. I never liked 3x symmetry.
×
×
  • Create New...