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um3k

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Everything posted by um3k

  1. Sure. I'll add some bonus conditions to the first post. I was thinking about it anyways, but wanted to see what sort of response I received.
  2. Don't worry, I'm not suggesting you build a bridge to Mun, just on it. Specifically, build a bridge over any one of the many valleys on the Mun. This seems like a pretty challenging task in and of itself, so any and all mods are permitted. One or many launches, whatever it takes. The only actual requirement is that the bridge be traversable by a lone Kerbal. I'm working on a craft to attempt this challenge myself, and I look forward to seeing everyone else's successes (and failures!). As you can see, the most prominent valleys are on the rims of large craters. However, there appear to be smaller ones scattered about, so you are welcome to bridge whichever valley you choose. The definition of a bridge for the purposes of this project is as follows: - Reaches from one side of valley to the other. - The walking surface only contacts the ground on either side of the valley. Note that this does not preclude support structures, so long as they are not the walking surface itself. - Can hold the weight of at least one Kerbal long enough for said Kerbal to cross the bridge, with minimal jumping and no RCS use. If you want to kick it up a notch, here are some things I consider worthy of bonus points: - Length. The wider the valley, the bonusier the points. - Strength. A saggy bridge won't lose you points, but a nice, sturdy one may earn you some. - Stability. If you can time warp/switch to different ships and the bridge remains intact indefinitely, points will be awarded. - Capacity. The base requirement is one Kerbal, additional capacity (such as Kerbal armies or rovers) are worthy of reward.
  3. The point where the two lines intersect is the ideal orbit according to my criteria. The X axis represents orbital altitude, in km. It assumes a circular orbit. The Y axis is the orbital period in seconds. The blue line is derived from the the MapSat FOV (in degrees) for altitude x, based on the MapSat source code. I divide 180 by it to get the proportion relative to the whole globe, and then divide the rotational period of the target body by that to get the orbital period required to fill the map at the given height. The red line is the orbital period, calculated according to the formula on the wiki. Hopefully that helps a little, I had a hard time explaining it.
  4. I've done a little work on determining ideal mapping orbits. I'm not a math or physics major, but this is what I got: Mun - ~122 km Minmus - ~1.9 km Kerbin - None My goal was to find the orbital altitude that provided gapless coverage at the equator in the shortest time and highest resolution possible. As you can see, the only body that such an orbit is achievable with is the Mun. I currently have a satellite in such an orbit, I will post the map when it is finished. Looking at the progress, that should happen in about 8 hours (for a total mapping time of ~16 hours).
  5. Clearly, in the Kerbaverse, the bosons are Higgsier.
  6. I made this thing before seeing this challenge: Unfortunately it doesn't count, since I used MechJeb and the Crew Tank.
  7. Perfect timing for this thread, I just made my first successful space station docking and crew transfer, using stock parts and MechJeb. Full album on imgur KSS 4, meet CTV-1. Danrey replaced Calrick on the station, and Calrick is now safely back in the middle of a vast ocean on Kerbin.
  8. Yeah, you should have picked a more acceptable enemy, like North Kerea.
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