-
Posts
4,794 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NovaSilisko
-
What part of MOCKUP does nobody understand? :-X
-
Mine all use 18 sides, so that's not a problem. I suppose I'll get to work renaming my 2m parts to 1.75m. What should I name the folders, though? It feels weird having a decimal in the folder name, but having '175m_fueltank' just looks silly. Also, SP, I hope you merged all your objects into one this time
-
Able to land on a specific spot from nearly 5 km up, I would consider this qualified for an actual lunar mission, when the time comes. For testing, it's boosted off the ground into a parabolic trajectory. After that, it enters a controlled descent through use of it's SAS and main thruster. On a Kerrestrial mission, the large amounts of gravity make it difficult to have enough fuel to take off again, but on an actual lunar mission, there should be plenty of fuel left over to reach orbit, and escape velocity.
-
DARPA Loses Hypersonic Vehicle, $320M Destroyed
NovaSilisko replied to Keyes777's topic in The Lounge
It's silly. This test vehicle was intended to crash into the water anyway, after it's flight. -
Completely and utterly impossible.
-
Now my PSA is useless!
-
This was the largest I managed to lift:
-
Over the course of the past few days and hours, I have thought up a more-or-less complete plan for space station construction and operation. Construction The main point of this idea is that in order to assemble a space station, first you must get at least two parts into orbit, in roughly the same vicinity (an error radius of 10 km perhaps) Once there, the parts can be assembled together in what is effectively an orbital VAB. After addition of the new part to the core module (any module can be specified as a core), it will link to the core and assume it\'s orbital velocity. Alternatively, you would fly up to the initial core stage with a new piece in your cargo bay. After docking, then the assembly window could be brought up and you could add any parts that were in the cargo bay onto the station. Advantages: [li]Easier construction[/li] [li]No need for 'space tugs' to push things around and have the danger of destroying the station[/li] [li]Idea approved by HarvesteR![/li] Disadvantages: [li]May be seen as too easy[/li] Manual construction (without an assembly screen) could be a difficulty option. Modules Living Quarters [li]Each module adds 2 to the max crew the station can support[/li] Storage Unit [li]General storage. Reduces the amount of resupply missions needed per full unit.[/li] Experiment Rack [li]Customizable with different types of experiments. Can be mounted on the side of any module except solar panels[/li] Utility Module [li]The only thing that solar panels and radiators can be mounted to.[/li] Solar Panel [li]Self explanatory[/li] Radiator [li]Removes excess heat by radiating it into space[/li] Girder [li]Basic structural piece[/li] Docking Port [li]Ships attach to these points, but need a specific docking port incorporated into them to be able to attach.[/li] Airlock [li]Without at least one airlock, EVAs cannot be performed from the station.[/li] Cupola [li]Nice view.[/li] Operations There are three main variables that need to be accounted for: Heat, Power, and Crew. Heat is generated by all components that use power, such as science equipment and life support. Heat can be dissipated through the use of Radiators mounted onto a Utility Module. Power can be generated through the use of reactors (very heavy but long lasting) or solar panels (lightweight but fragile). Crew is, obviously, the Kerbonauts that are occupying the station. Certain operations require them to be on board, but not all. Things such as attitude adjustment and orbit boosting does not require a crew, however, assembly, EVAs, and many other tasks require a crew - making it a good idea to keep a presence in the station at most times. Overheating stations have a raised chance for equipment failure, and greatly reduce the health of the crew. Underpowered stations will likely freeze, and equipment will not function. Another minor factor is trash production. Cargo craft can be sent up and filled with rubbish, then sent back into the atmosphere to harmlessly disintegrate. If it\'s not taken care of however, it will start to affect the crew of the station. Further work There still is some refinement to be done - how close to modules need to be for assembly, how easily broken should they be. Maintenance could require EVAs or not. It\'s a balance between realism in gameplay for most aspects. New, Nov. 10: Wet Workshops I recently discussed the idea of Wet Workshops (http://en.wikipedia.org/wiki/Wet_workshop) with HarvesteR. The basic idea is that you\'ll be able to specify any top-of-stack fuel tank as a wet workshop, increasing its full and empty weight and cost by a bit. Once it\'s in orbit, it can form the core of a space station, or be docked to one if it has a docking port. Wet workshop concept using Componant Space Shuttle parts: http://img714.imageshack.us/img714/333/ss20111109202015.png Addendum I aspire to be the first person to build a space station orbiting the Mun. Don\'t try and stop me.
-
NASA ? KASA ? NASA-like KSP decal for Texturing
NovaSilisko replied to spacep00se2's topic in KSP1 Mods Discussions
I think as the agency progresses, it's logo should get more professional looking. At the beginning of the game, it's just a spraypaint logo on a stolen part, but by the end it's a professionally designed emblem.