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Silicon014
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
Silicon014 replied to TehGimp666's topic in KSP1 Mod Releases
You do realize that with this, you could set up scheduled flights operated by the computer? All you'd need to do is implement a NPC in a local single player 'server', and use it to initiate flights. From then on, you could use a mechjeb-style navigation system to execute mission parameters. Hence: automatic missions. Uses? Perhaps resupply missions to stations for the sake of realism, restocking the station with crew and fuel (or even TAC life support) periodically so that you can spend time doing fun stuff. -
[WIP] - Full Realistic Tech Tree Overhaul
Silicon014 replied to MedievalNerd's topic in KSP1 Mod Development
Can I implement this into my game yet? -
No big deal Sharp. Is it really that tough to make an omni-directional or a dipole radar transmit that far of a distance?
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Well, basically, what I'm doing is designing the radio system for a bit of a dream project of mine. I'm actually planning to design a satellite from cheap, off the shelf components that serves a very important purpose (Which I will not say to protect my uncopyrighted intellectual property). I will say that it needs to be able to send signals that can reach the Earth over about 50000km of vacuum (Near GEO)
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Hello guys! I'm embarking on a project which requires me to have an intimate relationship and knowledge of radio transmission, because I'll be designing a system from scratch. Could someone explain the process to me technically, from start to finish (I mean like from eletrical input to antenna efficiency)? I'd honestly like to know about not only transmitting, but also on receiving transmissions (tips and tricks appreciated! ). It'd be great if you were a HAM radio operator or someone of the like, as I really intend to have a deep understanding of the entire system. Thanks a ton!
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Typically, what I use is a launch stage that has a 1.8 TWR or more, as it needs to be powerful for the first section of the atmosphere. Honestly, you want to have just enough thrust to be able to reach terminal velocity throughout all stages of your liftoff: this speed is roughly 150 m/s at 4000 meters, 215 at 8000 meters, and 275 passing 11000 meters. If you're pushing your craft faster than terminal velocity, you're just fighting unnecessarily against the atmosphere. From then on, you can have as much thrust as you want for the final push into space. Also, you may want to stick with the lowest TWR and highest Isp possible in space for efficiencies' sake; however, if you wish to trade efficiency for speed (as in a higher TWR and subsequently higher thrust), you can.
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exterminate.
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The 100% recoverable lifter Megathread
Silicon014 replied to ThePsuedoMonkey's topic in KSP1 The Spacecraft Exchange
And I cant wait to see it finished, my man. I'm actually thinking about a two stage reusable, with both stages able to be reused and recovered, but I don't know how feasible that is. -
The 100% recoverable lifter Megathread
Silicon014 replied to ThePsuedoMonkey's topic in KSP1 The Spacecraft Exchange
Its funny. I was in the process of designing a 55-ton reusable launching platform, fitted with docking nodes for repeated use (Using a helicopter or VTOL to lift the payload on to the top). Suppose you beat me to the concept!