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Silicon014

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Everything posted by Silicon014

  1. 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.
  2. No big deal Sharp. Is it really that tough to make an omni-directional or a dipole radar transmit that far of a distance?
  3. 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)
  4. 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!
  5. 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.
  6. What processes do real-life spacecraft (Orbiters, satellites, etc.) use to get an accurate reading of their orbital velocity and/or surface velocity. A technical explanation would be helpful! Thanks!
  7. Maybe you could implement a consent system for timewarp. Whenever someone needs to go to timewarp, it sends out a consent message to all multiplayer users, asking them if it is okay to go to a certain timewarp factor
  8. "Now witness the firepower of the fully armed and operational battle station"... Enough said, I think.
  9. Thats funny. That's my career plan right now. I'm at MIT studying Aeronautical Engineering and Physics to go into NASA or SpaceX, then after my career, I want to go teach somewhere
  10. I actually tried this with FAR. Even after sweeping AoA's and updating the control surfaces, running at half throttle, etc., it still has an incredible tendency to pitch up, then into a flat spin.
  11. 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.
  12. Now how exactly do you get the craft to be pitch stable under various fuel conditions? Is it completely balanced empty and full?
  13. 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!
  14. Here's an idea for you: Maybe, since you're remotely operating the Kerbals to follow a player around, you could design a wandering algorithm that allows Kerbals to move about the base randomly, but not too far from any structures to keep them from getting lost?
  15. I already have my first feature picked out and filled out on a form!
  16. Perhaps it could be the first twenty five to apply, or maybe hand-picked by the founder after a quick interview.... I honestly couldn't tell you, as it is up to the founder to decide
  17. Also, I think that we should limit membership to 25 or so members, forming a Society Committee, and have them vote on propositions pushed by the general public. To streamline the process, of course.
  18. I was just thinking back to the KGSS, and how they had a uniform submission form for geographical features. Currently, the KANS doesn't have anything of the like, so I thought I'd design a form for common use in the Society. Here she is: This is the Kerbal Astronomic Naming Society's Geographical Feature Submission Form (GFSF-001). Please copy the form into your own entry and fill it out. Please fill out the form in any language you feel comfortable in, but with proper grammar in the language of your choice. Submitter's Name: [insert forum name here] Suggested Feature: [offer name here] Home Planet or Moon: Coordinates on the World: [use degree, minute, second] General Description of the Feature: [Describe its visual aspects thoroughly] Why it should be considered: [Please give a 3-5 sentence answer] Screenshots: [High quality, preferably close range and orbital]
  19. I would be extremely interested in helping out as well.
  20. Yes, but we're heading off on a rabbit trail here
  21. Thats not what I'm implying ROFL. What I am implying is that the original path is calculated first, then the values are manipulated by a second formula to 'simulate' n-body. A seemingly simple calculation, I would think...?
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