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Everything posted by Tommygun
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LLL - Lack Luster Labs - Development Thread
Tommygun replied to Lack's topic in KSP1 Mod Development
I finally got around to working with the truck parts and they are perfect for ground support equipment. I have my refueling vehicle and fixer, now I just need to come up with a convincing fire fighting truck and maybe one of those "Follow Me" cars. I'm thinking about using that blinking aircraft light mod for the fire truck's emergency lights. -
How long for a geostationary or geosync orbit to degrade?
Tommygun replied to ravener's topic in Science & Spaceflight
Isn't there also a gravitational effect (at least partly caused by the Moon) that causes unpowered satellites to eventually start to clump together at certain points in an orbit? -
Captain Sam's (etc) -- Weebles Wobble but Your Lander Won't Fall Down
Tommygun replied to Greys's topic in KSP1 Mod Releases
You should have it do double duty as a heavy duty heat shield and make it compatible with Deadly Reentry. Edit: I'm very tempted to put a bunch of lights on it and deploy several of them off in the water just off of the launch area as buoys. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Tommygun replied to stupid_chris's topic in KSP1 Mod Releases
Thank you, I just invented a new game: "Kerbal Chicken"; how far up can I cut that chute and not destroy the lander. -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
Tommygun replied to onkelsiebdruck's topic in KSP1 Mod Development
Impressive changes. I saw in one of your videos how you where using RCS thrusters to move a HAB model to a tube opening. I was thinking KAS allows for a container to be picked up and moved by a Kerbal, so would in be possible for the KAS plugin to allow the Kerbal to move the HAB? It may not be realistic, but it could be a useful base construction aid as we do not have any construction vehicles to help in the game. -
[0.22.X] BobCat ind. Historical spacecraft thread
Tommygun replied to BobCat's topic in KSP1 Mod Releases
Just curious, but if a Kerbal runs out of life support while on EVA, does the Kerbal just turn into a white puff of smoke or go limp? -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Tommygun replied to Porkjet's topic in KSP1 Mod Development
Great looking, so it's the Bigelow BA-2100 then? I was wondering, if the HAB is used on it's side on a planet's surface, will the inflatable part sit on top of the ground or would it clip through the surface. If it does clip through, it's not a big deal as it can be explained as the lower half being buried, I'm just curious. -
The US and Russia have already had a "satellite war" that isn't really talked about. A number of years ago the Russian military fired a laser weapon at a number of US satellites. They were ether destroyed of damaged. The US retaliated by hacking into the telemetry of at least one Russian satellites and ordering it to use all it's on board propellent to spin out of control. These things happen, but you don't hear about them until ten or fifteen years later. Unless there is an all out war between two countries, using missiles is too provocative. It's more likely that they will use less conventional means I mentioned above.
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There are several ideas that involve laser propulsion for lower cost launches. I think it may be a more cost effective way to go. http://en.wikipedia.org/wiki/Laser_propulsion http://en.wikipedia.org/wiki/Lightcraft
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SSTOs! Post your pictures here~
Tommygun replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Good God! I think we need to change the thread's name to Single Strut To Orbit. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Tommygun replied to stupid_chris's topic in KSP1 Mod Releases
I did mod one of KSP textures a while back for a damaged chute, but didn't have the skills to write a plugin for it. I was thinking if you deploy the chute above a certain speed or too soon during reentry, you get this damaged chute with less drag. Stupid_Chris, you can have the texture, but I imagine you have better source for textures than me. -
SSTOs! Post your pictures here~
Tommygun replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Well I finally got a SSTO up into orbit with stock engines. Orbiting at 72km, I still had over 1800 Delta V left over even after recovering from a bad flat spin when my jet engines flamed out at 26,000 meters. I was target locked on my altitude and wasn't watching my intake air. A B9 Saber version. -
OK, but I personally think it would still be lethal over a few weeks at least, with or without it's own magnetic field or atmosphere. I also wonder what all that radiation would do to oxygen molecules, that is, can it turn it into ozone like UV radiation does? I actually would like to see Squad just switch Laythe and Minmus when they add the new planets.
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This might be helpful, it talks about radiation on Europa and colonization: http://en.wikipedia.org/wiki/Colonization_of_Europa
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Tommygun replied to stupid_chris's topic in KSP1 Mod Releases
Very nice, hopefully no more getting my lander ripped in half when the chute deploys in Eve's thick atmosphere. This is a question not a request. Is it possible to model a steerable parafoil that trades some of it's downward vertical speed for forward motion in a simple plugin, or is it something that would take a lot of coding? http://en.wikipedia.org/wiki/Parafoil -
Very nice.....and that Kerbal city mod has raised garages too......
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Closes approach 26 Dec, that's a great cosmic Christmas present. I see it passes by Mars at 10 million Km, that's one impressive view. I wonder if Mars will get a good meteor show out of it? Although it looks like it is coming in high over the planetary plane at that point.
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I just retried it with five intakes adjusted to 5 degrees and I topped out at 10,000 meters. (I also modified the plane with more wing lift and reduced weight) I had to maintain a 15 degree pitch just to keep my altitude and speed stayed below 300m/s at full throttle. At that point I fired the four Rockomax 24-77 rocket motors and was able to slowly reach 18,000 meters before the fuel ran out and was doing over 600m/s. The plane's weight went from 13.6 to 7.6 tons. I then leveled the plane's pitch to five degrees but it dropped very quickly to 10,000 meters again and the speed was a little over 300m/s with a lighter aircraft. Without spamming a very large number of air intakes or going antimatter, I'm starting to doubt this engine can make it into space on it's own. I don't know if it can lift the rocket motors and fuel it needs into the air to help it ether.
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I'm not using FAR, I did wonder about angle of attack and forward speed affecting how much air I was getting, but didn't think stock KSP physics would factor this. The eleven intakes I have now seem ridiculous, so getting rid of the four on top is not a problem. I'll give the five and ten degree idea a try. I hope I can get to 15 kilometers without spamming intakes, thanks.