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Everything posted by Mekan1k
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BobCat Ind. - Colonization, exploring and research vehicle
Mekan1k replied to BobCat's topic in KSP1 Mod Development
You, sir, are a genius. -
A system of magnetopheres, solar wind, and related parts
Mekan1k replied to nhnifong's topic in KSP1 Mod Development
you could have it setup so that the solar wind acts as an 'atmosphere' coming off the sun, a magnetosphere prevents damage to eva'ing kerbals (less magetosphere,more rad damage until the kerbal cooks), magetosphere could also allow for interplanetary magnetic braking, etc, etc. -
First project , tips and crits appreciated :)
Mekan1k replied to orson's topic in KSP1 Mod Development
There was a craft like that... the Eagle? Search it on this site- it was a great rocket for 0.16, and kind of explody in 0.17, but it was most of what you wanted to design right there. -
I like this mod idea- I just wish there was a mod that let you do FTL travel.
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A magnetic scoop would be viable- and the intake could be minute (I am basing this concept off of the Thesius in Blindsight, by Peter Watts), as the primary part of the intake would be magnetic. Also, Within a solar system is ideal for a Buzzard Magnetic ramscoop, as there is a higher gas constant around stars and planets than in interstellar space, meaning that if you were going to, lets say, Duna, and you got the scoop into orbit, you could use the thin atmosphere on Duna as an aerobraking medium and as an easy way to refuel the ship if you wanted to go out farther into the kolar system. Any yes, a ship would either need a nuclear engine or a antimatter--matter engine to get the heat necessary to do that, but since most interplanetary rockets in KSP end up using the nuclear engine anyway, I don't really see the issue. EDIT: Also, the Ganjin in Manifold Space , by Stephen Baxter, use buzzard intakes as both in-solar and interstellar engines, but they work inefficiently at interstellar travel, due to the relitive scarcity of atoms outside of the solar systems.
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Because it is not a cheat part. I want to build a mod that lets you collect fuel from space, just like a buzzard ramjet intake would. It would have incredibly slow fuel generation in space, and high fuel generation while in atmosphere. It would be incredibly useful for interstellar travel, as you could send out a relatively small craft out into the kolar system, and use planets and muns as refueling stations if they have sufficient mass. EDIT: sorry, sufficient atmosphere, not mass. Duna, Eve, Jool, and one or two of Jool's muns might have enough atmosphere to use for this.
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Hey Everyone! In the spirit of Kerbal I have been trying to design an engine that has negative fuel consumption, and has a higher negative fuel consumption in atmosphere than in space. This way you could have a relitively small ship burn out to , say, Eve, Jool, or Duna, and use aerobraking to refuel, as well as slow down. Can anyone point me in the right direction or tell me how to do such a thing? I keep failing at getting a re-fueling engine. If you want me to place a zip of the project so far on the site, just say so. I'll let people know if this goes anywhere. EDIT: Also, is there a manual for creating these sorts of mods? If so, where is it? EDIT2: here is a picture of the code so far. By the way- it does not work yet. Please Help: [ATTACH=CONFIG]34521[/ATTACH]
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This... Looks... AWSOME!
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I figured out how to fix the breaking -mod issue. Change the breakingForce and breakingTorque figures to, well, much higher values. I love your parts dude! Great mod, keep up the good work.
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
Mekan1k replied to Dani-Sang's topic in KSP1 Mod Releases
We Understand. However, if there is anything we can do to help, let us know. Or am I the only one who is willing to help? Anyway, best of luck with the other priorities. -
[0.16 PLUGIN] Hyperjump System: Jumps and Hyperspace Networks, v0.2
Mekan1k replied to TheRoland's topic in KSP1 Mod Releases
Mr. TheRoland, is there any news to tell us? Anything new concerning this amazing mod? I am getting a little annoyed with my ships exploding upon re-entering normal space.... -
[WIP] Pluto Analog - Further out than Jool
Mekan1k replied to Hofugir's topic in KSP1 Mod Development
Damn Man- If you make this an available mod, I will make you my hero. I WILL BUILD YOUR NAME INTO A SPACE STATION AROUND KERBIN. -
Sprogonautics [Reaper Stealth Drone]
Mekan1k replied to sproginator's topic in KSP1 The Spacecraft Exchange
A CG is a Center of Gravity -
[0.16] Core Shipyards presents: Modular Carrier Package (UPDATE 0.2)
Mekan1k replied to Core21's topic in KSP1 Mod Releases
Is this setup for version 0.17? -
Sprogonautics [Reaper Stealth Drone]
Mekan1k replied to sproginator's topic in KSP1 The Spacecraft Exchange
Also- where did you put the CG? -
Sprogonautics [Reaper Stealth Drone]
Mekan1k replied to sproginator's topic in KSP1 The Spacecraft Exchange
Could you post a link of this .craft file on, well, somewhere else? Like megaupload? The initial post is not working. -
"Philosophy will be the key that unlocks artificial intelligence"
Mekan1k replied to Ted's topic in Science & Spaceflight
Well, Yes, emotion gets in the way of rational thought, and Yes, there is the question of whether an AI would actualy be self-aware, at least, as a person is supposed to be. But, well, honestly? I think there is an easy solution. A being that is self-aware should dream. An AI that is shut into, say, sleep mode, should assimilate information that is has gathered when it is 'awake', so that it can access the information faster, and understand what the information is better, just like us meat-puppets. The brain works (as I understand it) as a super-computer that is constantly self-checking and self-evaluating possible outcomes and situations that could happen- and that traint is called our imagination. Therefore, an AI should be able to dream, and imagine (in the act of imagining, create). If there is a comupter that can do that, then it should be relitively simple to create an AI. I hope we figure out a way to do it, because, frankly, computers are getting almost complicated enough for us to try to create a self-aware system. It will cause some religeous issues though, but I think it would be worth it. -
[0.17] RV Space Construction Pack - Geodesic Domes
Mekan1k replied to Rev's topic in KSP1 Mod Releases
could you make a part that is shaped like the half-sphere tank, that lets you stick kerbals in it? -
[0.16 PLUGIN] Hyperjump System: Jumps and Hyperspace Networks, v0.2
Mekan1k replied to TheRoland's topic in KSP1 Mod Releases
Yeah, umm, I used to use this mod to building Jumpgates (Between kerbin and Mun, Mun and Minnimus), and I tried to do this in 0.17- it just would not work right. Is it working yet? Also- almighty creator of the mod- could you put a part in that allows people to change the minimum distance that a ship needs to be to jump from one endpoint to a different endpoint? Like having a part that is the drive, and another that forms the reciver end. Just a Question and Request here. -
um3kCorp Multifunction Utility Panels v1.1 - New image gallery!
Mekan1k replied to um3k's topic in KSP1 Mod Releases
If the mod gets developed again (HyperJump Mod), I will use this to create a MASSIVE GATE to the planets.