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magnemoe

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Everything posted by magnemoe

  1. None of the planets and moons use the physic engines all the paths are hardcoded. I however thought you needed another body as center of rotation, has not tested the mod but the stars even have other planets around them so it has to have a SOI.
  2. Yes, recovery is a bonus, note that the bonus is useful as you might want to expand a plant the flag mission to do science to unlock more parts. Fun to see how many missions people can practically do in one go, saw in one of the videos than they did an parachute test without realizing.
  3. Probably not, if not they only use the air brakes/ fins and no legs, flyback reduces payload so it can not be used in all launches. And the stage who tip over and take damage after landing on water, is just like in KSP. And yes they would need to find a landing spot on land for future tests.
  4. yes, one option is to keep an sandbox game as a simulator where you can test stuff, here hyperedit is totally legal and nice for testing various designs. Agree with most of them except 6, hitchhiker modules are not allowed to be crewed during launch as they has an huge chance of not surviving an water landing. Exception is standardized rockets with proven reliability rating and has preformed an emergency landing of crew module. Danger here is not breakup during launch but not having enough fuel to land safely again at spaceport. Tend to launch untested designs unmanned and then send the crew up later. , and a emergency landing
  5. Testing out spaceplanes seriously for the first time. They are an fuel efficient way to launch kerbals and lighter payloads.
  6. I like them, driving downhill on Eve, objective was to collect science from a probe dropped at sea level while lander was at highest point on Eve, it was an interesting drive, down the Same mission on Laythe, it was a bit simpler. Driving on Mun, officialy to check out landing conditions at kethane deposits, crew objectives was to get as much airtime as possible. Redockable Munar science rover back in 0.22, it could dock with lander and land in other biomes. Test of heavy fuel transporter for refueling SSTO rockets.
  7. Who parts? has not seen new parts but know we get monoprop engines and trusters using normal fuel both are useful for very small and very large ships.
  8. Yes and it still work except the switching of charge type. You want one toggle on/ off anyway as you will need chemical engines for fine tuning and then close to other spaceships. Might want to try this for asteroids, especially too drop one down in the mohole.
  9. This have two other effects in that the Mun don't affect an Minmus mission if you are outside of SOI, with multi body physic you would have two stable orbit around Jool one would be low orbit the other would be far outside Pol, in short the game would be far harder and you would get lots of unexplained bugs as Mun sent you ship in high Minmus orbit into solar orbit. More importantly the aerodynamic is stupid, drag depend on weight not on cross section on most part. In reality cross section and aerodynamic is the only thing affecting drag,
  10. Yes you have to change to show debries, then select each part an recover. In the current game you get science from debris like goo containers who fell off during landing. Now for accent you will loose your parts that is unless they hit the ground over 2.4 kilometer from your active vessel. Seperatron packages to get spaceplanes up to speed might be the only thing who can be recovered
  11. I think its more about dropping from Minmus so your Pe is close to the transfer node. My way to do this is to use an spotting satelite in LKO, use it to set up a burn,then leave Minmus a bit before minmus is on the opposite side of the node. Now you usually have to wait for the burn until the time for the transfer burn, if its a long wait I pull Ap below Mun SOI as Mun has a high chance of messing with your orbit. I only use this for ships build at a Mimus shipyard as its a bit complex. For refuelig I tend to drop the miner down into LKO, Using a dedicated tanker ship or a tank pushed by a tug. would be even more efficient.
  12. Some other video got 80%, the grassland between the mountains to the west and sea to east of KSP should be an recovery area too with say 90% 98% recovery might explain the high fuel cost too,
  13. Yes, you can tell Manley and Mittani not to show parts. Hard to to with any randoms.
  14. Me two, I knew I would loose out lot on the Oberth effect however I was already 1000 m/s out of the gravity well so I estimated 1500 m/s, It was closer to 2500 m/s, not sure as I had only 2200 m/s. Eve and Duna should work better as the dV requirements is half of Jool. The drop down operation is not so hard, use a satelite in LKO to set up the trajectory, mechjeb is nice here. Now plan your exit from Minmus so your Pe is close the the burn point, You can even adjust the time you pass Pe by lowering Ap however some hours off is no big deal. I have only done this a few times but it worked well. Done the same a lot within the Jool system, that is aerobraking into an Layte orbit who just keep Ap inside SOI, her the issue is that a 50 m/s burn tend to take you outside of Tylo orbit. An ion engine is not a good choice for moving 150 ton fuel. An tug with 4-6 LV-N works well here. --- The real point here is that using a reusable first stage on interplanetary missions is an good idea. However not if you start from Minmus as it will end up in interplanetary space after 200 m/s burn. Starting from LKO it can burn 1000 m/s and get an free return to LKO, you can also get it cheap to minmus if you are willing to wait and keep watch for Mun. Now if you send stuff to Duna one way you could just add a drop tank on the lander to give it 500 m/s extra, Eve is often a bit more expensive.
  15. http://upload.wikimedia.org/wikipedia/commons/thumb/1/11/World_population_%28UN%29.svg/300px-World_population_%28UN%29.svg.png look at the graphs, dotted line is flatt projection based on current birth values. the cone is realistic values remember that China has a birth rate is 1.7 who is below replacement population still increases sa the huge generations born from 1950 to 1980 is still alive. http://data.worldbank.org/indicator/SP.DYN.TFRT.IN also note the falling trends pretty much everywhere, in fact china is dropping the one kid policy, that is why the birth rate is up from 1.6 to 1.7. If the birth rate is to low you get problem with too many old people and too few workers.
  16. If you are a dirt farmer its nice to have many kids as they are extra labor who give the family more food and increased security. (Found this in a moded sims 2 game in an medival setting, the family with lots of kids did far better even if you add the time to raise the kids because you had far more hands to work afterward) If you are middle class kids are a major expense you are expected to maintain some standard of living after all. Just living in a city make lost of kids problematic, most people live in cities today. Resources is not a problem at all the reason raw material prices has gone up the last 15 year is because of China, this has increased prices but also production.
  17. This work well, however I would rather start from LKO, Starting from Minmus, tend to increase dV requirements at least to Jool and other high dV locations. Yes last I tried it was 2500 m/s from orbit close to Minmus, more expensive than to aerobrake down into LKO. Yes the best would be to drop Pe down to 100 km at a time you can burn at Pe to be on your way, this is a good idea even if you use 100 m/s to pull the Ap inside Mun SOI to avoid problems. You can use a satelite in low orbit to find the phase angels for burn so you can leave minmus at right time, the most important thing is to get the Pe located correctly However in this setting you will leave Kerbin SOI after a 100-300 m/s burn and will not have much point in a first stage. Now if you launch a payload from Kerbin, then refueled in LKO and used a reusable first stage (tug) this has multiple benefits. First you save a lot on the payload as most of its weight tend to be fuel too, this reduce launcher demands a lot. Secondly the refueling is free or a one time cost of getting the miner and tug into orbit. One tips is to dock the 25x4 engine on a large core stage this way you can decople the engine and you have a huge fuel tank you can move with a tug you take this to Minmus an refill then leave in LKO as a depot. http://i.imgur.com/t6hNAYH.png this is one of my tugs moving a huge miner to an refueling depot, the miner barely made it to orbit.
  18. You are right I was thinking of stability during the drop phase, and this will need multiple engines, an system with only one engine could probably be make stable enough without active control. However something who hit the ground in huge speed and disintegrating while the engines spray water everywhere would be very kerbal.
  19. Launcher tipped hard to west during launch so I aborted. All the 3.75 meter tanks and 12 LV-N hits the VAB before I land. later launches went well
  20. If the drag point is high up it will be stable, so some sort of air brakes high up will keep the top up while having most mass down. Could it use an laser to measure distance to ground? know you can get pretty cheap ones for construction, this trigger the rocket, it the rocket trust is consist you could just set this up for a soft landing using trial and error.
  21. Yes, we have no idea how to make an sentinel computer, not even to make one as smart as a dog, we have some very vague ideas that is all. All current smart computers uses expert systems combined with brute force trial and error. Far easier to uplift an animal or create smarter humans, no we don't know how to do it but its just a matter of understanding genetic better as both should be doable. And I agree that specializing humans would be an bad idea.
  22. I save the entire previous game but would probably start a new game anyway, mods will not work with carrier mode of 0.24 because of all the changes so it will use some time adjusting.
  23. Yes, they would be, herbivores has two weaknesses, less energy rich diet and less challenges. However the major intellectual challenge for primitive humans was other humans. Elephants are pretty smart, probably goes with the size, it don't cost much to have a big brain if you are so large and the large size require that they live long. They are also very social who give challenges. The other option to something big would be an herbivore who lives on fruits and berries or other energy rich diet, lots of apes does this.
  24. yes, a killometer sized astroid would take an huge orion pulse engine to move. Redirecting is easier as you only need to change the orbit less than 1 m/s but moving might be 1 km/s. Gilly is 2 magnitudes heavier.
  25. And it paid off well, humans was hunting mammoths regularly over 50.000 years ago, and they was the only predator going after adult mammoths. None other even of the large ice age predators was going after dying or baby mammoths separated from the pack. We have used tools for more than a million years so we evolved for it. Might also explain why we so peaceful, a human with an chimpanzee style behavior and a spear would be very dangerous and have a high chance of being killed by the others either during the fight or later, Then talking about aggressive animals we should not forget large herbivores, most predators is pretty restrained as they has to judge chance for a catch up against dangers. An lion who charges packs of elephants don't reproduce. For a large herbivore they usual has little to loose on being aggressive. The rhino is legendary for its aggressiveness, hippos are also very dangerous, think its the most dangerous mammal but this might also be as its easy to get into a pack with a small boat.
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