rpayne88
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Everything posted by rpayne88
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Mars Beyond Human Landing Achievement?
rpayne88 replied to NeoMorph's topic in Science & Spaceflight
This isn't the most glamorous idea, but the hydrocarbons found in human waste can apparently stop radiation. I found this fact out while watching an episode of The Universe on the History channel. The idea would be to place waste between the exterior and interior walls in a hermetically sealed tank (for obvious reasons.) Maybe a bag approach similar to self sealing fuel tanks would work. While a water bladder was drain for crew use, a waste bladder would be inflated. The water bladder would be above the waste bladder to prevent any leaks from contaminating the water supply. The same properties apply for food, since most food items (with the exception of salt) contain hydrocarbons. Basically, they use their food and (I'll leave this to your imagination) to shield themselves from radiation. The short flight up to a return ship will expose them to relatively low doses of radiation. Then just use the same principle with the lander to shield the hab modules on the return trip to Earth. -
I didn't get a plugin or resource folder with this. All I got were the parts, but without the plugins or resources, they are all useless dead weight.
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Communication Satellites
rpayne88 replied to giddonah's topic in KSP1 Gameplay Questions and Tutorials
Maybe having them eventually "die" when all their Blutonium has been reacted after, say, 25 years. Or making you have to worry about overheating or radiation coming from both an operational one and one that was destroyed when it slammed into a planet at orbital velocities. Weight should also be increased. Assuming Blutonium is something of a heavy metal such as uranium or plutonium, it would weight significantly more than the silica used to make solar panels. -
Problems landing on the Mun
rpayne88 replied to synik4l's topic in KSP1 Gameplay Questions and Tutorials
Needs it to get back with out leaving a crater in the ground. -
Communication Satellites
rpayne88 replied to giddonah's topic in KSP1 Gameplay Questions and Tutorials
If you can get a Kerbal to it, they can manually extend the panels on EVA. -
Taxi Runway for Aircraft
rpayne88 replied to Nebula's topic in KSP1 Suggestions & Development Discussion
Okay, I get it that you want reverse thrust. I know B9 engines and Firespitter have what you are looking for. B9 has two additional intakes, air brakes, and three or four thrust vectoring jet engines. Firespitter has propeller engines/ motors (some are powered by electricity, hence they are motors) and every a Kerbalized version of the B-17: the K-17 Flying House (I think that's what its called.) The engines with this mod also have reverse thrust capability. As far as flaps and control surfaces, you can try TV pizza and aerospace and FAR. TV adds more control surfaces and aerodynamic parts for you to use. FAR allows you to set a control surfaces as aileron, elevator, and/or rudder, or flap or air brake. Be warned that FAR completely overhauls to aerodynamics of the game an necessitates the use of fairings and what not. Both B9 and Firespitter are FAR complaint. As of now you can only get these features with mods, but I would like them to become stock soon. Edit: As far as the taxiway and everything else goes, I think I found the file for the space center. I don't know what type of file its it, I'm downloading a program to ID it in the morning, but when I opened it with notepad, I was finding words such as "water tower", and "pod memorial." If you're interested it is (on a windows download, anyway,) KSP_win/KSP_Data/level6 -
Which shrouds and protective covers do you use?
rpayne88 replied to togfox's topic in KSP1 Discussion
I use KW. If you want just better aesthetics, you can look at novapunch. Be aware, though, that if you use FAR, FAR will not recognize the parts inside as shielded. KW will. -
Taxi Runway for Aircraft
rpayne88 replied to Nebula's topic in KSP1 Suggestions & Development Discussion
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
rpayne88 replied to ferram4's topic in KSP1 Mod Releases
I think I found a bug. Why are the two canards pulling my COL so far forward when they are significantly smaller than the main wing. There are no clipped parts with this. Without canards: With canards:- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Its from the rotation of Minmus. I'm assuming your killing all horizontal velocity in orbit and letting yourself fall to the surface. The easiest way to land is to follow the retrograde vector all the way down. Complete a de-orbit burn. The wider the suborbital arc, the more efficient your landing will be as you will be left with very little vertical velocity to kill. It takes practice to get right, but if you follow the vector, you will land with zero horizontal velocity.
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It still needs some work. I lost Bill, Jeb, and Bob when their capsule was de-rendered on a sub-orbital trajectory when I switched to a decoupled part. They would have survived if they weren't de-rendered.
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Just a few questions: 1. How do you install this mod? I've downloaded and unzipped it, but I have no idea where to put everything. I'm used to the gamedata parts or pluggins system of installing mods (easiest way I could describe it.) 2. Can cryogenic fuel be prevented from evaporating at a certain temperature. I'd believe that since space is cold and the fuel needs to remain cold, that at a certain point it would stop evaporating. 3. Is this 0.21 compliant? Sorry if this has already been asked, I don't have time to read through 32 pages of this thread.
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Can it be done on theory? Yes. is it practical for a noob (or any KSP player outside of the few who work at JPL) to be doing that? Not unless you want to put a crater in Gilly after several dozen quickloads. What your talking about is basically hitting a moon form LKO that may be on the other side of Kerbol with what, for all intents and purposes, is a bullet. True, you can control your craft by using somewhat inaccurate maneuver nodes. But the thing is, if your off by just a few hundredths of a m/s, you'll miss. That means expending dv to change your trajectory to intercept Gilly once your in it's SOI. And, as said above, you will be moving at a very high velocity. Gilly may have low gravity (so low that some players find it necessary to burn straight down towards it,) but Kerbol doesn't. You will be screaming in with your hair on fire doing a direct injection burn form LKO. That means that even if your trajectory lands on Gilly, you will still need to bleed off copious amounts of velocity to avoid winding up as a smoking crater in the surface. Even then, you may not have enough time if your engines are not powerful enough. My suggestion, like everyone else, would be to go into LEO (low Eve orbit) and then transfer to Gilly. Its easier and allows you to leave your transfer stage in Eve orbit with a much higher velocity making a trans-Kerbin injection all the easier.
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Four stages to orbit? I personally think that is a bit much, but that's my opinion. Looking at your first screenshot, I believe your outer liquid engines and your SRBs ignite at launch. The SRBs burn out and you ditch them. That leaves a good portion of your mass above the geometric center of your rocket. I'd download the Treverios (sp?) Pizza and aerospace mod. This allows you to place rescaled stock control surfaces that are about three times larger. I've done this before with FAR and had astounding success. By the way, what is that thing on the other side of the runway? Just curious. Edit: I'm also assuming those are KW fairings by the title of this thread. I know that Novapunch fairings are not FAR complaint and will still cause parts to create drag.
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Legally, they would have to be cared for, treated if they were injured in anyway, and promptly returned to their home country. That's legally, however. I'm sure a ticked off group of anti-(insert country here) with guns wouldn't give a damn, though. As far as KSP, I think you should just have to land somewhere on Kerbin, judging by the fact there are no nations or conflicts there (except KSP versus the Kracken.)
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This can be summed up in three words: ex post facto. Or "after the fact." Under the law, at least in the U.S. where I live, I can not be charge for a crime or a violation of a contract for something committed or violated before it was a crime or breech of contract. This is why people who drank true original recipe Coke (the kind with cocaine) in the early 20th century can not be charged for drug use. It was still legal for them to do that at that time. Applying ex post facto to KSP, EA would still have to honor my agreement with Squad since I signed Squad's agreement, not EA's. I am almost 100% sure that all free countries have some form of ex post facto, meaning that regardless of where a person plays KSP, they still fall under some form of this law.
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I'm not a lawyer, but wouldn't people like me who bought the game before April when Squad announced that anyone owning the game will receive ALL full updates for FREE, mean that people like me would still be legally bound to receive free updates? As per Squad prior to April 2013, all customers would receive all updates for free following their purchase. Wouldn't the requirement of payment by EA violate the purchase agreement between Squad and the end customer? Thank God this isn't reality.
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Please don't DQ me because I use FAR (it makes this challenge harder,) but here is my entry for challenge 2: Rocket Name: Fast Rocket Max speed: 3.3km/s Engines used: Nine (9) Rockomax BACC SRBs Command Pod: Mk. 1-2 pod Miscellaneous Parts: -Rockomax to FLT adapter 1.25m ASAS -Struts -Radial Parachutes -1.25m Parachutes -1.25m Drogue parachute -1.25m decouplers -AV-R8 Winglets -Delta Deluxe winglets w/ control surfaces -Launch Stability Enhancers Rocket in VAB: Flight Results Screen: Orbital map after 3rd stage burnout: Jeb trying to push the pod back to Kerbin so he can do this again: 3rd stage flying past the pod as a result of Jeb's pushing: Procedures: 1. Point straight up 2. Ignite The three will continue to orbit Kerbol until either a Duna landing and a rescue mission or Kerbin landing. The rocket is designed to be fully reusable (if only the third stage and command pod didn't wind up on an escape trajectory.) Despite the fact that modded parts can be seen in the VAB, I swear, I did NOT use any on this rocket. I'll be completing challenge one later.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
rpayne88 replied to Tiberion's topic in KSP1 Mod Releases
I don't have time to read through 161 pages of this thread, so sorry if this has already been asked. In addition to Novapunch, I'm also using FAR. I've used your fairings to shield my payloads, but FAR doesn't recognize it as shielded. This is weird, because it WILL recognize KW fairings. Is this an issue with NP or FAR, and if so, how can I fix it. -
Internet Catastrophes, Then and Now
rpayne88 replied to Designer225's topic in Science & Spaceflight
Be nice if one of the devs was a white collar hacker. For those of you that haven't herd of them (anyone) they hack into systems to find out where they are weakest. Take the movie "Shooter" as an example. -
Here is my best attempt so far at an SSTO. I am trying to get it to drain the two drop tanks underneath first (guess it doesn't technically qualify as an SSTO, but it is reusable,) then drain the two tanks in the nose, then the pair of FTL-800s hidden by the vertical stabilizer, then the front most FTL-800s, then the ones in the middle. Finally, I want it to drain the Mk. 3 rocket fuel tank in the fuselage for all three engines to burn out at the same time. I have TAC fuel balancer; is there any way I could do this other than manually disabling the fuel flow from each tank and re-enabling it in-flight?
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About three months. I would have gotten it within 30 mins, but I was unemployed at that time and needed to save money.
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More like the solar system provided there haven't been any laws passed on Kerbin prohibiting it.
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You lose precision when you try to do stuff like that. I know of two ways you could fix it described below. Option 1: You could edit your persistent.sfs to change your game time to a future date. My gut feeling is that it is in seconds, with your first time on the pad or runway in a clean save being time 0. That being said, you'll need to estimate (more like guess) what UT your next window is. Note: the game labels time as UT for universal time. Or Option 2: You can copy (not cut) the orbital information block for your ship in the persistent.sfs. Then, go into the game and enable infinite fuel and follow your original plan. Next, go back into your persistent.sfs, highlight the current orbital information and paste the old information. Finally, save the whole thing. This will put you in EXACTLY the same orbit you were in before with EXACTLY the same amount of fuel. Don't forget to turn infinite fuel back off Some pieces of advice: 1. I am not an expert on persistent editing 2. Always make a copy of the original (unedited) persistent 3. Ensure there is only one persistent.sfs in your save file when you open the game. Save the other one somewhere like "My Documents" 4. I don't know what quick saving will do while you are editing the persistent.sfs As said above, though, what you do with your game is your business. If you don't consider it cheating, you are not cheating.
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Back to SpaceX they'll put 13,150kg to LEO for $54 on a Falcon, Wow that's even more. And that's "the lowest cost per pound/kilogram to orbit" Well I don't need 13 metric tons. I'm thinking, a raspberry pi, a solar panel, a high power radio and a really good camera. So like lets say 50 pounds if I pack a big battery. $54 million or fifty four dollars and zero cents. Something tells me it the former.