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Everything posted by Gargamel
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Impressed that the original is as detailed as it is. Considering that was probably made with almost all stock parts. Lego will most likely redesign the whole thing from scratch to make it a doable project, but without changing the model much. While I was working on my engineering degree, a frat brother graduated as an ME, and immediately got hired by Lego. His job (back in the late 90's) was to take the artists' concept designs, and then make the working model from them. His office was filled with bins of parts, and he had a CAD program that would allow him to make new parts from scratch, along with assemble whole models with those parts. They had a machine that would be able to make custom parts on demand. I assume it was a 3d printer, but he just called it 'a machine', as that term really wasn't in use yet. They were encouraged to bring their kids to work every now and then to 'play test' the new models.
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- spacex
- falcon heavy
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Oh god I hope not.... Checking IMDB now... Director: Damien Chazelle Well, he Wrote and directed La La Land, so there's that, and he also wrote 10 Cloverfield Lane, which I liked. Both of those credits give me hope this will be an interesting movie at the least, even if it turns out to not be very sciency/spacy. And looking at the character list, it seems to have most of the major players in the apollo program represented, and I recognize a lot of the actors. And the guy who did the screenplay has worked on some really good stuff, West Wing and Fringe (two of my favorites). I have The Post on a queue somwhere, think I'll go watch that today.
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Bad science in fiction Hall of Shame
Gargamel replied to peadar1987's topic in Science & Spaceflight
And muzzle loading the plasma would be .... interesting to say the least... -
Molniya Style orbit around Moho?
Gargamel replied to Gargamel's topic in KSP1 Gameplay Questions and Tutorials
It's a completely unmanned rover. I'm using life support, and my 3 mother ships are awaiting proper windows before leaving, for Duna, Jool, and an Eve/Moho joint mission, with the last one just starting it's Mun/minmus shakedown trip to fuel up at an asteroid. I build the motherships with only about 3k dv in it, enough to do the shakedown, but after fueling around the Mun, it will have about 18k dv (way overkill, I know), and enough fuel for multiple lander trips. I have a comsat relay enoute to moho now, but it will be arriving ling after the rover does. Part of the problem was building a transfer stage big enough to get to and orbit Moho, and still have enough for the manuevering I need to do to get the sats in place. The sat clouds I have enroute to Eve and Duna just weren't upto the task. -
I have a rover enroute to Moho. I already have a sat around it, but it doesn't have any relay antennas on it, so the rover mothership is carrying enough relays to cover the span between Moho and Kerbin. Of course, the rover is not carrying a big antenna, just the small fixed one. But, I only have one relay sat for this mission, the mother ship. I was thinking of placing it in an equatorial orbit with a very high Ap, and very low Pe, similar to a Molniya orbit, to maximize the radio coverage it will receive. Especially given Moho's slow rotational rate, this may give me enough coverage to do successful roving. But then I was thinking, if I land the rover near one of the poles, or at least deep into either hemisphere, I can then place the relay sat in a polar Molniya style orbit, so that is should have full coverage of the hemisphere with each pass, and the effects of the planets rotation would be negligible on radio coverage. The poles should offer more daylight for the solar panels. I should have enough Dv left after capture to get to a near polar orbit, low enough to deploy the lander, and then boost upto the high Ap, and then adjust to a true polar orbit. The polar method is sounding like my best option, but I'd like to hear some thoughts. And which pole would be better to target on, I'm thinking the North because it seems to have more biomes, and the Mohole as a final destination.
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Explain. You did alt-right click on the tanks in question correct? You should be able to pump fuel into the tanks that the lines flow out of, and it should fill the whole vessel. This might be best off as a new topic.
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I don't have any links for you, but there have been quite a few threads on this concept. Give those a peruse if you can find them, and I don't think anybody would object to one being necro'd if the bump was on topic and informative.
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Saw this trailer today on YouTube. Given the subject matter, I figure it deserves it's own thread. I 'm going to see this, just because I love the subject matter, but I'm not sure how much I'm going to like it. Given the time frames covered, and the normal length of a movie, there seems they will have to gloss over a lot of the nitty gritty stuff I love about these movies. Maybe too much drama in there for me too. I hope I'm wrong in this, and it ends up in the pantheon of Apollo 13 and From the Earth to the Moon as really good historical space flight movies/shows. And, oh boy, I peeked at the comments section.... never look at yt comments..... I knew that going in...
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Reusable rockets
Gargamel replied to JERONIMO's topic in KSP1 Technical Support (PC, unmodded installs)
Are you referring to recovering a booster stage, or just a precision landing near the KSC? Revoering a booster stage can be complicated or as simple as you like, a number of mods will handle this. In stock, this is very difficult to do, as the chances of losing either the ship or the booster are very high due to timing concerns. Precision landing near the KSC is pretty easy. There's a lot of great threads on here about that, so I won't go into details. But since every ship flies a little differently, it'll just take some trial and error to get your reentry burn right so that you can land near the KSC every time. I have it down so that I can pick a random ship with chutes and reliably get within 20km, and a powered descent I can get within 1 km. Add some mods designed for this task, and it becomes almost pinpoint everytime. -
Tips on interplanetary travel?
Gargamel replied to Duck McFuddle's topic in KSP1 Gameplay Questions and Tutorials
The simple answer is to just add more fuel. Leave most of it in orbit around Duna, take what you need and land, return, then use that fuel to come home.- 6 replies
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- duna
- interplanetary
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While obviously not an option for stock, I absolutely love this idea.
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Think you're disappointed? Imagine the ones that were actually there when it said 42. I think my brain would have broke. As to the OP, the planets are all wrong.
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Well.... technically... he did....
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Probe SAS doesn't work
Gargamel replied to Boersgard's topic in KSP1 Technical Support (PC, modded installs)
Well, now remove half of your mods and try again. Keep removing half your mods until you find it works again. Then you know the culprit is in the group you just removed. Either add them back one at time, or in groups until you narrow it down. -
It just a simple application of the buoyancy equation. If you are displacing more water than you weigh, you're gonna float. If you let some water in, you're no longer displacing it, and you float a little less. Let a lot of water in, and then you are stuck with hoping the density of the materials of your ship is less than the density of water. Most sailing vessels, wood or otherwise, have a very heavy and dense keel to help give the boat a 'righting' force to offset the force of the wind trying to push the sails over. Without this heavy keel, the wind would just topple the ship over, and there it would float. Traditionally, these keels were made from lead or iron, either poured or in shot, or filled with rocks and boulders. It these heavy materials that make the overall density of a ship less than the that of water, so it requires the displacement of the water by the hull of the ship to stay afloat. Unless you have designed your sailing vessel to survive a capsize (or turtle when you go over completely), by adding sealed compartments, or sections of ultra low density foam, then there is a good chance the boat will sink. A lot of small light weight racing boats don't use a keel, they use center boards that work against the action of the wind and translate that tipping force into forward movement, along with the crew (and stuff) being placed far off center into the wind to help keep it upright. When they flip, there isn't a heavy keel to sink the boat, and they are usually fairly easy to flip back over, if all goes well.
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Probe SAS doesn't work
Gargamel replied to Boersgard's topic in KSP1 Technical Support (PC, modded installs)
Not much to go on there, but I can't think of much else you could add. Mod list? Does it occur in a pure stock install? Have you tried removing possible offending mods? -
Yup, once I've done the ore/fuel shuttle run once for a station, I just simulate it.
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Then don't name either Magellan nor Elcano! And use the @ infront of a users name to ping them, let's them know they've been mentioned in a thread. @GKSP
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Too many guesses at those values. Being a woodworker myself, I know that woods commonly used in millwork (doors for example) can have densities that vary between 1/3 that and 6 times as much. And the door wouldn't have sank, it would have submerged until the combined flotation of their bodies and the door would have created buoyancy. That might have been enough to keep them both out of the water enough, long enough to be rescued.
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Allowed? I've found that to be standard. It comes in high, and then zero's it's horizontal velocity, and on low mass bodies, it has to wait some time before the velocity becomes vertical, then it starts a low speed deceleration burn. I think suicide burn is the wrong nomenclature here, as the vast majority of the velocity has already been lost, and now it's settling down gently. And I've very rarely had issues with gimbals and MJ, unless it's something way overpowered in the gimbals, like a vector. Unless I'm specifically building a ship with offset thrust, I will reduce the gimbal range on engines like the vector to like 10%. The only time I would want high gimbal range is during a landing, but I rarely use high gimbals engine for that. Any other time I rarely need to turn, under power, that quickly. Not only that, but check it for the body you are landing on. Easily accessible in the DV MJ window in the VAB. I usually just use this to make sure my mining ships have enough Dv and TWR to launch with a full load, but If I see my ship is way over powered for the body I'm trying to land on, I'll use smaller, more efficient (hopefully) engines. With smaller more efficient engines, you get more dv for the fuel mass, and then you can reduce fuel if needed.
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And completely horrifying. Just like the Stanford Prison Experiment was.
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[1.9.x] KERBAL MEDALS (for FINAL FRONTIER)
Gargamel replied to Daniel Prates's topic in KSP1 Mod Releases
Nice work, I love FF and I'm always on the lookout for new ribbon packs. But that said, These seem more like patches, than ribbons. Maybe if you introduced another series of ribbons with the artwork more toned down, more of what you'd see on a small ribbon (think like 6 colors max for the ships and such, and lower res). That way you can keep the ribbons as is in one pack, and release another pack (under the same name, different download) with the low res textures. And I do like some of these, the rank ones I really do like, maybe you could also split the different types of ribbons into different packs (Like a rank pack, Honorary pack, Society pack, etc) so players could easily mix and match the ribbons they want. And another suggestion, or request even: I like to have small ribbons for crew that get assigned to motherships. A small variety pack of random emblems that could represent various ships would be cool. There are packs out there that have multicolored ribbons, but I'm looking for something more unique, but still fitting with the FF-stock style. -
Found it! (I think). This mod has the critter in it, and a whole slew of cool engines that I have been wanting back in my game: Quick shout to @BahamutoD and @linuxgurugamer for this one.