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Everything posted by GreeningGalaxy
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Except, like UmbralRaptor said, vacuum energy. Then again, you might count that as a reason that getting to absolute zero is impossible, and handwave it away in the process of assuming that you reached it to begin with. I don't think absolute zero would really be terribly interesting, anyway, at least not more so than nanokelvin experiments. It's like any 'stationary' object - you can slow it down until it's as still as you may like, but it's always going to be moving a little bit. In significant figures for nearly all applications, half a nanokelvin is essentially zero Kelvin - the difference would ordinarily be undetectable.
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My Quest For Fully Electric Space Craft.
GreeningGalaxy replied to areutheman's topic in KSP1 Mods Discussions
I can also recommend KSPI. It's not terribly realistic that it calls liquidfuel hydrogen, because liquidfuel is quite a lot denser than hydrogen is, but it works. For the most part, I think the complexity of getting the mods various engines to work (combined with their truly ludicrous mass) makes them relatively balanced, but I think NFT is still a better (albeit far less realistic) option if it's game balance you're after. As for eco-friendliness, it's your call whether or not nuclear rockets are eco-friendly. Sure, they don't use fossil fuels, but then neither do HLOX rockets. They often need less propellant than chemical rockets, but they also have that pesky radiation thing going against them. If it's really electric rockets you're after, I recommend Interstellar's beamed power mechanics. It can be a little tricky to figure out and set up (and nobody who's worked on the mod to date, be it the original creator or anyone else, as managed to squash all its bugs), but it does indeed let you launch things to space with quite low propellant costs, and no dangerous nuclear fuels carried on the beam-powered ascenders. And, of course, it opens the door to planes which can reach escape velocity at one and a half kilometers above the water. -
Jeez, everyone calm down. I thought this bug was relatively well-known; it's been getting me since several versions ago. To be clear, what happens is that the decoupler (attached properly, without any weird clipping) doesn't detach either side when fired through action groups, staging, or with the context menu. The ship stays fully connected, parts can still be selected on either side of the decoupler, and the decoupler is still clickable, but its context menu lacks the 'decouple' button and it can't be fired again. I see it most often with the 1.25m decoupler, and sometimes (but less often) with larger ones. In .24, the large NASAMission one seemed to get it very frequently, but I haven't seen it in a while- most of my troubles of that nature lately have been with docking ports. Still, regardless of whether or not it's still around, I prefer to use separators. Better safe than sorry, right?
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As much as I don't like the idea of having to generate quantities of antimatter measured in thousands of tons, that's probably what you'd have to do. I hope you can work fast during that short century, because you'll need every minute. Maybe you can build some kind of particle accelerator station close to the sun? Laser sails will cut down your required mass ratio substantially, but that leads to another problem: if disaster is going to befall our solar system (I'm assuming it's the whole solar system, or else moving somewhere like Mars looks more attractive than trying to go interstellar), how long do you expect the laser battery to remain operational? If it's not going to last centuries, you'll need to carry most of the energy for your trip with you, in the form of more antimatter. Interstellar spacecraft design is hard. Of course, the better your cryogenic stasis technology is, the less antimatter you'll need - apart from staying alive, there's no particular rush once you've departed Earth.
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I did some (rather unnecessarily rigorous) tests involving decouplers, from which I can tell you the following: 1) the unit for "decoupler force" is kilopond-seconds (kilogram-weight-seconds, or dekanewton-seconds if you prefer). Technically impulse, not force, but whatever. 2) (the useful information) Separators actually supply twice as much impulse as decouplers, because the given number for force is per side, not total. So the 2.5-m separator provides a total of 1200 kp*s, since each side provides 600 kp*s, while the decoupler of the same size only provides 250 (if I remember correctly) kp*s total. 3) Separators are more reliable. Decouplers are prone to that bug where they fire but refuse to actually detach, while I have seen no such problem with separators. (also, even if they stick on one side, chances are the other side will still work.) I personally almost always use separators, with the occasional exception of 1.25-meter ships, for which the separators are bulkier. I've had too many instances of decouplers getting stuck to things and making my life hard.
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I'm inclined to cast my vote against pre-placed RCS thrusters, just because it reduces the flexibility of your designs - you probably don't want to mount surface-attached parts over a thruster port (even if it works anyway, grumble grumble). Having thruster ports user-placed is nice because you can build whatever ludicrous design you want and not have to worry about covering up anything that you can't move.
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Seriously? What reason does anyone have to be against this? There's no way adding a specific name to the kerbal roster takes more than a few minutes of dev time away from whatever other feature you can't stand not having, if that's what you're worried about. Samantha Cristoforetti is an important enough person that having a kerbal named after her would make perfect sense. Also, recognizable human names show up all the time in the current namegen, so there's no point in coming back around with the Kerbals Are Aliens Stop Representing Human People thing again. It didn't work for female kerbals (because, surprise, kerbals are modeled directly after humans) and it won't work here either, only this time you've got even less reason to be upset. So everybody calm down, yeah?
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Eve or Duna?
GreeningGalaxy replied to linuxgurugamer's topic in KSP1 Gameplay Questions and Tutorials
I, being the "cruel type" according to Kelderek, went with Eve first. Getting there is rather easy (easier than Duna on account of its much larger SoI and faster orbit, meaning that transfer windows occur more frequently). I also find it prettier than Duna since it's purple and has oceans, but that's only my personal preference. Eve's one of my favorite places to go, even though I've never made a proper ascent from its surface - it's just so pretty to look at from orbit and from the surface. Duna's fine too, though - That was the second planet I visited when I started, and it's also a nice place. Especially since you might make it home alive. -
KSP Interstellar Extended Continued Development Thread
GreeningGalaxy replied to FreeThinker's topic in KSP1 Mod Development
So, how exactly do you change the maximum Isp for thermal rockets? The option's not in the WarpPluginSettings.cfg file, and adding it doesn't seem to work - it makes MechJeb think the Isp is going to be higher, but doesn't actually let it go above 3,000 seconds in practice. -
I once hooked some wheels and a mainsail to an orange tank because I was bored, and saved it as "Why Pig" (cause it looked a little like a pig (not really) and I didn't know Why... I guess) Other not-very-funny-but-stupid names I've used include: "Jet Bean" for a turbojet stuck to a fuel tank and a probe core, all covered in intakes "Bouncy beanie" for that same thing, just made in the SPH with more reaction wheels and designed to skip over the water (it worked, briefly) "AAAAAAAAAAAAA", a 'test vehicle' for an 'FTL drive' (actually the result of me being a newb and playing with config files, you probably already know what I made) "AAAAAAAAAA11111111", another such 'test vehicle', but with four 'FTL drives' instead of one "SCP-6666", an unholy knot of SRBs jammed in random directions which exploded instantly, before I even got the chance to light the boosters "Wrong Cable", a very long chain of modular girder segments that (as seen in one of Scott Manley's videos) flopped down and exploded as soon as the physics loaded "Probey Proeber Probeson III", a stupidly-designed and impractical probe "Torchgun 1A Prototype", a large power generation and transmission station with a small beam-powered ship to be launched from it (worked fine till the crew died of G-force damage) "Unfriendly Neighborhood Runway Guard - Missile Edition" (exactly that) "Aquarium", a surprisingly effective series of high-gravity atmospheric landers, several of which were capable of Eve ascent. The name was just boredom, though. "Popper Hod", a small pod-and-booster design intended to fly short sub-orbital hops out of Kerbin's atmosphere "Wee Upgoer", a tiny rocket using tweakscale to be ridiculously itty-bitty and finally "Lil Fiter" and "Lil Bommer", two 'combat spacecraft' used to fight "THE FINAL BOSS" and subsequently "THE FINALER BOSS" over Minmus. The fighter pilots were all successfully recovered by a retrieval spaceplane, and everyone agreed, seeing the plain strewn with BOSS debris, that they never wanted to do that again.
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I think most things about the LV-N are fine, except for what it burns. It really should burn a totally different propellant (hydrogen) with appropriate density, meaning that you'd need far bigger tanks for the same propellant mass. If anything's OP about the LV-N now, it's just that you can fit too much propellant in the tanks. Its mass is already quite high, and its geometry makes using it on landers already pretty tricky, so I don't think it needs anything changed there, but I would like to see hydrogen propellant for it. I agree that turbojets need some nerfing, though. they really are quite powerful, and being able to go to orbit with them is a little strange.
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5/10 that one potato guy.
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Ask a stupid question, Get a stupid answer back.
GreeningGalaxy replied to ThatKerbal's topic in Forum Games!
Snarf air, put air. Repeat. I locked my plant in a box for a week and it died! how to fix? -
In my .25 install, I have so many mods (planet factory, KSP Interstellar, EVE, ye whole works) that it uses basically all of my 7 available gigabytes of memory. In fact, I have to run it in a lighter-weight desktop environment than my usual KDE, or it tends to freeze up. I'm on Linux, so the 64-bit version is perfectly stable, and I'd definitely feel it if my memory limit were lower. I really hope the Windows x64 version eventually works as well as the Linux one, because it's really nice to be able to load that many add-ons at once.
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8/10. Solid design, but methinks you need something more substantial than hydrazine thrusters for controlling that thing. The engines also aren't really visible, so I can't evaluate key items regarding performance.
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Your decontamination effort was extremely sub-standard, and your hill is condemned by local authorities, who detonate a 3-megaton hydrogen bomb on top of it (per ISO 4238284 detailing standards for Pony-derived waste management) to ensure that all contaminants are reduced to lighter isotopes. Nuclear fallout from the weapon rains down across the countryside, but this is considered to be acceptable collateral damage. I lower a giant cable from geostationary orbit and steal the hill with a large hook. My hill.
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I'm afraid I don't really believe That Jeb's gonna make it to Eve For three years he's trod Round the sun in his pod But a transfer, he cannot conceive.
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The mission to Dres didn't make it Although it's our shame to admit We packed all the snacks and repair kit But forgot to bring spacesuits that fit. We sent poor Bill out with the duct tape To fix a nacelle with a leak But soon the endeavor went pear-shaped I wish that were just so to speak. It turns out a pressure that's normal On Kerbin at most altitudes Does not render spacesuits conformal But makes them expand magnitudes. As soon as he leapt from the airlock Bill's suit puffed up like a balloon It held his limbs stiffly as hard rock Till he smacked headlong into the Mun. Our fuel tanks are totally empty For the leak could not be repaired But power, we still have got plenty So that's how this story was aired. I hope that you will not forget us We'll wait for you here in the black When the rescue craft intercepts us We'll look forward to having a snack.
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Waiter, theres a _____________ in my soup!
GreeningGalaxy replied to kenbobo's topic in Forum Games!
Nonsense! Everyone knows we're all riding the HypeTrain right now! Without a proper recursive strange loop, it couldn't possibly be in your soup, and soup loops are totally illegal as of the "Clam" Chowder Incident of '09, so that's totally not a thing these days. Oh waiter! My soup is not right! My language has been locked up tight In a frivolous rhyme scheme A hardly sublime theme Of talking in limericks despite! -
[GAME!] Describe the person above you in one sentence
GreeningGalaxy replied to Misterspork's topic in Forum Games!
A Yukon Gold potato, arriving in the VAB booster storage area on a fast ballistic trajectory thanks to some wag in R&D who built a potato cannon. -
I visited Minmus today Jeb wanted to get out and play In the low G he float, But then he got smote, For the surface was not made of hay!
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I originally thought that profession would be based on courage/stupiditiy values. For instance: [TABLE=width: 500] [TR] [TD]Courage[/TD] [TD]Stupidity[/TD] [TD]Resulting Occupation[/TD] [/TR] [TR] [TD]Low[/TD] [TD]Low[/TD] [TD]Scientist[/TD] [/TR] [TR] [TD]High[/TD] [TD]High[/TD] [TD]Pilot[/TD] [/TR] [TR] [TD]High[/TD] [TD]Low[/TD] [TD]Engineer[/TD] [/TR] [TR] [TD]Low[/TD] [TD]High[/TD] [TD]Unassigned/Trainee[/TD] [/TR] [/TABLE] It would at least be pretty kerbal, if a little cynical. Of course, it makes much more sense to have it randomly assigned independently of courage/stupidity ratings (ideally as a persistence file option!), mainly because I know a lot of very brave scientists, a few very smart pilots, and it would be silly to assume that all engineers are courageous. But hey, kerbals are already pretty stereotyped, aren't they?
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Nice lettering. So big that I know you as "That Zokesia Person" rather than by your actual name. 9 out of 10 for distinctiveness.
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If you had one super power, what would it be?
GreeningGalaxy replied to RAINCRAFTER's topic in Forum Games!
Time travel is boring anyway, and probably impossible. I suppose being able to quicksave/quickload your life would be interesting, but I'll settle for being able to play with the fabric of space. -
[GAME!] Describe the person above you in one sentence
GreeningGalaxy replied to Misterspork's topic in Forum Games!
Some kerbal who likes leather jackets. Probably a pilot. [insert scientisty jibe at pilots here]