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Everything posted by Aanker
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I don't like the graphics though, they look... dated. At least when compared to top of the line competitor RPGs such as DA:I and the Witcher 3. Let alone the Division (hyped though it may be) which is also set in some post-apocalyptic world. Especially the textures leave a lot to be desired. I would have expected more, to be honest.
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My opening question has been adequately answered, and this thread has been hijacked by someone with an unrelated agenda, so moderators may feel free to close it.
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Anyway, my main question was more related to the whole 'diminishing returns' concept of accelerating towards the speed of light - shouldn't that affect whatever is moving on the ship? (Clarification needed as it seems the discussion veered more into why not 0.9c + 0.2c = 1.1c, but I'm aware that at relativistic velocities you don't just add them together that way)
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So, this is a relatively simple question I have regarding relativity and the speed of light, based on a somewhat unrealistic scenario mind you, but I just haven't been able to figure it out: You are the Captain of the USS Impossible, zipping through interstellar space at 0.999999999999... c (basically, not c, but very close to it). While observing the interesting view from the ship's bridge, one of the lieutenants calls you over to look at a funny meme image he found in his social media feed. The lieutenant sits at his hyper futuristic computer screen, approximately ten steps in front of you. This also happens to be the very exact direction of the ship's movement. Now, the question is, how easy is it for you to just walk over there? It seems natural to me to assume that because the crew - by being on the ship - is already coasting through space near the speed of light... even a small increase in velocity (such as taking a small step) would require near infinite amounts of energy/effort. Even when accounting for momentum (you move forward, the ships moves backward) it seems strange. The second alternative I can imagine is that relativity somehow makes it seem to the captain as if he is strolling around effortlessly at very sub-light speed on a stationary ship in essentially a flat universe because (if I recall correctly) light in vacuum always travels at c regardless of the velocity of the observer. Either way, I am confus, pls halp
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Proton M 3rd stage explodes, leaving MexSat-1 unusable
Aanker replied to Scotius's topic in Science & Spaceflight
It is pretty clear that the decay of the Russian space program is tied to recent political developments - and the general trend - wherein an increasingly corrupt and authoritarian Russia is suffering from attrition when its older, experienced workers retire and generally unenthusiastic new recruits have to take their place. Authoritarianism is not sustainable in the long term. The current problems in the Russian space industry are understandable, given these circumstances. -
As far as radiation goes (for longer, possibly manned trips), the suggestion has been made to use an artificial magnetic field to shield the craft akin to the sci fi deflector shields of sorts. The question is if the device powering and generating this 'shield' would be any lighter or simpler in design than just 'dumb' radiation blocking plates.
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VASIMR Engine (From Earth to Mars in 40 Days)
Aanker replied to vger's topic in Science & Spaceflight
Optimistic, it sounds indeed. -
Where are the feathers though?
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Realistic Fantasy Adventuring Armour
Aanker replied to Legendary Emu's topic in Science & Spaceflight
Magix If there's something magical enough for a silver bullet to kill, then there's enough magic to have the silver bullet Although that does open the door to fire resistant spells on plate armour, so we are back at that in either case. -
Realistic Fantasy Adventuring Armour
Aanker replied to Legendary Emu's topic in Science & Spaceflight
Correction: wear multiple short-range pistols along your X cross shoulder belts (akin to the pirates of yore), along with a rapier for the really desperate situations and a bottle of rum to round out the picture. You could then have a long-range musket on your back, or a hand cannon. As far as magic goes, silver bullets render silver swords less than redundant and plate armour won't stop the really powerful pyromancers anyway. Piratey adventurer matey kit layout: Piratey Tricorne (10% bonus against other pirates) Adventurer Loose Shirt Ravager Leather Vest Buccaneer Pants or shorts Piratey Boots Pistols Musket Rapier Hook Eyepatch (10% increased protection against eye damage on the covered eye.... wait a minute) -
Realistic Fantasy Adventuring Armour
Aanker replied to Legendary Emu's topic in Science & Spaceflight
And that's why we should all celebrate firearms as if they were sent by the gods themselves. Muskets were easy to learn, easy to use, and could punch through the armour of oppressive knights and lords. With time, they moved away battlefield power from the nobles into the hands of your everyday infantryman (pretty much a development going into the end of World War I, where tanks broke the infantry spamfest). 'Sides. 18th century Prussian line infantry is way cooler than knights anyway. Drop the armour and bring a few extra rounds for your Brown Bess instead. -
What is the rationale behind playing completely stock?
Aanker replied to falloutaddict's topic in KSP1 Discussion
I play an almost entirely stock KSP. This allows me to share craft without obstacles, compare my craft against those of others, and generally not feel like I am turning to mods to minimize a challenge. That said, I do use visual enhancement mods and things like the transfer calculation of Kerbal clock. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Aanker replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
No pix, no clix. No clouds on pix, no clix on pix. -
The basic version - make one of our already fully functional and extant salivary glands produce a venom by modifying the DNA segment(s) of some protein they normally and naturally produce. To prevent self-intoxication from digestion of the venom, make it sensitive to acidity and possibly include an 'antidote' protein that binds the venom and makes it harmless until it enters human or animal blood. Of course, this version would be sensitive to blisters and wounds within the oral tract, so it might not be such a good idea. However, developing the whole tooth funnel thing might be more than just a quick everyday genetic mutation. I'm not sure the reptilian solution would be compatible with a mammal's anatomy or physiology, but hey, maybe.
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That just gave me an idea.
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NRAM Griffon P3 - two full orange fuel tanks to LKO! (SSTO)
Aanker replied to Aanker's topic in KSP1 The Spacecraft Exchange
Curves. It's called curves. Well, I just noticed the OP was wrong on the engine numbers (in fact it's double!), but going off the factory shelf numbers (e.g. the engineer's report presented in the OP and statistics for the engines)... 16x RAPIERs @ maximum 1189 kN Mach 3.7 32x Turbojets @ maximum 1039 kN Mach 3.0 So at Mach 3ish for a fully loaded Griffon that would be something like... 117 kN/t? PS. I'm sure there is a more efficient way of getting it into orbit - but when I develop the spaceplanes I usually do so much testing that I want the ascent to be very rapid I'm the trial and error type of guy -
I like the way the air brakes form a shell around the driver.
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totm june 2018 Work-in-Progress [WIP] Design Thread
Aanker replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I spy, with my little eye, an engine flameout! -
totm june 2018 Work-in-Progress [WIP] Design Thread
Aanker replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Now that, that is hawt. But does it verk? Can ve see ein video? -
NRAM Griffon Prototype 3 NRAM, Inc. is proud to present its latest aerospace product: the Griffon transatmospheric cargo plane. While many cargo spaceplanes will require multiple launches to put all the necessary infrastructural components of a larger project into orbit, the Griffon can handle most such transports in one launch. Capable of a maximum payload of 72.4t (equivalent to two full orange fuel tanks) to an 85x85 LKO, it is best suited to missions where something big and bulky must be assembled in orbit, in one launch. The currently marketed version is the latest prototype (the P3), which will be enhanced in future versions. SPECIFICATIONS This craft will require substantial computing power. Parts: 327 Unloaded mass: 334.9t Maximally loaded mass: 407.3t Maximum cargo weight: 72.4t Crew: 2 Passengers: 8 Height: 11.3m Wingspan: 19.3m Length: 29.0m Powerplant(s): 16x OS-E F1 Taurus Engine(s) (2x Turbojets, 1x R.A.P.I.E.R per engine) Maximum SL Speed: 950 m/s (breakup at 1000 m/s) Maximum Speed: LKO capable OPERATIONAL GUIDE As long as the Griffon is properly loaded with fuel and cargo, it is a very stable and gentle aircraft, which even under significant asymmetrical engine flame-outs will stay on its rails and deliver a pleasant flying experience. It is therefore possible to push the airframe to its limits under certain conditions, especially when handling the maximum cargo weight. Commands 1. Toggle Taurus Engine R.A.P.I.E.R mode 2. Close air intakes 3. Toggle cargo bay doors 4. Deploy drogue chute 5. Cut drogue chute Takeoff The Griffon is stable on the runway and will not deviate, but do attempt rotation after accelerating beyond 100 m/s. Immediately pitch up to +20 degrees and, especially when flying with the maximum cargo load, allow the aircraft to automatically adjust this angle as it ascends and gains speed. Ascent Do not interfere with the natural pitch up tendency of the aircraft. It will stay within reasonable bounds from 20 degrees. Switch the R.A.P.I.E.R mode to closed cycle after achieving a velocity between 1000-1100 m/s, there may be some flame-outs before this but the aircraft should be able to keep accelerating and hold its course regardless. It is advisable to have considerable piloting skills for flying the maximum cargo load, but anything lighter should be relatively easy to bring into orbit. Preparation for reentry Make sure to refuel at to a level of at least 1/4-1/3 before attempting reentry. Remember that this must be the fuel remaining after the reentry burn. Distribute this fuel into the forward tanks. Use airbrakes to slow down in the upper atmosphere, but do not stall. Landing Land as gently as possible. Approach from a distance at 200 m/s. Slow down to 140 m/s before final approach. Land carefully and at as low a descent rate as possible with between 100-120 m/s of speed. Land early on the runway and apply brakes throughout. Deploy the drogue chute for extra deceleration. LINK http://kerbal.curseforge.com/shareables/230783-nram-griffon-p3-stock-ssto ALBUM NRAM FUTURE SOLUTIONS TODAY
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totm june 2018 Work-in-Progress [WIP] Design Thread
Aanker replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Attempting a speed record for a craft of this size: It did reach 1000 m/s before breaking up Also, success, at last! -
totm june 2018 Work-in-Progress [WIP] Design Thread
Aanker replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I like to say, 'curves' Also, so close! It's because the Rapiers are switching too early. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Aanker replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
The NRAM Griffon (P1)/(P2): The ambition is to carry two orange fuel tanks to LKO - the prototype version manages 1 1/2 to a 100x100 orbit. And of course, it flies with all the grace of a pregnant hippo. But it's pretty darn fast. A utility mission for testing the concept: