Kimberly
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Everything posted by Kimberly
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Why stand around collecting sunlight if you can let a bunch of plants stand around for you, and then eat them all? I'm not sure that's true. I mean, if you don't recycle the waste back into food, then you're missing out on a lot of fuel savings. Recycling is always better in the long run, the question is whether the savings justify the up-front investment, which depends on the cost of implementation and the scheduled life cycle of the system.
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Well, you can turn it into mass or derive it from mass. But there is conservation of mass-energy. Yes, exactly. Put hydrogen and oxygen together, add a bit of energy (such as a spark), and you get a chemical reaction in which the two bond to form water. That's burning.
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What does "1E+09" mean? - Playing with a modded Stock part
Kimberly replied to Benie's topic in KSP1 Mods Discussions
Sure, but it's not just about size. It's about relative importance to the English language. In Britain and the United States, the two countries basically at the "head" of the language, the long scale is rarely used. When Americans or British people have a particular habit, it's usually considered a standard part of American English and British English respectively. If Indians have a peculiar habit in English, it's considered wrong. -
If plants converted literally 100% of the light they received, they would all be a dark, soul-chilling black.
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Personally, I'd recommend you set 5 m/s as a maximum vertical speed. Your lander might be able to handle more structurally, but even at 5 m/s landing gear has a tendency to sag with the impact, and then make the lander bounce, tipping you over or just plain smashing you into the surface.
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You don't need achievements to collect statistics about play, surely.
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Kimberly replied to JDP's topic in KSP1 Mod Releases
To expand on that point: if you want a dish-only probe, put an antenna on one of your booster stages. This will allow you to configure the dishes on the launchpad, and you get rid of the dead weight during your ascent. -
What if it's a camouflage color? Kerbin is a bland shade of green almost all over, after all.
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That sounds like a lovely system, tek_104. It would give the mod depth by allowing a simple low-reward path and a more difficult high-reward path. Perhaps you could dress up the rock scanner as a ground-penetrating radar? Those are usually used on the ground, but I don't see why you couldn't use one on a satellite, if you're willing to expend the energy for a super-high signal strength.
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want to add something gimmicky into my game... any idea please?
Kimberly replied to lammatt's topic in KSP1 Mods Discussions
That's so decadently, excessively unnecessary. I love it. -
I was hoping to fully design my Mun base in the VAB, so I could use OrbitalConstruction to build it on the surface of the Mun itself (because I'm not looking forward to a dozen assembly missions, or trying to land a 100-ton monstrosity in one piece). But thanks for the explanation, I suppose I'll alter the design so that each section which includes a node will be built separately. I'll have to get a KAS crane working to attach them all, but that's alright. I'm still not entirely sure why the Node's sides absolutely refuses to snap to docking ports in the VAB, though, because if I start with a Node, I can attach other modules to it with that method just fine. I love the pack, by the way, just in case my grumbling is giving the wrong impression.
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How do you assemble ground bases?
Kimberly replied to ngianoplus's topic in KSP1 Gameplay Questions and Tutorials
How would you go about building a decent crane with KAS? I plan to use OrbitalConstruction to build my Mun base on-site, but it still consists of four modules that need to be attached, because the docking ports refuse to snap together in the VAB for some mysterious reason. I don't think I can use the rover method, because some of the modules are fairly long and don't have docking ports on the bottom. The weight of the modules is some 20-30 tons each, with a few lighter pieces. -
Kerbal Polar Orbit - Need some help getting there!!
Kimberly replied to dpraptor's topic in KSP1 Discussion
Is this more efficient than establishing an equatorial orbit first and then changing inclination? -
That's just the wind rustling through the trees. Anyway, my moon base design does include hydroponics, from udk_lethal_d0se's pack. But I imagine it's not 100% efficient at recycling the crew's waste, so that some resupply will be necessary. Is the 80% I mentioned a realistic figure for efficiency? Edit: This article says that ordinary consumption for ISS inhabitants is 3000 calories (or it was in 2004, anyway). And this article says that 3630 kg of food supports a crew of 3 for six months, meaning a crew of 18 would consume 43560 kg per year. If we assume an 80% efficient recycling system, 20% of that needs to be resupplied each year, i.e. 8.7 tons worth of transport. It may be less for a Kerbal crew. That's only two resupply missions, or perhaps one resupply mission if you really stretch the Starspeeder to its limits... That seems awfully little, really.
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Is the world ready to know why you want an explosive Xenon compound?
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Ribbons are an image like any other. The ribbon generator should give you a link to the image, which you need to put in your signature between tags. If you register an account on the ribbon generator, you can get a link that doesn't need to be changed every time your ribbons change, so you don't need to update your signature.
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Kerbal Polar Orbit - Need some help getting there!!
Kimberly replied to dpraptor's topic in KSP1 Discussion
If you want it in terms of numbers, you can use Kerbal Engineer to show your inclination. (I don't recommend using MechJeb if you want to learn how to do this yourself.) To change your inclination, you should burn normal or anti-normal; these headings are always 90 degrees between prograde and retrograde. The ascending or descending node are the places where your inclined orbit intersects the orbital plane of the body you want to change your inclination relative to (where you pass the equator, if you want to change relative to the body you're orbiting). If you don't have a body to target, you'll have to eyeball where the ascending and descending node are. Simpleton method: use Kerbal Engineer. Make your heading 90 degrees between prograde and retrograde, and burn a teeny bit. Did your inclination change in the wrong direction? Flip to the other side of the Navball, still 90 degrees between prograde and retrograde. Burn another teeny bit. Is your inclination still going in the wrong direction, or going in the wrong direction after going in the right direction? You're not at your ascending or descending node, take another look at your orbit and try again later. -
I'm designing a Mun base and I'm curious about something: how many times per year will my Kerbals need to be resupplied with food and water? It's not a topic I know very much about. 2500-3000 calories per day is fairly normal for physically active human adults, but I wouldn't know what the typical consumption for an astronaut is--they're not expending as much energy in the low gravity on the Mun. We can probably apply the normal 64% scale to whatever the right figure is to adjust it for Kerbals. A full complement for the base is 18 kerbals, two of whom are expected to regularly conduct EVAs on foot and with rovers; the rest have jobs managing the station, coordinating Mun operations and doing research but may expect to do EVAs from time to time. There is sufficient equipment available to recycle all of the crew's waste, and let's say it is 80% efficient (is that a reasonable figure?). For transportation, my Mun base will use Cal'Mihe's awesome Starspeeder, safely rated for about 5 tons of payload. (But it's a fully reusable SSTO that can get to the Mun, which I imagine makes it cheaper to do multiple trips than to use a heavier/wasteful transport for fewer trips.) And any reasonably practicable method for reducing the mass of the food during transport is acceptable.
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Kerbal Polar Orbit - Need some help getting there!!
Kimberly replied to dpraptor's topic in KSP1 Discussion
All of the advice in this thread is good, but for mapping purposes, you don't want an exact polar orbit. This is because a perfectly polar orbit always passes over the poles, meaning you're scanning the same area over and over again--ideally, you want to have as little overlap during your scan as possible, so you can map the whole planet in the fastest time. There are a few very specific orbits that are good for this; I suggest you check out this post to look up good orbits for Kerbin. There is an explanation of the method on the first page, but be sure to use the numbers on the second page, which are up to date for the latest version of Mapsat. -
I've looked at that and I'm not sure what you mean. The description implies that the node should be used for quick space station construction, but how is that possible if you can't connect to the dorsal/ventral and left/right areas? Is there no way to use the FusTek parts to create a T-split in a station?