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Anton P. Nym

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Posts posted by Anton P. Nym

  1. There is kind of solution for "emergency light". If you mount a downwards spotlight (Mk1 illuminator) on your ship, you will get a light spot below your ship at about 500 m above the terrain (it is slightly less than 500 m) so if you pay attention you can use that to land even in darkness without access to radar altimeter.

    Yup. I usually mount a pair of Mk 1s; when I see them light up the terrain I know it's within 500m, when the spots separate I know that contact is imminent. (Stole the idea from The Dambusters, to give credit where it's due.)

    -- Steve

  2. A while ago I saw a map (fan generated?) for the solar system in the Firefly TV show... the writers there insisted they didn't have FTL but travel between several habitable worlds was a matter of days or weeks, which gave a lot of the more science-literate folks pause.

    The map postulated a quaternary star system with a large-ish (A-class?) primary and two smaller (K-class?) secondary stars nearby, each with worlds in their own habitable zones, plus a distant minor star (M-class?) with couple of large gas giants whose radiated heat created their own small habitable zones. It'd be esoteric but not completely ridiculous... and if you want travel between stars in KSP that doesn't need "magic" drives, it's as good a model as any.

    -- Steve

  3. KSP_KSSPiazziKerman_AtlasAintShruggin_zps28635176.jpg

    Don't worry, Kerbin; this Atlas ain't gonna shrug.

    (The KSS Piazza Kerman, about to redirect an E-class asteroid that became an impactor when the KSS Argo suffered a malfunction in its mission; the Argo depleted its RCS monopropellant in recovering from the accident and so was unable to reattach to the rock so Big Pete had to intercept.)

    -- Steve

  4. KSP_BigCarl_RockRendezvous_zpsa4ef847e.jpg

    We're here to cancel the apocalypse! (Oops, wrong movie.) That's the KSS Carl Kerman maneuvering into position to grapple an E-class impactor and brake it into orbit around Kerbin. In the background is Raywig's Rock, so named by Raywig when he scooped up a sample and climbed back up the ladder of his Prospector "lander". (It's casting that wee dot of light on the rock.)

    -- Steve

  5. Actually the whole Citadel rotates for spin gravity. The outer Wards get slightly more than 1G and the Presidium ring gets about 3/4G if I remember the in-game journal entries correctly. The Council Chamber at the top would be in microgravity, but it gets a mass effect field for comfort.

    Of course the game itself only modeled 1G, except for the scripted zero-G bits. I gather that was a limitation of the game engine.

    -- Steve

  6. Curious to see in a gaming community that no one's brought up the Citadel from Mass Effect. (link to picture on wikia) It had a water body that ran along the middle of the ring section basically dividing the whole interior into two sets of river bank property, with fountains for decoration and humidity control. The lake acted as one of a set of potable water reserves; no mention of using it to help with mass balance, but I could see it working that way too.

    -- Steve

  7. And even if you do, the maneuver node system might not indicate an intercept until separation is only a few km.

    The maneuver node system changed with the ARM; I can see "closest"-approaches out to hundreds of thousands of kilometers not just for planets but also targets like asteroids. Much, much easier to make solar-orbit rendezvous now. (Note that "easier" does not mean "easy".)

    -- Steve

  8. I use 3 refueling stations so far (150km above Kerbin to service LKOs & SSTOs, 300km above Kerbin to service cis-Munar missions and reusable interplanetary transfer stages, and 100km above the Mun for Search & Rescue) mainly because they are easily locatable and serve as good repositories for "left over" fuel from other missions. These days I need few dedicated supply missions to them, mostly to replenish jet fuel in my LKO station but even that's getting rarer. (Also, they provide a place for me to park the Big 3 Kerbonauts so they stop hogging all the missions.)

    It's not "the" answer for every program, but it works for me.

    -- Steve

  9. KSP_KSSArgo_GotARock_zps08ecd8df.jpg

    I pushed with this vehicle for about 160m/s to make a plane change and had no trouble. The trick (for me, anyway) was to align the craft with the maneuver node, use RCS to translate until that maneuver node aligned with the rock's marked Centre of Mass, and then moved in to "Claw" the rock. My craft had plenty of torque and RCS to compensate for any slight misalignment... but I must admit it took a while to execute the maneuver properly, and I have another and longer burn coming up to get it captured by Kerbin.

    -- Steve

  10. KSP_Trilander_zpsae8926e6.jpg

    The "Trilander" Duna mission finally touches down. Weird; the aerobraking was so successful that it only had to fire its landing rocket for 1s before touchdown. Such a waste of fuel...

    KSP_ArroRockdiver2_Swoop_zps0bbddfcc.jpg

    Rockdiver 2 swoops down, "Claw" bared, upon its chosen prey. Gonna feed a few hatchlings with this kill.

    KSP_ArroProspector_StrutsLOL_zpsf3ae2afb.jpg

    You, uh, know that we can see daylight through your rocket, right?

    -- Steve

  11. Why are you still using mainsails? Honestly curious.

    If I'm not lifting much more than a single Jumbo orange tank, then going to the LFBs is overkill with its added fuel. I have some light crew exchange vehicles that don't need anything more... so in those cases Mainsails (for which they were designed) make sense.

    (I suppose I could switch to LFBs for my refuelling missions, but the current arrangement works fine and I don't see the need to change them up.)

    -- Steve

  12. Would you object if Squad added in an engine that had an ISP of 1000 and a thrust of 5000?

    But they haven't. SLS is nowhere near this strawman-level of overpoweredness... indeed they're not the game breakers the sackcloth & ashes brigade is making them out to be. They're useful for heavy lift, which is what you want for an asteroid redirection mission, but I haven't suddenly found the rest of my fleet obsolete. I'm still using Mainsails and LV-T45s and aerospikes, a lot actually.

    (If anything, it's the stronger joints that make things so much easier for me with so many fewer struts... but I'm not complaining about that, nosiree...)

    -- Steve

  13. KSP_ArroProspector_Orbit_zpsc25f199e.jpg

    Testing out the Arro "Prospector"; an RCS-only craft for exploring asteroids with a "claw" anchor system to keep it on the rock. Currently the launch system barely gets it out of the atmosphere, but it did get into a 150km circular orbit from there on its own jets. Nimble little sucker.

    -- Steve

  14. You have to remember when grabbing an asteroid to "arm" the Claw before touching the asteroid; when it's armed you can see hooks coming out of it, when it's disarmed the hooks are shrouded like they are in the VAB. In order to let go of an asteroid you've grabbed onto, you have to disarm the Claw.

    You can arm and disarm the Claw by right-clicking on it and selecting the option in the pop up menu, or you can set an action group key to toggle between armed and disarmed.

    -- Steve

  15. There used to be a difference; the Advanced Stabilizer used to be called "ASAS module" (if I recall correctly) and you used to have to add it to a craft in order to use the SAS function (the "t" key in standard bindings) in flight. Since about version .21 SAS is included in all control pods, so the old module became obsolete. I think it's included mainly so that older designs aren't made unusable.

    Now there isn't much reason to use it aside from looks, or if you're looking for some extra weight to balance a design or something. Personally I think it should give some extra torque for the extra mass to rebalance it... but it's not a big issue, really.

    -- Steve

  16. Dusted off Nyrath's mod to create a Kerbal version of a real proposal; in case of an oncoming major impactor, send out a nuclear-pulse rocket to redirect it.* I introduce the KSS Carl Kerman, also known as "Big Carl".

    KSP_BigCarl_OnPad_zps7b3cebe1.jpg

    KSP_BigCarl_Liftoff_zps05cb79e4.jpg

    KSP_BigCarl_Orbit_zps3a63d2df.jpg

    Haven't actually tried an intercept with it yet, but I think I will with the next E-class rock I spot. I'm not quite sure that "the Claw" can take those g-loads...

    -- Steve

    * Though the real proposal would have put it atop a Saturn V, instead of using radial boosters, and I added the LV-Ns as station-keeping engines because RCS alone is agonizingly slow in a game.

  17. With the advent of the ARM pack, thought I'd dust off ol' Boom-Boom and build an ELE defense craft. I've learned a bit since last summer... I give you the KSS Carl Kerman (aka "Big Carl").

    KSP_BigCarl_OnPad_zps7b3cebe1.jpg

    KSP_BigCarl_Liftoff_zps05cb79e4.jpg

    KSP_BigCarl_Orbit_zps3a63d2df.jpg

    The SLS boosters get her up to 35km and 1km/s before I have to light the big candle, so no embarrassing craters/fallout at KSC. She's in a 380x350km equatorial parking orbit for now, with 499 charges remaining in the main stack and 60 each of the 400MN and 0.88MN charges. When I spot a class E impactor, we'll see if she can save Kerbin.

    -- Steve

    edited to add:

    When i right click drive i see list of bomb types, with "kill" button next to each. So using this i am supposed to disable using some types of bombs onboard.

    But when i click "kill", nothing changes.

    And there is no indicator which bomb types are enabled now and which disabled.

    This is still active on my copy (d/led last October), but bomb selection is manageable by action group if folks are looking for a work-around.

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