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Everything posted by zxczxczbfg
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Personally, I kind of like the flag itself, but I'm of the opinion that international space missions should use the UN flag.
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Ever feel guilty when dropping nuke engine on planet?
zxczxczbfg replied to enroger's topic in KSP1 Discussion
If I remember correctly, didn't Apollo 13 have an RTG in a ceramic container inside the LM, which burned up on re-entry, with the capsule and contents surviving both the heating and the impact with the ocean? If that's the case, I think the LV-N would probably be fine. EDIT: I did remember correctly! http://www.spacesafetymagazine.com/aerospace-engineering/nuclear-propulsion/will-anyone-recover-apollo-13s-plutonium/ -
I just checked the wiki. The only bodies you CAN'T jetpack on are Eve, Kerbin, Laythe, and Tylo (and obviously Jool). http://wiki.kerbalspaceprogram.com/wiki/Extra-Vehicular_Activity It's also possible to jetpack into orbit on bodies with Minmus gravity or less (or with a "boost" from a rocket exhaust stream if you feel like being inventive).
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A search for a less insane resource scanner
zxczxczbfg replied to zxczxczbfg's topic in KSP1 Mods Discussions
Thank you. Sorry, I was looking at the wrong mod (just Googling "KSP MKS" brings you to the wrong page). -
A search for a less insane resource scanner
zxczxczbfg replied to zxczxczbfg's topic in KSP1 Mods Discussions
MKS doesn't seem to be updated to 1.0. -
Does anyone know of a mod that adds smaller resource scanners (like the ones added in 1.0 but, well, smaller)? My problem is that both of the regular resource scanners are absolutely ginormous, making them unsuitable for small surveyor probes. EDIT: In case I wasn't entirely clear, I'm looking for something with actual 1.0 resource scanning functionality.
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I think a "limited resource storage" option would be nice (perhaps even allowing you to ship resources back to the KSC), but it might be too difficult (running out of resources would essentially end the game). I think that there should be a "resource management mode" where all the parts cost the same but the resources contained within them are drastically more expensive; this makes it more economical to mine for resources but less likely to accidentally expend your supplies (you can always just buy more, albeit at a huge markup).
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Cremation by re-entry. Just fire my coffin into space and let it come back down.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
zxczxczbfg replied to DasPenguin85's topic in KSP1 Mod Releases
Yep, it seems that BoxSat (and many other part mods) really doesn't like the new stack node system. The parts still show up on the list and seem to function fine individually, but the broken nodes mean that they can't be assembled into anything useful. -
As noted, aircraft can now reach previously unheard-of speeds; I've found that what was previously a fairly reasonable supersonic research jet (with twin turbojet engines) can now easily reach hypersonic velocities, going fast enough to destroy itself from compressive heating in level flight, before even leaving sight of the runway. The previously tame stock Aeris A3 is now a high-speed deathtrap. In fact, many of the Squad-built stock craft can no longer perform their intended functions due to the aerodynamic rejiggering: Most of them are simply too fast. This all illustrates an important point: Since drag is no longer added by every single part, only the parts directly exposed to the airflow, many designs that were already aerodynamic are now too aerodynamic. Most rockets don't have to deal with compressive heating on the way up because they've already left the worst of the atmosphere by the time it starts to set in. Also, most engines seem to have a fairly absurd heat tolerance, so re-entering tail-first is still a viable option even without a heat shield, depending on the speeds involved. Also, if you use MechJeb, it really helps to use the "limit angle of attack to 5 degrees" option in the ascent guidance (possibly changing it to something more reasonable like 10 degrees). This prevents longer rockets from tumbling when they try to turn.
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In my opinion, the VAB/SPH really needs a Center of Pressure indicator to go along with the other "center" indicators. With the new aerodynamics model, it'd be very useful. (To the layman, the Center of Pressure is essentially the center of drag; it's very hard to design a stable rocket without knowledge of the CoP, even if you know the CoM, as G. Harry Stine notes in his exceptional book The Handbook of Model Rocketry, which taught me half of everything I know about aerodynamics.)
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Whoever thought that was a good idea needs to have their snack privileges suspended. Physicsless parts add drag (according to the debug menu) but not mass, making it horribly aerodynamically unstable.
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I'm in Sandbox at 100% heating, the pod explodes quite spectacularly if I try to de-orbit it without a heat shield (no, it doesn't come with one by default). My question was, why isn't it stable?
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Unfortunately the new aero seems to have fudged something important: The standard arrangement of MkI pod, Mk16 parachute, and 1.25m heat shield, which by all rights should be stable, isn't.
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
zxczxczbfg replied to KospY's topic in KSP1 Mod Releases
Any word on whether this works in 1.0? -
[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
zxczxczbfg replied to ferram4's topic in KSP1 Mod Releases
Any word on whether this works in 1.0? -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
zxczxczbfg replied to DasPenguin85's topic in KSP1 Mod Releases
Any word on whether this works in 1.0? I assume, since it's a simple part mod, it should work, but I'm too cowardly to try it. -
Usually I just wait until my mods update. EDIT: I decided to change my routine. All my off-planet Kerbals are coming home for a hero's welcome.
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Goodbye, stock aero. We hardly knew (or understood) ye.
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Are the Mk3 parts too heavy in comparison to real life?
zxczxczbfg replied to Columbia's topic in Science & Spaceflight
I've made actual jetliners using Mk 3 parts that can run with only two engines. I have no idea what you're talking about. Are you sure you didn't just leave the brakes on accidentally? -
I'll probably be bringing over a few of my less hilariously inefficient craft, but a few of my rockets are going to have to go.
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Just found some awesome way to land on low-g worlds with KAS
zxczxczbfg replied to cicatrix's topic in KSP1 Discussion
Brilliant, the good old shark fisherman's solution. However, accidentally retracting the cables might crush your lander. Would it be possible to grapple onto the underside of, say, one of the arches in the R&D Facility? -
Aside from the usual "Moon landings were fake", "Mars has no atmosphere", "No gravity in space" malarkey, I once heard someone wonder "How did Apollo 11 get through the asteroid belt without being crushed?" Two things wrong with this: The asteroid belt is nowhere near the Moon. Even if Apollo 11 somehow did have to fly through the asteroid belt, they'd be astronomically (heh) unlikely to even see an asteroid.
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Chatter on Gasoline as a rocket fuel
zxczxczbfg replied to MrZayas1's topic in Science & Spaceflight
Hypothetically you could make a liquid-fueled rocket fueled by gasoline. But with all the malarkey about greenhouse emissions, you're MUCH better off with hydrogen; it's more practical, doesn't generate (significant) greenhouse gases, and is astronomically more common (literally).