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Kr0noZ

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Everything posted by Kr0noZ

  1. Isn't that a part of LA or something? Right next to LAX? I don't see them being cool with dropping rockets on a massive city...
  2. Somehow that sounds like something Elon might do
  3. Well yeah, but a ship can do what, 30 knots? 35 knots? I understand that would be some serious speed for a ship, but it's actually not that fast; about 65 km/h. So they'd have to either be pretty much on point already or deploy the chute so high up that the stage falls under it for a loooooooooong time to allow the ship to snail into position. If they have enough accuracy for that, I'd imagine targeting some place on the ground would be possible as well. Maybe stick some of those fancy grid fins to the stage for terminal guidance before the chute opens, you should get to within a few hundred meters. And if you make the bouncy house mobile, land vehicles CAN be pretty quick if there's nothing in the way to care about. As for the net, pretty large I imagine, although you'd have to put it up rather high to allow it to stretch when it gets whacked by several tons of spacecraft. Also, this: https://en.wikipedia.org/wiki/Joint_Precision_Airdrop_System Steerable chutes seem to be a thing, and this system gets to under 100m accuracy apparently. Maybe borrow from that somehow?
  4. Maybe this is all barking up the wrong tree anyway. Since that upper stage goes into some kind of orbit anyway, couldn't they have it come around entirely and, you know, "land" it properly, like, on land? That would solve the sea water issue completely... There's some nice large desert areas in the US where that wouldn't be so bad I guess.
  5. Or they could put an inflatable heatshield on the front, inside the payload adapter, and reenter that way to protect the engine, then deploy parachutes out from the engine-end of the stage to slow down for a "bounce" on whatever they have floating on the water; that could be a ship like ASDS with a "blow-up-landing-cushion" instead of a landing pad; maybe even both, so the ASDS become dual use depending on what you want to land on it.
  6. Maybe he wants the Stage to land on airbags because it's heavier than the fairing and a boat can't catch it from freefall or when it comes down under a parachute. The airbags might also be floatation devices for waterlandings.
  7. You could probably map that, but I doubt you'll learn anything from that. AFAIK Launch windows have to do with the intended final orbit and are simply calculated backwards for minimum fuel requirements.
  8. Was the last new Block IV from what I understand.
  9. Well, ESO HQ is about 1 hour away, but the cool stuff they have is in Chile.
  10. Well, Orlando to the coast is less than 1 hour... I'd try to make that happen because AWESOME. I live in Germany, so no spaceport within thousands of kilometers...
  11. I think he means INTO the solar system, as in "interplanetary space, orbiting the sun". Extrasolar would be rather unexpected :-)
  12. Scott Manley just made a Video explaining some of the peculiarities of the orbit this baby is going into:
  13. Well, it's basically a survey telescope to spot targets for closer analysis by better telescopes (for which telescope time is limited and therefore expensive).
  14. So you're playing career mode? Also, since you talk about a "Mission", I presume you have 1.4.1 including the new DLC - are you sure all your Mods are actually updated for that? A lot of the larger mods are still being updated at this time, so you might have an incompatible, outdated mod on your hands...
  15. Well, too bad I won't even be able to see anything from Germany, even IF reentry happened over the mediterranean (which it most likely won't...). That would have been ONE COOL EASTER GIFT xD
  16. I'm not sure I understand your problem. Did you start a new game in career mode? If so, your building should be LVL1, all of them; Plus, you should not have any techs unlocked. If you start science mode, you get the buildings on LVL 3 right at the start but still need to unlock the parts through the science nodes. If you just start sandbox mode, you get all buildings on LVL 3 and ALL TECHS right from the start. Did you start a game without any mods for testing purposes to see if that happens there as well? If not, I suggest you do that to make sure it's not a mod problem. If it is a mod problem, posting a list of your mods might be required to find the solution.
  17. Well, those don't seem to be on CKAN (or I can't find them), and I'm trying to keep it contained as much as possible to that because manually managing the 107 (currently) simultaneously used mods for my career game would be a nightmare... Are you sure this mod doesn't have wings? I can't check for myself due to it not loading, so... fail xD
  18. I'm looking for procedural wings to build some nice (and large) aircraft without having to manually arrange dozens of wing component parts, and this mod seems to fit the bill nicely. I'm on KSP 1.3.1 and using CKAN I installed this mod, but now I have a problem: During loading, progress freezes once it reaches the parts from this mod. At first, it hung up on something in the "deprecated" folder, so I manually deleted that, next it hung itself on the battery, so i deleted that one, now it hangs itself on another part - I can't figure out what's wrong with it. And it's not like I'm running out of space, I'm running the 64bit .exe on a machine with 32GB of RAM, so now I'm looking for another solution. Any tips for me?
  19. I just updated my KSP 1.3.1 with the new version of Mechjeb (using CKAN), now it gives me a notice upon loading that I run an incompatible version... What gives? Did I mess something up, is it CKAN or will it simply work and I can disregard that warning?
  20. Ok, I checked and apparently that's exactly what happened to me; I cleared the cache, uninstalled all the visual mods, reset the filters, redownloaded everything and it's now working again. Thanks for the hint! Best Regards, Kr0noZ
  21. Ok, so I have a slight issue here after updating the mod via CKAN. Hopefully, somebody can tell me exactly what I have to do in order to fix it as I'm a complete n00b when it comes to modding. Edit: I noticed that forgot to mention this: I'm on KSP V1.3.1, I'm not planning on updating this install due to existing saves that I don't want to break. I had it all working a few weeks ago, now I updated today and noticed the clouds were gone. So, I went and told CKAN to kill AVP and all dependencies, looked through the gamedata folder for any remnant files (there were none) and then installed: - AVP - 8k textures for AVP - Sunflare component for scatterer - because it had me pick one and I don't have Galileo or Planet Overhaul, so that basic one seems the logical choice Now when I want to install these CKAN adds some more things: - scatterer - because that was now required - scatterer - default configs (added automatically, I can't remove that - dependency from scatterer) - EVE (as dependency from AVP) I confirm that, it installs fine but when I launch the game it still don't get clouds - and by this point I have no idea why that is. I've seen in this thread that there might be problems with the City Lights mods but I don't have that - is there any way to track down what's wrong?
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