Beeburgers
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I made another trip out to Ike. Mostly I just wanted to see if I could do it. I also Tested out the ejection system for a VTSL. Here's Bob, on the roof of one of the science buildings instead of scattered across the lawn.
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Another day, another Jet. I tried a double swoop for the wings for the whole stability vs not stable thing. I call it the Gull. Also: Swapped some Kerblenaughts out of the KOSS (Kerbal Orbital Space Station) Jeb popping a wheelie just before take-off Jeb "Drifting,"... Still not sure why we decided to do this right next to the space center A completely planned test of the Gull's ejection system. The KOSS. That's the shuttle on the bottom, and the little tug center right. Whelp, I'm going back to flying the Gull in eccentric circles until I have to test the ejection system again.
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The "You know you're playing a lot of KSP when..." thread
Beeburgers replied to Phenom Anon X's topic in KSP1 Discussion
When you try to calculate the Delta-V your car has instead of how many miles are left in the gas tank. Alternatively, when you attempt to figure out how many Orange Tanks it would take to get said car into a 100 km orbit. ... Also, when you start to wonder if your car has a descent lifting body or if it would need wings or if you should just install Ferram Aerospace already and start playing around with the fairings. -
Created the most crap Jet in the long, sad history of sad jets. Even with three reactions wheels and thrust vectoring it just spun to the right, or up, or, really, just any direction that wasn't the direction I wanted it to go. I'm thinking about putting the engines on backward and seeing if flies better that way. I went on to try to build an SSTO that ended its pitiful flight by slamming into the ocean at half the speed of smell. Finally, I created Brutus. It's an Ion Probe with a parachute and landing legs I plan to send to some little moon when something gets to the proper transfer window. What I like about it: the entire first two stages are solid rocket fuel that pushes its Apoapsis out to 200 km. Then I turn on a tiny liquid fuel engine to get it into a proper orbit. Also the Ion probe has no solar cells. It's slow as hell but I can burn it at full power even on the dark side of a planet. Normally this is where I would put the things I was saying as this happened... But that would just be a pile of expletives. After those explosions, it was light enough to fly... Except we'd lost the wings. The Brutus It occurs to me that taking a picture showing off this thing working in the dark... is really dark. Yeah... so that little blue ring is the Ion engine, and that shadow is the probe... yeah.
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Whelp, I tried to change the inclination of my new little asteroid base. I have learned my lessons: 1.) If you want to build a space tug, you need a probe core at either end in order execute maneuver nodes. 2.) When orienting the ship make sure you are pointing directly away from the center of mass or terrible things will happen. 3.) It doesn't matter how many NERV engines you toss on there, you don't have enough to make a soft asteroid landing. 4.) No matter what, I must never be allowed into the real NASA Asteroid program. Pictures! Stop flexing you oversized space spud! "Oops?! What do you mean oops?" Brakes!
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I finally managed to get my 'ittle D class asteroid into an equatorial orbit. (One Rendezvous, three tugs, and a crap ton of fuel) I've decided to build a base there, only to discover that it's orbiting in the wrong firggen direction. That's okay though. I've begun work on a super tug. If six clusters of NERV engines don't do the trick, I'm reloading the quick save and leaving that thing in it's backwards orbit.
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[0.23] Crowd-sourced Science Logs: SCIENCE NEEDS YOU!
Beeburgers replied to codepants's topic in KSP1 Mod Releases
I accidentally added a few to Vall and Pol Crew Reports Surface Landing in the add on biomes when I meant them to be in vanilla KSP. How would I go about fixing that? -
Yup, that's a bit of concept art for the UK's Skylon space plane. If you're like me, the first thing you're probably asking yourself is: where are the air intakes?! The science for the pair of SABRE engines strapped to either side seems to defy Kerbal logic, mainly because it has a problem with overheating when it's going at Mach 5 at 28 km above the earth. Apparently air gets kind of hot when you're brushing past it at five thousand plus km per hour... who knew? And at those speeds it's really more important to cool the air down enough for it to be used than it is to get more air into the hybrid rocket/jet engine. Basically there are a series of heat sinks sitting next to some pipes all full of liquid helium. The air passing into the engine goes from somewhere around "OW! Damn it that's hot!" to "OW damn it that's cold!" (or 2,000 degrees Fahrenheit to about minus 238 for those who don't speak Angry-Man-anese) Once the air is cooled, it gets sucked into a turbo compressor, mixed with liquid hydrogen and then set on fire... And by that I mean it acts like a regular rocket. Once the Skylon gets to it's max air breathing altitude of some 28,000 meters above the earth it shuts the air intake and switches to a reserve of liquid oxygen kept on the spacecraft. This supped up hybrid engine, the SABRE, is one of those ground breaking type things that could actually make traveling to the other side of the planet a four hour trip, or cut the cost of putting a satellite into low orbit by a factor of ten. Now that's all well and good, but I have only one thing that I can think of after reading these articles: "I want one!" Whatcha think? LINKS! SABRE: http://en.wikipedia.org/wiki/SABRE_(rocket_engine) Skylon: http://en.wikipedia.org/wiki/Skylon_(spacecraft) What the SABRE looks like inside and out: (I got most of this info from the great and mighty wiki, and the rest from Popular Science... thought I should mention that)
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The Stanford Torus Project (Redux)
Beeburgers replied to NGTOne's topic in KSP1 The Spacecraft Exchange
Dude, ambitious does not even come close to describing this. I admit it: I was drooling just a bit. This is truly one heck of a thing. I can't wait to see it all finished and inhabited. Good luck NGTOne! -
I just dropped a probe into Jool's atmosphere and all I got were these lousy pictures: Laythe, Jool and the probe A Laythe-set as the probe went over the horizon That's the sun as the probe entered Jool's upper atmosphere. Just off to the right of the sun, you can see Vall as a little dot... Actually looking at these pictures, I guess they aren't so lousy.
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The fuel issue is in the last stages, and I think it has to do with a missing fuel line somewhere. (The complexity of this launcher makes every change an intensive process) I am thinking about making the tanks act more like the asparagus (that being dropping off in pairs, rather than all at once) to improve the MPG of this little beast, but that's probably a ways off. The RCS was initially just there to help with the whole "wobbling around like a hamster on a marble" thing. After that was solved, I just left it there for ballast. Because there's weight bellow the rockets, removing weight at the top can make it unstable all over again. Plus it gave me an excuse to have Jebbidiah go back and try to rendezvous with destitute craft. Also: I feel I should take some of the blame for that. I told the guys in engineering to start crafting the joints from Paper Mache to save on cost and weight and I feel this may be the result... oops. Thanks for all your help, and no the SAS wasn't the problem, it was the weight. Even with the SAS off, this thing just meandered across the Gimbal like a drunk on New Years Eve, whilst riding a unicycle, during an earthquake... with a blindfold over his eyes.
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Okay, I've made some adjustments, primarily involving shifting the weight higher, and Now we have this: I've been informed by our top sciencey team that this constitutes a 98% decrease in explosions and unwanted ground/craft rendezvous compared to the previous design. Good job boys! That's what we like to hear. Now... make it bigger! The trick to this design is as follows: as you add weight to the bottom set of fuel tanks, you have to add equal or greater weight to the ring of tanks around the engines. Other than a few minor problems with fuel flow the Mk II has also been a success. Primarily we've had an issue with one engine running out of gas before the others. The good news is that the fuel tanks can be dropped early with no detriment to thrust, nor do we need to flip the engines off for the dump. (this makes these catastrophic problems slightly less catastrophic.) And look what happened: Maybe next time we'll remember to do a gravity turn... Also, we had another issue: That's one of the RCS tanks splitting from the others for what seems to be no apparent reason. In fact, "No apparent reason..." were the exact words used by our sciencey team and they seem pretty on the ball. Jeb was quoted at saying "Betcha I can catch back up with it!" "HA! Told ya!" Reverse Asparagus Lifter MkI New and improved! Reverse Asparagus Lifter MkII I'm not sure if either of these are any more efficient than a standard asparagus model lifter, and with Mech Jeb still on the outs with my computer, I don't really have ay way of testing it, but if it helps you toss some Kerbals into space then that's got to count for something...
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I've been working on a way to make a more efficient launch module, and, after a lot of trial and error, I've come up with this: I've been calling it a reverse or inverted asparagus launcher. Basically, instead of the outside dropping away, it stays and the inner tanks drop. The central idea is to lose the heavy fuel tanks without losing the engines that would otherwise be attached. In theory, it seems pretty sound. In practice: And: And then I got desperate and just started slapping engines and struts to it... So yeah... Even with a bunch of RCS, extra thrust vectoring and fins, it as an attitude problem. And by that I mean it won't fly straight until you ditch most of the tanks, and that kind of defeats the purpose. If anyone knows what I'm doing wrong, or, and this is more important mind you, why it won't fly straight! I'd greatly appreciate it. Craftfile.
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I just found this... I feel a little silly even posting it, as probably everyone already knows but... Has anyone noticed the quick launch thing? Click on the tower or the run way and you can pick any of your spaceships/space planes to launch without going through the VAB or SPH.
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So we know resources are on the way, and with the devs focusing on career mode, there's no doubt that we'll soon see the start of resources in-game. We already know that money will be a factor concerning building space craft. So how will we get this money? Will it be strictly on the merits of scientific discovery? Or is it going to include using space to create something of a business... Say building several solar stations in high orbit to beam heaping tons of electricity back to Kerbin to solve the energy crisis? (if they have that.) Mining asteroids? Sifting Helium3 from the Mun's surface? Pumping fuel from the oceans of Eve and shipping it back home? Scooping heavy ions from Kerbol's chromosphere? ... Okay, I've run out of ideas. What do you think? Will it be strictly a plant a mining probe for fuel here, or will there be dozens of resources to gather and exploit? Add your resource ideas and economies! Edit: I feel I should make a note: Not just what you predict will be in the game but what you'd like to see.
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Does this work like Star Gate or is some kind of Mass Driver system? Personally, I'd like something that still required something to be built one either side. For the Star Gate type thing, it's just an entry and an exit. For the Mass Driver, I was imagining some kind of "throw and catch" system. Personally I like the latter, simply because it seems closer to reality. In fact, it could add layers of difficulty. Because the "throw" end would be accelerating a ship to interstellar speeds almost instantaneously, it would be ill suited for anything living. So you would have to build several gateways within the Kerbol system to accelerate, and then more in the other system (Alpha Kentaruai?) to "catch" the ship at the other end. I can't remember where it was that I saw this, but I do recall it was being considered as a realistic, albeit distant, concept for interstellar travel. There was something in tthere about using gravity manipulation, or bending the space/time continuum, but it was a while ago. Anywho, I'm still in the frame of mind that interstellar travel should be actually interstellar, just like a trip from Earth to another star system would be. Don't get me wrong, a multiple star system, system, would be interesting and fun to explore, but it's not like anything that we've seen. I think it should be reserved for when interstellar travel has been found, not as a means of making a more simplistic form of interstellar travel.
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Erm... My interplanetary missions tend to involve a bit more than just slapping an LVN onto the upper stage. Usually I have to put a habitation module into space and then add an interplanetary transfer module to it. On top of that you are transferring between Kerbin's orbit and to the SOI of a planet. With the Mun you are changing from level Kerbin's orbit to a higher point in the same orbit. On top of that, if you're going to a satellite in orbit around another planet you have to get to that planet's SOI, then into the same plane as the satellite, and then make the switch. I'm not arguing that going from one star to another that is near wouldn't be difficult and challenging, but it seems like it's the same thing as going to different planets... only now its a star. There just isn't the same escalation in challenge. We already know how to transfer from one orbit to another. I would like to escape an orbit entirely and have to be recaptured by another. But, that's just me. Are we both talking about two or three stars that share a close orbit with one another? Not stars that are separated by light years and do not share a SOI with anything else?
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I don't know, cryogenics is currently more science fiction than anti-matter IMO. The current process involves replacing all the fluid in the body with some kind of gel or another, and then getting turned into an ice cube. Currently, we have no way of reanimating a person who's been frozen. As far as I know, there's also no way of making a person hibernate, or go into some kind of cold sleep to slow their metabolism. While I like the idea of having a multi-star system... uh system... I don't think traveling between stars should be like traveling between planets, only further away. If you think about it, each step in KSP means you have to change everything about your spacecraft. Getting a satellite into orbit compared to going to the Mun, and then going to Jool, and then Duna. All of these are massively different missions that require insanely different builds and strategies to get there. And with hibernation there's still the issue of game time to get there. Even with shrinkage, you're looking at a single straight shot taking a year or more in game time at the speed of light. And you run into a lot of issues when going the speed of light. (all that non-convergence, time dilation and the universe imploding when you turn on a flashlight.... (well maybe not that last one...)) So one trip out there, with a probe to see what's there: One year, also a year for the signal to return to Kerbin. (Have fun with that Remote Tech!) You launch a manned mission, and it's a year to get there, and another year for them to send the message that the space toilet broke, then another year before a new one can be sent. That's five years for two manned trips to the nearest star at four times shrinkage, and that's all with an engine that works by bending the fabric of space/time, requires absurd amounts of energy and negative matter.... (unless Wikipedia is lying to me again) And all that would result in zero pay off (Other than some sciency stuff after the toilet request was sent) and your Kerbals stranded in another star system until they can build another interstellar ship and wait another year for their relief to arrive. Personally, I think Scott Manly's idea of finding Monoliths and learning how to build space gates is more feasible, and would make the whole thing more fun to actually play. I'm thinking that you'd have to build several gates that have to line up on some kind of escape trajectory and then something to "catch" the ship on the other side. You would still need to send them there with conventional rockets or nuclear (maybe anti-matter or some kind of fusion) and have them build the gates on their side before you could start bussing Kerbals, and supplies to and from.
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As far as Sci-Fi is concerned there are literally dozens (if not hundreds) of different ways to cheat relativity, and the cheaty-ness (probably not a word) tends to range from semi-realistic, (Say an antimatter sail to reach near light speed.) to somewhat less realistic (Wormholes, and interstellar gateways) to hardcore Sci-Fi (Warp Drives, Slipspace, etc.) that would require either vast amounts of energy or some kind of physics breaking engine. The main issue we're going to run into is where should the line be drawn between realistic and entertaining? (Assuming the KSP team decides to add other star systems) While it's very realistic to use ion or nuclear engines as an interstellar tug, it would take a very long time to get to the nearest star. (Scott Manly did a video and talks about a chemical propulsion with infinite fuel taking a day or two of acceleration, to get the travel time between stars down to around a day or two at full warp) Granted you can shrink that by increasing the warp, but your still talking about a ship that takes days of in time acceleration to get to a speed that takes years to get between stars. Personally, I would like to see a way to build some kind of orbiting gateway. Maybe not actual wormholes (I admit that's very Sci-Fi for KSP) but some kind of acceleration and catching system to sling a ship between systems. This would make it so that getting to other stars is very difficult, but also make it viable to go there again. (After all, if it takes a hundred and twenty years for one round trip (and that's a assuming you could fit a return trip, instead of having to build it on site) it won't be very economically viable) This way you could set up a base on another planet in another solar system and add onto it and expand into that solar system. It would still take lots of work and effort (and probably research in the main campaign) but still entertaining. It's a thought.
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This is really amazing. I wish my comp could handle 2000+ parts because that's one of my favorite Sci-Fi movies. I hate to ask this because it would mean the death of a LOT of hard work, but... did you crash it into Kerbol? Anywho well done good sir, well done indeed.
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Crash Test Dummies
Beeburgers replied to JakeGrey's topic in KSP1 Suggestions & Development Discussion
I agree with the OP. As far as weight, crash test dummies aren't very useful. However, when testing a lander, it would be good to know things like G-force, impact speeds, and other little tidbits that could be gathered from using a test dummy crammed full of SCIENCE! could tell us. Plus: with the new addition of possibly losing a test pilot (so, so many test pilots) it might be a good idea to have a crash test dummy that fills the seat, but adds a remote control system to the whole mess. -
I used to, mostly to learn a bit more about basic maneuvers, and then, more advanced maneuvers. I've stopped since .21, but I haven't tried to rebuild my space station again, so we'll see if I continue to abstain once I get my space program really going.
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While I personally really want the improved IVA system, I understand we really need a bit more before it would be as much fun as the other options. Mostly, I think we need more habitation options and some kind of science capsule. (Yes I said it: SCIENCE capsule... for science!) I don't think there's a person out there who isn't looking for a vanilla mining option, but I really hope they go form something more realistic than Kethane. Scot Manly put out a video talking about Helium-3 which could be taken from the Mun and Minmus, also from some kind of atmospheric scoop on Jool. Then there would be more traditional mining where you could grab things like Iron from the Mun, the liquid fuel from Eve, and other such goodies from Duna. (I feel like I should put this here: I really do like the Kethane mod. I think it's brilliant) Lastly: More planetary bodies... This one is fairly self explanatory. I want to explore new worlds. In particular, I would love to see a Saturn and Uranus substitute, all full of moons and satellites, with maybe a few new probes or ships to explore the gas giants themselves.
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As I was playing around with some stock ship or another I saw this: That little dot just above and to the right of the aircraft. (starboard?) All I can give you as evidence is my word that it's not some random cloud particle, but something that had a fixed position in the sky. Whatcha think? Minmus? Eve? It was during the day, and that was kind of close to the sun.
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I've been searching through the wiki, and I haven't been able to find any news on this yet, but will we see any Aurora Borealis or Australia Borealis effects in some future patches? (Kurora Korealis?) If this has been mentioned before, I apologize, and I know a weather feature is planned to be implemented, I'm just wondering if this would be a part of it. If it did (and you know how cool these things would look from orbit) would we also see them on other planets? (Duna, Eve, and Jool would all have different and pretty amazing effects from Kerbin)