Jump to content

Tygroux

Members
  • Posts

    86
  • Joined

  • Last visited

Everything posted by Tygroux

  1. You shouldn't! That's one of the fun part of KSP! Even if quickload right after. *KABOOM* *Red Alert everywhere, siren screaming* -WHAT WAS THAT, -WE HIT CAPTAIN, ORBITAL DEBRIS -EVERYONE TO TEH ESCAPE PODS. I had fun once an accident with one of my space station that resulted in a big chunk of inert metal in close orbit, but moving away from the station... I forgot my orbital science, and left it at that. When I came back to that station, the debris was closing in fast, and right toward the heat radiators/solar panels. Had to fold all that was foldable and use all the station's RCS at full power to avoid collision. Moving at like 1-2 m/s. It was like a michael bay film in slow motion.
  2. Have you ever tried a reversed orbit at your 80km parking/first stage decoupling orbit? That's when you realize how much failed launch, badly designed first-stage-deorbit system and elecrical failure you had.
  3. There is Corbin Kerman, my dedicated shuttle pilot. Some say he is a space-taxi driver. Also Milnie, Ribwig and Danvey kerman. With Camrod, Orner and Fredsy, my scientists, they are the A team that carried all important missions since the end of Early Era. (where we lost Jeb, bill and bob...)
  4. Could you -please, i beg you- remove the obligation to update when an update comes out? I don't know why it's here (that little icon overriding and replacing everything else), but when i launch KSP, i want to play KSP. Having to lose 2x5 minutes of loading on a slow machine just because a modder decided it's skin update is mandatory is... annoying. It's a bit like a popup, but worse. Popups doens't take me to reload 3.5GB of memory. Your plugin does. A discard button. A "I will update later". An auto-update if so you wish. But no "Update AND reboot, or just reboot, or play without plugins" choices. Please. Pretty please.
  5. Simple question: does radiators convect on atmosphereless planets surfaces? Does it radiate the heat to space, or convect to the ground? IE if i land a nuclear reactor on minmus or the mun, does an inline readiator suffice, or do i need a full load of radiator to handle it?
  6. When one of my career mode mission goes kerbal, leaving stranded kerbals in deep space with TAC life support enabled. http://www.youtube.com/watch?v=oocj357eFpM
  7. Would the realistic sized kerbin be mandatory? I'm already bored of watching 10 times the same launch and lose hours of play doing the same thing, and have taken the bad habit of hyperediting most launch to orbit. Squad made the decision to downscale for a reason, and while i really appreciate that mod in sandbox, I'd rather not have to deal with 10 times that problem for "serious" play, but still want a realistic experience.
  8. "Haha, this is so unrealistic and stupid and WAIT WAT HUMANS DID WORSE?" Reality is so unrealistic sometimes...
  9. Hi, i have some radiators problems. I'm setting up a Remote Tech Satellite network, waiting for the mod to update: probes core, giant solar array and giant antenna. I added two small radial radiators, to dissipate heat generated by solar panels. I see my wasteheat increasing dramatically. In 2 month the probe is heated at 80%. It looks like the radiator radiate 0 heat. It convect in atmosphere, and store heat correctly, but it's still heating insanely fast, and radiate 0.0mw in space. I tried an inline radiator with similar results. Am doing something wrong, is there a bug somewhere?
  10. After a 15-20 minutes launch to try to put 100tons of material in orbit while staying efficient, i decided that none of my rocket's first stage would ever had a TWR ratio below 2 again. Minimal acceleration at ignition is 15m/s². Wich... Tend to be problematic with bigger structures. Even heavily reinforced modules have troubles with 40+ m/s²accelerations. Now i was in orbit under 5 minutes most of the time... Until i installed Deadly Rentry, and my rockets began overheating when going UP. Then i realized i may be overkilling a bit.
  11. Negative mass. We don't know if antimatter have a positive or negative mass. Since it's -anti- matter... Also we have proof that "something" act like a negative-gravity field in the space beetween galaxies. Insane power requirement for our fission tech. Not that insane for fusion tech. Now, we have 30 years of humanity banded together by biggest motivational drive of all, above competition or curiosity: survival instinct. Might as well go solar farm. Energy not a problem anymore. Then it's a question to give it enough lateral deltav so it miss us. If that alcubierre thing end up working (and it's serious enough nasa gives it support), we "just" need to move it sideways. If not... Giant laser anyone?
  12. Not totally inacurate. Extremely inneficient, but you do modify your orbit for a re-entry. And since she doens't necessarily have a prograde marker to know wich side to burn, and is in advanced panick state "point at the big blue stuff and shoot" is actually a good, simple, easy to remember advice.
  13. 30 years? Invest everything on physics research, and find a way to get that alcubiere drive working. Then slingshot us, or slingshot him. Or find a way to nuke it a way or another, probably using that giant fusion bomb that is our sun as a power source. Actually, building a giant antimatter factory in solar orbit, then use it to nuke the thing, or alter it's movement does not seems that a crazy idea, given what we managed in barely 6 years of WW2.
  14. Actually that's not that a big plot hole. It is assumed that ground control use satellite relay for communication (not direct link), and the satellites just get blown up by the kepler syndrome. I don't know if the space agency have backup plans if all satellites get downed at the same time. On the other hand, it's a known trick of radio hobbyists to use clouds or the moon as reflector for long-range radio transmission. Require materials and skill, but possible.
  15. I just downloaded this mod, and can't do anything with it: I have a simple probe with kos computer on it, i have power and can see the terminal, but... Nothing happen when i type commands. "clearscreen", "edit", "print" doesn't do anything on my terminal. I must do something wrong, but can't understand what. KSP 0.22, mods are KOS, CrewManifes, KAS, Magic Smoke, Mechjeb 2, kethane, chatterer, neverunload, and novapunch. No parts except stock, Novapunch and kOS.
  16. Actually, a railgun built on the flank of a mountain would be far more economical system than inneficient fuel-eating explosive stuffs. We have problem with railguns themselves (see the military projects), supraconduction, supercapacitor, syncyng stuffs together, and finding political will and funding to buid a giant nuclear-powered railgun on the flank of an equatorial mountain. Pretty much nothing when you think about what we already did in the name of science. Especially regarding to the economics benefits. Once that will be fixed, we will send space cannons using space cannons! ... now, saying that makes me fear... nobody will be stupid enough to point a space cannon at anything else than an asteroid, right? Right?
  17. The internet. Guys, we built a planet-sized computer network. We could fusion nuke half the planet, abandon it for 2 thousands years, i'm pretty sure space archeologists would still find remains of it. And if we left it running, and compare it to the human brain, i wonder if it would count as a life-form... and a planet-sized life-form with that. Edit: That's also the closed thing we have to a hive-mind...
  18. Theorically, yes, for any size of debris. The only variable is the fuel. The main problem comes from staying in front of the debris as it moves. For this, i once tried a tugship with KAS cables. Not mass relay, just tug with cable in the back to attach the debris. That was a VERY bad idea... If you happen to be slower than your debris (and imperfection and imbalance means it WILL happen) (or faster if you go "pushing", mechanicaly or with a Mass Relay), you risk rapid unplanned disassembly, or fast non-controlled docking. So... I say try it. Put few KAS (at least 3. Well, try less if you want, but prepare for fun.) on a mass relay, set up stuffs, and have fun. =D
  19. (This plugin is free to use and modify as long as the original authors are credited. This plugin, and derivatives thereof, may only be hosted on kerbalspaceprogram.com.) RT2 devellopment can be taken by anyone. The code is hosted on Cilph's githup, so i guess any right go to Cilph unless explicitely stated otherwise.
  20. *We are obviously absolutely not talking about forcing KOs and autopilot. The default mod would be current RT without any kind of delay or autopilot. We are talking about an (optional) compatibility option, that would allow to use KOs with RT. Basically, the idea is that KOs would be used the exact same way, but program transmission would require signal link and take delay into account before being loaded in the probe. Then you can use is as you want: -Delayed command only, like RT 0.20. -Manoeuver node planned in advance. - or full KOs, but you would need to program your flight in advance, and/or take timelag in account for manual correction. The main advantage of KOs on Mechjeb autopilot function is that KOs load a program then execute it, where Mechjeb just override your inputs. That means that fight program and signal transmission is far easier to manage, and realist (and needing advanceplanning) where as Mechjeb was just an intelligent autopilot taking full control of the craft. Of course that woul'nt be for those who want to have full control of the craft and enjoy piloting it, and more for those of us that just love to perfectly plan and design years in advance, then watch the perfectly oiled machine unfold itself. In a more or less controlled manner. Some of us play KSP as a space flight sim, some of us as a Real Time Strategy/Gestion game. And if the player want/need to have real-time control of your craft, the player would need to have a local control base, inciting to set up planetary bases and station and giving them another true use. Then again, it would be the player choice to use or not. Tastes and color, all that. Mods are about customization after all. =D
  21. And that's exactly what we're talking about here. Integrating it. switching KOs can_i_haz_antenna? to RT can_i_haz_signal_link? could be a simple question of wiring the box together, and adding a signal delay might be as simple as transforming add_program(kos program) to add_program(kos program, remotetech timelag) Now, that's a lot of maybe and simplification of thing that probably aren't, but K.I.S.S.! =D
  22. Wouldn't it be possible, maybe even easier to work on and maintain, to drop completly the flight computer, and replace it by a KOs compatibility with time delay? That would be a good compromise, and that would avoid the waste of having yet another kerbal autopilot. (not disregardiging all the work done, but the more we simplify things the better.) Total noob about that, i never even used KOS. (waiting for 0.22 and loading times back going back to bearable levels to play again.)
  23. I don't mean to be aggressive, but i don't see how it's relevant to my post, you are the 21313th person to say it, and everybody knows that. Useless post is useless.
×
×
  • Create New...