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Deathsoul097

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Everything posted by Deathsoul097

  1. Dragon, I know you do, but I heard someone on this thread had resized the CSS, and I cant find it.
  2. Anyone got a working Space Shuttle, CSS or Buran that works with this?
  3. Yes there is, but not one that works in RSS (Real Solar System) and RO (Realism Overhaul).
  4. Awwwwww, It would have been so cool to have a planet orbiting a Blue Supergiant really close up. (I guess I could still do this, just have a small rocky, barren asteroid of dwarf planet with a heavily shielded base) Could a brown dwarf sustain life? That might be interesting also. OOH! Maybe a Brown Dwarf - Blue Supergiant Binary system! How about that! Maybe the Brown dwarf Pulls away a lot of the radiation, making it more hospitable!
  5. Gemini XIV, not XIIII. But other than that this looks great!
  6. I hope you can. I'm waiting for R0.0.4 before I try to make my RSS Space Station. Hopefully by then a Buran will be made for RSS, and I can build my station using re-useable shuttles!
  7. Actually, with the tapered back it looks fine to me, kind of like a cross between an Atlas V's fairings and a Gemini pod. If your going for stock-alike tough I would dull down the colour of the windows and fade out the edges of the panelling a bit. That would make this pretty much the best pod ever, and would work great with the ASET ALCOR.
  8. The idea is that the planet is habitable but no complex life has emerged due to the short timeframe. I was wondering the same thing, like the radiation and solar storms, and how they would differ from our star.
  9. What would be the habitable zone around the average Blue Super-Giant, if a habitable zone exists around such stars? How much radiation Would they produce? Would a slightly smaller, Earth-like planet be able to sustain life in orbit around it? I ask because in a novel that I have already mentioned in several other threads is being written, and I proposed that a nearby planet humanity colonizes orbits either a supergiant or a dwarf star. I mean come on, imagine waking up and seeing this on the horizon:
  10. Any dev news you might want to "Accidentally Leak" out to the forums, Sumghai? Or has RL got you roped in?
  11. Ah. Ok. You see, I found out about the Kliper first, so that's why I asked.
  12. You'll be wasting a few hundred ms-1, but if you lower your periapsis closer to the planet (To about 75km/80Km) from your parking orbit, you will end up expending less than a direct transfer from that parking orbit. It requires a bit more planning than normal, but it should be easy to do.
  13. Depends on what you think it should be able to do. I designed mine to use the transfer stage to get on a landing trajectory, but it has the D/V to land on the mun without the heat shield.
  14. Yes. In your persist file for the KSP save, open it and find this: SCENARIO { name = ResearchAndDevelopment scene = 5, 6, 7, 8, 9 sci = 62.86984 (Change this number to how much science you need) } Then go into the game and purchase the node.
  15. Remove the jet fuel on the aerospike and replace it with the rocket-fuel tank of the same size. It will lower your TWR slightly, but if you wanted TWR you wouldn't use an aerospike. Other than that you should be good to go. Except for the intakes on the wings. Get rid of those. After 15Km their benefit is massively outweighed by the drag and mass they have.
  16. Due to the way unity works, wheels only work when one specific part of the surface is touching the ground, meaning that your wheels have to have the bolts facing upwards in order to work. (Think of it as having a skid that magically pulls you across the surface when the bottom touches the ground. What you are basically doing is rotating that skid so that it faces straight up, making the bottom no longer touching the ground and no longer working.) This is the way wheels have always worked I unity, and has been in the game since wheels were added.
  17. So this is essentially an American Kliper?
  18. Someone get me a PS1 so I can play Zero Divide again.(I loved that game. My cousin and I would spend countless hours on it at sleepovers.)
  19. Unfortunately, after hours of searching, there is no documented mass of the EDS that I can find (Nor any mention of on-board RCS?). Which is why I resorted to using KSP to figure out the numbers, since that is where it will be used. Ah. Well. If it doesn't have to do a LOI burn that should reduce the mass considerably. (Test in editor in KSP, using ST, MFS, KER gives 90 tonnes total, 5 tonnes dry) However I cant find any mention of the EDS completing LEO Insertion. Hmmm. This is annoying. Look. I know these are numbers given in KSP. Unfortunately I believe this is the best we are going to get. Because other than what you already know, I can't find ANYTHING on the EDS. EDIT: I found this on the Astronautix website, listing it as the second stage of the Ares V. (Which doesn't have a second stage. Just the first stage, boosters and the EDS) Plus, the numbers match what I had earlier, including completion of EOI. It does seem pretty OP for a second stage, and it has an exceptionally low TWR, so it sounds about right. Lox/LH2 propellant rocket stage. Loaded/empty mass 172,000/13,200 kg. Thrust 1,113.00 kN. Vacuum specific impulse 465 seconds. Second stage proposed later in design stage by NASA for launch of CEV into low earth orbit. All masses estimated. Status: In development. Gross mass: 172,000 kg (379,000 lb). Unfuelled mass: 13,200 kg (29,100 lb). Height: 16.00 m (52.00 ft). Diameter: 10.00 m (32.00 ft). Span: 10.00 m (32.00 ft). Thrust: 1,113.00 kN (250,212 lbf). Specific impulse: 465 s. Burn time: 640 s. Hope it helps.
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