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SeventhArchitect

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Everything posted by SeventhArchitect

  1. PDS3....You've won the unspoken award of "Science Major", because I have no idea what you're going on about with G's, FAR, and whatever else. If it makes it any simpler, I myself am just a simple Thrusters-make-go kind of guy. I sit there, slap a rocket together, and launch it, deciding where it needs to be improved based on how it failed. You going on about how you made something with 10 G's, I have no idea what you're going about.
  2. Ms1z, your efforts to make such a thing are actually way out there. I mean, I once got the idea to make a walking quadrupedal rover, but never could do it, and gave up. Someone did already make one though. Anyway, what did you use for the parts? I wanna say that I ahve the mod, but I'm not sure...
  3. There are, like, two links. One shows a bipedal robot, and the other a massive 1k+ part ship. Pictures would take up a bit too much room. Big Ship Things that are exotic and in KSP, which are not horrible attempts to replicate everyday vehicles within KSP's limits, are hard tof ind. Like, on a rarity scale from Very common (being 1), and uber rare (being 10), these things are a strict 9, super rare.
  4. Aesthetics first, safety last. Alright. The whole goal here is to make something Exotic. Now, exotic is something REALLY hard to make functional. I know this from past experience. But, there are those who have an amazing talent for this kind of thing. In KSP terms, when building, an exotic ship would be either complicated, or very complex. Space Stations, Spaceplanes, Probes, everything is acceptable. You could build even something massive out in orbit, instead of a single stage launch. In fact, I also encourage the use of mods, because sometimes Stock just lacks that highly detailed elegance that you can only find in high tech parts, like an antimatter drive.....But that doesn't mean that you will get better results for using mods. There are Full-Stock rewards, Semi-Stock rewards, and Full Modded rewards. Each of these will be explained and listed. Qualifications: the vessel must be built by you, and not someone else. Allowed: Stock, non-stock, modified stock, modified. Part clipping Vessels from different Versions of KSP Basically anything that is a mod, but doesn't give you a cheating advantage. Not allowed: Replicas Rockets you think work really well, or look kind of cool. ABSOLUTELY NO ROCKETS. Debug anything. If it falls apart, more space tape.... Must be exotic: This is very...hard to explain without any real examples of my own. In the purpose that it must be different from, you know, just making challenges of who can build a better rocket, it's kinda hard to find something that actually matches the criteria. Could, you know, look off of something like this, though. Actually, this can be reached through several different ways. It could be a robot, and still be classified as an exotic vessel. At this moment, I am defining an exotic vessel as something that doesn't look like a traditional rocket or spaceplane. Here, have a .Awards: The limits of what an exotic vessel are, are only limited to your imagination and opinion. And the fact that it can't look like a simple rocket. Add some complexity, add some pizzazz, make something. If I could request a small bit of help here, guys, please label the specifications of your craft. It doesn't need to be a list, and you can still give out your awesome stories of how it made it to jool, and it's umpteen moons, and back to Kerbin. Just, I would like to know what the part count is, weight before launch, even the parts used specific to the awards. Like if you used only 62.5 cm parts and smaller, or 2.5 m and bigger. Stuff like that. And, if you could provide a list of mods, and even a download, that would be wonderful. Piloting exotic crafts is a favorite pastime of mine, like I'm some classy wine drinking rich guy. Hall of Class: Unfortunately, I came close, but was not able to get either of the VL-110's to Hypersonic speeds. But they're close.... ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ~~~ If you see something amiss or are not satisfied, let me know, mah dudes and dudettes.
  5. This here be me Dart 1 aircraft. Now, I'm gonna say she may not make qualifications, but it was not specified if the parts (stock) were modified. They aren't modded parts, but modified stock. Which, I can say is definitely different. I'm leaning towards 87% not qualified. She's got good specs though. Easily surpassing mach 9 is just about the tip top of the list. But! It meats requirements otherwise. The wings are stock, fuel is stock, engines are sotkc parts, but modified. By me. And it's a spaceplane. I say it could make orbit, and land more thna 30 times in one flight. I am a horrible Spaceplane lander, so, I'm not trying. Parachutes all the way, bro.
  6. Make the most exotic vessel you can think of, that works. There is also a sub challenge to make it as small as you can. Modded parts, modified stock parts, and even flowers are encouraged. Go.
  7. I call hacks. It took me 61 basic parts to get a one man crew, two science modules, and 16 goo canisters to Minmus. Granted, my first round trip to ANYWHERE that was legit was 579 parts total, to the Mun and back... The Rocket VII, which is a total of 139 parts with struts, alnding gear, batteries, made it to Minmus and back, did a full take of a metric ton of science, and then returned to Kerbin. You know what, after realizing it's jsut you peopel seeing about the smallest lander you could make to the mun, I feel stupid. Thank you, adventure mode.
  8. Oh mah gad. You know, I thought this would be a cool mod, but it doesn't really work properly whenever your ship reorients itself, mid-reentry, putting the heat shield opposite the incoming fiery death. Seriously. I made a ship while using this mod, deorbited it, and then the first that happens is that right there. Figuring it was an error on my part (hah), I put the heat shield on the otherside, got the same damn results.... The good news is that after I quit this mod, I haven't lost a kerbal since. Because every time one dies, or gets stranded, I reverse the game back to before it's launched.
  9. Ok, there is a big problm here with the parachutes that might be a glitch or simply game physics-intended use. Repacking parachutes it possible however many times a parachute is deployed. Well, here is the story... Now, the whole problem is that that right there is supposed to work perfectly. Flawlessly. Without error. Instead, whenever I get low enough in Kerbin's atmosphere that the parachutes are supposed to deploy (high altitude, no fuill drag yet), they tear my ship in half. Like they deployed at the 500 meter mark. At first, I thought this was an error on my part, and isntead of traveling at 2.7 km/s, I pulled it down to 1.9km/s in early atmosphere thanks to a simple retrograde burn. Ship still torn in half at high altitude. The parachutes, I have no idea whats going on, but it seems they are deploying fully at the max altitude they are supposed to deploy, and the results tears apart my ship, and leaves it to crash into Kerbin. I have lost the flight twice due to this, ahving sent the Dart Mk I to Duna four times, and made it back twice. Someone
  10. My first question "What would observe the inertia?" would make making an inertial dampener a very pointless job.
  11. Yes, I know that Inertial Dampeners from Star Trek do not exist, but, the idea is a wonderful one if someone can figure it out. It would make light speed travel possible with powerful engines. The only current problem is a question. What exactly would be done to make an inertial dampener? Well, as far as I know, you could start with: What would absorb the inertia? How could that inertia be turned to nothing without breaking Newton's laws? I've thought this through before by thinking about how a specific type of engine could be made, specifically the fictional warp drive. Something that creates thrust without exhaust of any kind. that would be the perfect engine. There are so many different things to achieve ultimate power through, but this is about making Inertial Dampeners. In Newtonian physics, in order to make something that works at all, you have to follow these laws, they are built into physics. In fact, if you think about it, figuring out how to make an inertial dampener would make it possible to make an engine with absolutely no exhaust, like the fictional warp drive. This is because you're finding a way to divert from Newton's laws, to other laws. Could be done with the laws of Equivalent Exchange, which is the laws of conservation of mass, only Equivalent Exchange is what I call it. Same thing. In a sense. Anyway, force can be turned into energy through certain means, of which none are really usable without using Newton's laws. One way it could be done is by finding a type of process that doesn't depend on Newton's laws, and unless someone else knows something I immediately don't, it may be the only way. May I suggest the use of electromagnetism upon this subject? Think of a continuous loop of particles moving in one direction similar to a hadron collider, only you're not smashing atoms or accelerating anything, these are just kept moving in one direction at a certain speed. These particles move continuously throughout this vacuum loop, harbored inside the vessel, not touching anything. As I am thinking now, inertia (definition: a property of matter by which it continues in its existing state of rest or uniform motion in a straight line, unless that state is changed by an external force.) is a part of specific energy. An atom has Electrons that move around it in continuous motion because it's just like the planets that orbit a star. They are moving fast enough in orbit that their speed of moving in one direction, and their mass, work to keep them from accelerating towards the center mass, i.e. the sun. In this case, the electrons move so fast around the atom, creating the electron shells, because their mass is so small that they need an outrageous amount of speed in order to keep from colliding with the nucleus. All of that is an example of explaining what inertial energy is. (I hope that makes sense) Transfer. You move the inertia from the accelerated particles, to the particles in the forever loop. Doing so through a field, which inertial dampeners are supposed to do. This method would actually eliminate the need of the forever loop altogether, because it would just focus all inertia into the group of particles within loop. This would mean no matter how much the engines fire off, the ship won't move. An inertial dampener is supposed to spread the inertia throughout the ship, including the people on board, and any matter within range. Oh god, just...Just disregard most of that. I give up for now. Say what you want.
  12. How come my nuclear powered engines are so weak now? Last I used nuclear powered engines (thermal nozzles), the thrust was wonderful. Now, I get around 40 KN of thrust while vanilla rockets would produce more than 5 times that. Whats with the drawback?
  13. Can we edit how much kethane a kerman is worth now, as well as change an entire planet into a massive, dense collection of kethane?
  14. Can someone pass by me the fuels you can collect in planet atmospheres, and from the planets by collecting water/mining?
  15. Not inside the corona...you can't get that close to kerbol...can you? No no, you see, there is always something coming from a star because, you know, nuclear reactions at the core. Well, hydrogen and helium are the main components in this. Whats to say that the force of the very reactions behind some of the atoms themselves pushes them out of the star itself? I mean, there is a high chance that since it's basically a ball of fire, and that it is very large, giving it a strong gravitational pull, then they might not get out at all, but if they do, there would be an unseeable cloud surrounding the star. Of course, mining it would be a very tedious task, considering the rate would be low, but it could work, cause, ya know, free stuff is free. Anyway, I think of the star as a constantly exploding mass that contains itself.
  16. Is it possible for me to mine XenonGas from a planet's atmosphere, or do none do that? You know what, it should also be done that you can get helium and hydrogen in Kerbol's EXTREMELY LOW orbit. Makes sense, cause you know, it's a star, made of hydrogen and helium. It'd be heavy He-4, though. Alright, off to remake the power flower and launch inot low Kerbol orbit. :I
  17. Ahem...Sorry, I had something in my throat, must be my throat seizing up while I get angry over the fact that I can't tell where each part of this mod is on the tech tree when I really need something very important, only to find out that I have to either ask questions here, or spend the next three days unlocking EVERYTHING. I'm aiming towards questions.
  18. Can someone link me to an explained tech tree where ALL of the parts for this mod are achieved and not just the MOST OP OF THE PARTS.
  19. sent my first intentionally large ship into space a while ago. 3.75 alcubierre, AM tank, AM reactor. the rest was a collection of objects, like my faved AM drive, but this time, as LFO powered. no wobble, 209 (or 207) parts. It flies amazingy, powered by 8, 1.25m thermal nozzles, and there is a total of just under 5,000 units if liquidfuel, and same for oxidizer. Don't know the exact fuel payload, last saw how much was in there when I was refueling it via lazor systems. It is made to be docked with 4 different things at most. But 200+ parts is hard on the cpu.
  20. So far, you sound completely correct, but I remember distinctly setting up a vacuum plasma thruster that wasn't attached to a generator (powered by antimatter, a typical electric AM-drive)
  21. Fractal! Fractaaaal! Ah has an ah-deer! I noticed that you cannot use an electric engine somewhere where there is no stacked electricity generator (of any kind). Now, I could make a 3.75m nuclear generator in the very stalk of my vessel, attach eight structural fuselages to the main stalk, and set plasma thrusters on each. Absolutely no thrust will ever be gained whenever I send that chunk of metal into space. So, best option is to just use some other form. But then I had an idea. Now, unless I totally missed something uber-important, you can't use the plasma thrusters unless it's connected to an electric generator itself, so why not make something that can act as an exposed wire? An external duct (which is actually a wire) attached to the generator and thruster so that the energy itself can be transferred through the cable, and power the thruster. Again, I may have missed something, but if it was intentionally done that the plasma thrusters, specifically, work that way (being that, last I checked, energy was distributed ship-wide), then this would be a grand idea. Unless I'm wrong...Did I say that right, or miss something? I don't think I did....
  22. I actually do not have the time to go places with rockets, gather a decent sized load of antimatter, adn transport it back to kerbin. It's time consuming, and I am not good enough to make a ship that makes it to Kerbol's inner orbit and back to kerbin with fuel left over...I could make one that takes forever to get there, but I don't have the time. So. Why can I no longer make the antimatter tanks and core have full AM and full Science built? Or is there something I happened to miss among the updates that involves KSP's new research (vanilla science) and create aspect?
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