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SSR Kermit

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Everything posted by SSR Kermit

  1. My first reaction was "As long as our fringe physics obeys conservation laws, any closed cell could generate thrust", but that's kind of the standard statement I suppose. Thinking about it, the force in question could be the colour force and the barrier like properties come from residual strong force. That would explain why they let EM waves (light) through, but not ordinary matter. That's not how they work in most sci-fi (eg Star Trek, where they are said to be 'EM particle fields tuned to certain frequencies' ), but it's kind-of a neat idea.
  2. Although, why build an airship if you can just levitate the vessel with a forcefield?
  3. EVE et al. In my opinion, KSP needs a visual upgrade really badly. Volumetric atmospheres, scattering, dynamic lighting, zodiacal light and perhaps even gegenschein for extra astronomy points would be nice. Weather would be really cool.
  4. Thought I'd fill in some details: 1. This is actually a difficult and open problem. In the solar system it is assumed the period of gas giants radio emissions matches the rotation of the core, backed up by incidentals and implications with respect to all the other rotational moments present in a gas giant. But the exact source of the radio waves is still up for debate. Even the assumption of a core at all is not certain. On Saturn, for example, there are three rotational systems used for defining the period; System I (10 hr 14 min 00 sec), System II ( 10 hr 38 min 25.4 sec) and System III (radio period: 10 hr 39 min 22.4 sec). 2. If you see a reference to "sea-level" in planetology, it generally refers to the altitude where barometric pressure matches that at Mean Sea Level on the earth; that is also used as a reference for the "surface". Again, taking Saturn as an example, gravity reaches about 1.065 g when the pressure reaches 1 bar, while the temperature is a brisk 134K. So the "surface gravity" is given as 1.065 g. 3. Radius is determined by trigonometric calculations on the apparent size of an object, usually during occultations or eclipses in order to shine light through atmospheres. This is especially true for exoplanets. There's undoubtedly special data sets that require different measurements, but those would be more or less impossible to obtain for any exoplanet. Internal measurements, such as from center to some arbitrary cutoff point, become complicated very quickly since those measurements aren't uniform across the object. For gas giants, even determining the center is difficult. The cut off-point is also rather contentious. Indeed, defining the edge of the atmosphere even on Earth is rather ambiguous, it depends very much on what you are looking for. In that frame of reference, in a deep gravity well, you may also have to consider relativistic effects to accurately measure the height (eg, the famous GPS satellites' drifting cesium clocks). Defining the radius optically and from a somewhat distant observation is a lot easier. 4. That's not known to be the case. In fact, current models would expect at least some mini-neptunes to be captured by super-jupiters during orbital migration. I'm thinking in terms of the currently popular pebble-accretion model, but can't see why a smaller, early and runaway accretion zone couldn't orbit a larger one even during formation. So the answer is: there probably are gas moons around large planets or brown dwarfs in planetary orbits, most likely they would occur in high-mass, high-metallicity star systems.
  5. Easeist way vould be to just edit the prnl files in the mod folder (eg notepad). Just remove the lines containing whatever you want to keep. Then prune.
  6. Didn't see it mentioned, but ethylphosphinate is probably one of the worst chemicals created ever created by man. Also known as VX nerve agent; unlike most other compounds mentioned, it has no use other than as a weapon of mass destruction.
  7. I was just trying to figure out how to do this, either with a mod of my own or through kOS. Here it already exists! Thanks!
  8. nuFAR is awesome! As has been noted, even with the new aerodynamics in stock, you can do some pretty silly things. After passing the KSC at Mach 3 and pulling a 12.9G back-flip somersault and landing on the first third of the runway, I decided I had beat the game However, not one to be fazed be silly minecraft physics (voxels, right :yhbt: ), I have endeavoured to recreate the previously mentioned silly vessel with FAR. The supermanoeuvrability bit is there, but as you can see in the video, at supersonic speeds those large surfaces disintegrate if you so much as touch the controls (or indeed, the airbrake). I haven't quite got the somersault landings yet, I think I'll have switch to an analog controller to get that down. Future work includes a variable sweep wing with IR (disintegrates and/or flaps like a bird currently), using kOS or custom mod to limit control surface deflection by dynamic pressure. There are zero struts presently, and I'm trying to avoid using any as a challenge. Service ceiling is about 20km, where it will melt if going above Mach ~3. MODS in use: FAR Kerbal Joint Reinforcement BD Vector Jets TweakScale (wheels and control surfaces) Lots more visuals and visualization, but other than the engines all parts are stock. https://youtu.be/fKqTsdb9vzA
  9. There are several things you can do; Squad didn't plan this very well since DNS updates hardly propagate instantly across the world. a) Wait for your DNS to update; clearing your DNS cache might help (probably not unless your spamming the refresh while waiting) connect directly to squad's IP. I'm not comfortable posting an anonymous IP and telling people to connect to it, but it's available on the forum and through the internets. c) buy another copy on steam
  10. I get the feeling that Youtube is having an undue influence on the development cycle of this game. Just because critics on youtube (famously TB, Jim Sterling et al) express reservations against early access doesn't mean it's ok to push unfinished products out the gate. I'm glad I've been on board for so long, because I am certainly one of those who get put off by a shoddy release and as it stands I probably would have skipped it if it was a full release. So much in the game still feels like an afterthought. Integrate, balance and polish. Release that as a beta, judge the reaction. If ok, then you go 1.0. Standard fare stuff. You're really jumping the gun on this one, Squad.
  11. Success story here; I'm running K64x on a heavily modded 0.90 install. I've used CKAN for 70+ mods and then dropped in some 0.25 mods and treated CKAN badly by deleting stuff and overwriting. I installed RSS through CKAN and then just dropped the 6.4 files (the configs, not the plugin folder) in my gamedata. Works fine! Even locations work, although the land locations tend to be at the bottom of pits. EDIT Just found the locations cfg version in the repo, cool stuff!
  12. Ah, no that clears it up-- it was likely the animation; I was showing him stock behaviour, with the wobbling and all that. Also, his reference is 'recreational' skydiving and as I understand it, the drogue (or is it called a pilot; that's the word he used) deploys the chute rather quickly by comparison there. Also, terminal velocity for a human is about 55 m/s! If I can get him to sit still again, I'll show him the DRE animation
  13. I have some input on this that might be relevant; I was playing the game while an acquaintance of mine who is into skydiving watched. His immediate reaction when seeing the chutes pre-deploy was "DOH! cut it! cut it! do you have spares?!" As I explained how it works in the game he went on a rant about air pressure and sailing into the wind; how if the chute ends up like that it likely won't deploy and get tangled, or worse partially deploy "and send you into the tumbler". I don't know if the circumstances when skydiving can really be compared to re-entry, in particular the masses involved, but perhaps the problem is how pre-deployed chutes work?
  14. I wouldn't worry, even if ferram4 decides to move on, which shouldn't be anything strange considering it's a mod and he really has no obligations here, there's a community of talented people who can carry the torch -- as huge a loss to said community as it would be.
  15. I'm working on a project to gather data about the distribution of science points in the game; in particular I'm wanting to do some analysis on the accumulated science value (per experiment) over distance from the KSC, both in terms of average physical distance and delta-v. There's a lot of discussions about balance one way or the other so I wanted to find some interesting data points to balance around for my own game. One interesting point, to me at least, was that some players feel there is little motivation to go interplanetary; that's where the idea of this data point came from. So I'm wondering, has this been done? Is there a map of sbv values out there somewhere? If not, is there any interest in me sharing something like that when it's done?
  16. 1400 m/s @ 28k is very good. That engine sure has an amazing exhaust velocity for an air-breather; not to mention the super-materials needed to not melt at that (would-be) intake temperature! Makes sense to switch there? If your vertical velocity is at least 300 m/s (or so) of that then you're on your way out of the atmosphere as is! My designs usually linger around 13k and start climbing around 875 m/s to get to at least 300 m/s vertical, my engines lose thrust just above 1000 m/s (when I play with AJE, they rather melt and explode at that point), so I'll switch somewhere in the 20-25 range and pull into at least a 45 degree climb until my apoapsis hits my target altitude (usually 150km).
  17. I really like what you have done! It doesn't suit my playstyle, but it's great to see integrated mod packages -- with the endless possibilities of the KSP mod scene it's awesome to get some curated and integrated content like this.
  18. So veteran players have nothing to look forward to, then? The game is complete as far as we veterans are concerned? Is it a game that you only play through once then? I've seen early access projects go down that route, with poor results; low player retention kind of makes your game irrelevant in the long run. When I started playing, those utilities didn't exist. It is rather counterproductive to not have them from the new player perspective, since they are central to gameplay. Not having them only makes the game more difficult. This kind of gatekeeping belongs in F2P progression and levelling, in my opinion, absolutely not in an open-ended game like KSP. It's the most overused mechanic ever....
  19. 250k before I can use action groups seem rather ridiculous. I find it a massive grind as it is; not difficult by any means and incredibly repetitive without context or motivation. Not very fun, says the guy who runs regular supply runs to Laythe in sandbox.
  20. Big up on this one, I had never imagined KSP as a treadmill to unlock tiered content-- but that's kind of what it is now.
  21. I just wanted to leave some props for this mod. It makes jets a lot more interesting in my opinion. Although in my case, it made spaceplanes even easier since I was already designing for semi-realistic jets-- without AJE they didn't have the right characteristics at the altitudes I designed for and would run into all kinds of problems (notably not using fuel quick enough!), especially on parts attempting to 'fix' that through fine-tuning the performance curves.... Also a question for the knowledgeable sorts: I've managed to do some very efficient ascent profiles by quickly climbing to altitude (10km) and then doing a high-mach (as high as the engine can go) dive through the atmosphere (a sort of S-curve). I then ignite the rockets at about 20-30km (depending on the jet engine in use). I've come to call it "the fire dolphin", but I'm wondering if it already has a name. I am using DR untweaked and just stayed inside the thermal envelope. Also real fuels. It's critical that the mass of the vessel decreases smoothly, or the final ascent will flatten out inside the atmosphere. Should that still be considered OP in terms of the engines, or is that sort of semi-realistic at least in the KSP sense?
  22. Majorana fermions only have toroidal moments-- the behaviour of neutrinos is a good example, although it remains unproven whether the neutrino is a Majorana fermion (the issue has to do with mass and flavour changing). Neutrinos carry a lot of energy, and there's a lot of them-- everywhere all the time-- but it's only in the incredibly rare occurrence that one actually collides with something that it interacts at all! (Typically it would collide with a water molecule in huge tanks deep underground, causing a tiny flash of blue light-- cherenkov radiation-- that the detector is set up to observe. There's also a project that uses the Antarctic ice sheet as one massive detector.) Majorana fermions would be the same-- a "gravity bottle" (a one-ended wormhole, or one-sided black hole) is just about the only way to contain them. At that point, in the context of spaceships, a gravity drive is probably better anyway, since it can move between two points in space faster than light can cover the distance. As pointed out previously, even if you manage to collect and contain them, you would have to make sure none of them touched, or they would annihilate! You would have to either generate them from something else (exotic particles of some kind), or keep each particle separate....
  23. I can't but agree; I've taught astronomy to 12 year-olds (sixth-grade here) and they were absolutely riveted by hearing about Eris, Sedna, Makemake and the other plutoids out there. They also saw the obvious similarities to Triton when I lined up all the similar objects in the Solar System. Titan, Ganymede, Ceres and Europa were favourites too.
  24. A majorana fermion is a fermion that is its own anti-particle so it would only annihilate if it collided with the same kind of particle. By their nature, majorana fermions interact very weakly with ordinary matter -- even making such particles candidates for cold dark matter. They lack many moments of Dirac fermions, for example electric moment. To my knowledge, which is roughly undergraduate level, the only candidate presently for a Majorana fermion is the neutrino.
  25. I'm getting so excited for this! Props to all the people helping out with testing, and extra for the devs working till 3am to get a mod out!
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