Vilheim
Members-
Posts
19 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Vilheim
-
Kerbal EVA non responsive.
Vilheim replied to Stofn's topic in KSP1 Gameplay Questions and Tutorials
I think your Kerbals may be in similar state as the Kerbals that need rescuing in the "Rescue Kerbal from orbit" missions. With that in mind, what you can try to do is get some sort of cockpit really close to the kerbal, so that they are in grabbing range. Then switch over to said kerbal, and hit F to grab on to the cockpit's ladder/get into the cockpit. After that, your Kerbal should be fine. This is just my guess, though, haven't had this bug myself so I can't tell you for sure. Give it a try, and let me know how it goes! -
x64 is something that has been heading down the pipeline for quite some time, and really is a necessary addition. Will this split some mods that have dependence on the version? Yes, it will. But fact of the matter is that most mods will actually have zero dependence on whether you are running an x64 or an x32 version of the game. Other than mods, I fail to see how having an x64 version and an x32 version will cause any sort of division within the community. And frankly, that's just up to the modders, not Squad, in terms of how much time they are willing to put in to make their mods work on both versions, should their mod be dependent upon the version. If a modder doesn't want to code for x32 anymore, tough. It's his/her mod, and he/she doesn't owe you anything.
-
Do american private companys represent America to you?
Vilheim replied to xenomorph555's topic in Science & Spaceflight
Touché. You speak truth here. At the same time, though, it would be nice to see us take more pride in humanity as a whole rather than our individual nations. We are a world becoming more and more globalized every day, after all. -
Do american private companys represent America to you?
Vilheim replied to xenomorph555's topic in Science & Spaceflight
Meh. The more we can get away from 'X represents Y country', the happier I will be. To me, the less nationalism, the better. Think about it. What actual good does nationalism do for humanity as a whole? -
Personally I think that being able to max out the tech tree using just Kerbin, the Mun, and Minmus is just fine. Of course, right now the problem is that you can max the science tree without leaving Kerbin itself, which is a problem. I think everyone knows that the tech system needs rebalancing, there's no debate there. Keep in mind that going interplanetary is a step up in difficulty and time investment that many players may not have, and you want your average player to be able to reach endgame content (such as maxing the tech tree). As for biomes, I think they are all right (with some tweaking) but, as someone earlier in the thread already suggested, perhaps having missions to specific landmarks such as a cave on the Mun would be cool. Of course, this would be a lot of development time for honestly not that significant of a gameplay gain, so it might not be worth it.
-
How would anyone actually build a space elevator?
Vilheim replied to Red Dwarf's topic in Science & Spaceflight
Something that has occurred to me as yet another engineering problem of building a space elevator: The space elevator would have zero (or very close to zero) orbital inclination in order to be in GEO, right? So what about all the satellites in lower orbits that also have small inclinations? Without adjusting any of their orbits, they would be very likely to crash into the tether which would, to put it mildly, create problems. We could fix some of this by adjusting the orbits of current active satellites to having a more significant inclination, reducing (but not entirely eliminating) the chance of a collision. But what about the inactive satellites and debris in low inclination orbits that we cannot control? :/ That could pose a bigger problem than anything else when we finally do have the ability to mass-produce a material strong enough to build the thing in the first place. -
You know, funnily enough, I've been trying to work that out. For kicks, I decided to try and see if I could figure out the exact amount of fuel and limited thrust to just reach 5000 meters from the launch pad (the 2nd contract) So, with just a RT-10 Booster, a command pod, and beginning parachute, how can I reach exactly that height? I started working on it yesterday and though I've made some progress, I don't have a solution yet. It is likely to involve a nonlinear differential equation though, so it could get messy I don't think your going for something quite that specific though... Well in that case, you will probably need to parametrize and turn it into a 2 dimensional problem, and figure out your path length roughly. You can use distance from KSC to help. (leave a ship down there so you can reference your distance from it). Then, if your staying around 2G constantly, you can use that to calculate everything else
-
Glad you're back, Whackjob.
-
Hey phemark, I have found that one way you can help reduce debris is add some control to each of your stages i.e a probe core with a battery and a few solar panels. When you stage, leave a little fuel in each stage so as to give the piece that is left behind some delta-v. You can then control the discarded stage and ditch it into the nearest surface while your main craft goes on its merry way. Worst case scenario, where you have garbage stuck in orbit, you could build a garbage collector craft (especially now that we have ARM this is much easier) to take care of debris. EDIT: And yes your method is actually pretty cool because it is a simple yet elegant way of de-orbiting stages.
-
Actually, we can be fairly certain that their definition of a meter and a second are at least fundamentally different. Take note that special relativity does not apply in the Kerbal Universe. Since the definition of meter per second in our world comes from the constant speed of light in all reference frames, which is a result of special relativity, and Kerbalkind have no such relativity in their universe, they must define the meter in some fundamentally different way.
-
Question about Speed of Light and Relativity
Vilheim replied to funkey100's topic in Science & Spaceflight
The speed of light was measured, and it was also calculated from Maxwell's electromagnetic equations using a few well established constants in that field (Vacuum permittivity and vacuum permeability). After that, we redefined the meter in relation to the speed of light as some one above me has explained. -
Geostationary Orbit
Vilheim replied to RocketScientistsSon's topic in KSP1 Gameplay Questions and Tutorials
In order to do this, the spacecraft's angular velocity must be equal to the earth's angular velocity. The orbit at which this works for Kerbin is a circular orbit (or as close as you can get!) at 2,868.75 km above the surface of Kerbin, at a speed of 1009.0 m/s -
The why, so far as I understand, is quantum mechanics, in terms of light acting both like a wave and a particle (see uncertainty principle). As a matter of fact, ALL particles exhibit this wave-particle duality, though the more massive a particle gets, the less wavelike it acts and the more particle-like it acts. Oh, and the sky is blue because of Raleigh scattering. (info: http://math.ucr.edu/home/baez/physics/General/BlueSky/blue_sky.html )
-
Photons do not have mass at all. E = mc^2 is actually an incomplete equation which describes only slow moving particles. Since light is massless and moves very fast (at the speed of light) This special case does not apply. The full equation, from Einstein's special relativity, is E^2 = (mc^2)^2 + (pc)^2 where p is momentum. Since photons have no mass, this equation simplifies to E = pc or p = E/c. Thus the momentum a photon carries is equal to its energy divided by the speed of light. When a photon strikes a particle and is absorbed, its momentum must be transferred to the particle, and so the particles momentum will change.