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Everything posted by YourEverydayWaffle
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Ha. Cower in fear at the awesome glory of my superstation! I made it a while ago, but I think I built it in 5 or 6 flights, the heaviest single flight being the section in the image from the cupola to the large docking port in the middle of the trusses. No hyperedit used, I can post pictures of the huge lifter if anyone wants them. This was built as a superheavy probe carrier and multi use station, but I've used it for refueling quite a few times. Pretty proud of this one. The picture doesn't do it much justice due to the quality, but the trick I found to work was using a HUGE amount of RCS. There is a massive amount near the tail. You mentioned making a mobile refueling setup. This thing is mobile (designed for a large scale Duna mission, project put on hold), but is a serious fuel guzzler, and was built to accept refueling along the way to its' destination. Not very practical for what OP is looking for. In my opinion, I think you should go for a large fuel storage setup, put it in a good orbit, and use smaller "slaves" to detach and carry fuel to where ever needed, if you really need to do that. If you still have issues with docking, I recommend doing some sort of asparagus setup with RCS tanks. RCS was really what made this mission possible, because I packed on a massive amount. And remember, practice makes perfect, so if you can, try it on a smaller (or cheaper) scale and get yourself more familiarized with the RCS tranlation controls. Hope this helped.
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I doubt you can do this is one flight. I currentely have a station in orbit at Duna, and am preparing to send a superstation (weighs at least 800 tons) there, and fuel is a serious issue, and this goes for all flights, really. Also, with the better aerodynamic physics, I think you'll probably be fine as far gliding goes without an engine, but if you really need to, just go with one engine and maybe 600-ish fuel to cut down on weight and size. With a medium sized jet, I've gotten 100+ kilometers range out of that much fuel, and that jet was supersonic, so you might have slightly better efficiency with something subsonic (not sure about that though). I can't give too much help with the other stuff, as I'm more of an plane guy. Although this is still a game, I still highly reccomend doing R&D flights, like flying a section just into orbit, then back to test reentry stuff, or something along these lines. Very, very helpful. Also, you might want to try a super/hypersonic setup for your jets, because it is possible to to keep your supersonic speed all the way down to sea level from reentry, even if your spaceplane isn't capable of breaking the sound barrier in normal flight. If you can stay supersonic, you can also cut WAY back on wing area, and therefore drag and some mass. The JX-4s produce over 1000 thrust at supersonic speeds (mach 3 I think), so that could potentially solve some issues with gliding assistance on reentry. Just my two cents. I feel like supersonic flight is the way to go if you can on the reentry portion of the flight, but that's just me. By the way, could you post some pictures?
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So far, this is my technique, which sort of limits what I can achieve with supersonic flight: Keep things lightweight Use as little lifting surfaces as possible, as these do generate a decent amount of drag Use Whiplash (the bigger jet engines), combined with shock cone intakes Adding more engines will do you no good (keep it at one if possible), just gets you to top speed a bit faster, with a lower top speed. My current record with jet engines and my own design was a single engine jet with about 600 fuel onboard, which just broke 1000 m/s at about 1 km altitude, followed closely by a two-engine jet with way more lifting ability, which hit 965 m/s at about 200 meters up. The fastest I've made one so far: What advice would you give for those designing supersonic jets, now that 1.x.x is in place, and supersonic physics and dynamic engine thrust is far more realistic? What are your records and specs with that advice?
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Propeller-driven Warbird
YourEverydayWaffle replied to gGATORr's topic in KSP1 The Spacecraft Exchange
Love it! Your download link is down though. -
P-51d Mustang REPLICA
YourEverydayWaffle replied to Trollkowski's topic in KSP1 The Spacecraft Exchange
Awesome! That would be a p51d-30 if I'm not mistaken. -
Hello all. I decided to design a spacecraft today, one that would be able to fly at incredibly low speeds. But once I finally finished it, I discovered some interesting side-effects of the design. Looks like it would maneuver like a sofa, right? WRONG! I thought that too, but this thing is RIDICULOUS. I put it into a turn just above KSC to see how bad it was, and I got this: 36.5 Gs. And all stock too. With only one engine, at no more than 200m/s on a horizontal prograde. The record in a challenge on these forums a while ago was 23g. Pssh. That's nothin'. It also flies slightly upwards of where your craft is pointed, which is fun. No only can it pull INSANE Gs, you can also do this: Mash whatever key you have bound to stick-back, elevators up, whatever you want to call pulling up, and it will spin 180 degrees and will almost come to a complete stop midair (since the engine is pointing prograde), and you can do crazy tight turns like this one. Then, I decided I would see how much it could lift with the angled lift surfaces and all. That's a 7.22 TON(NE?) module (modded, but it's just what I had on hand that was heavy, the actual aircraft is stock). The craft weighs 7.4 t, so it can lift a LOT of weight (I think that's a lot, it seems like a lot) Major flaws? Just fuel balancing, since all of the fuel is right on the nose. This can be remedied with more fuel, balancing skills, and maybe alt+f12, if that's your style. I'm bad at all of those, so flights are currently limited to only a moderate time of brain-melting Gs. Oh, and don't forget SAS. In all, it's just a CRAZY aircraft. It's way too much fun to fly, too. .craft file download here. Enjoy!
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What to do, oh what to do...
YourEverydayWaffle replied to YourEverydayWaffle's topic in Science & Spaceflight
I'd probably try to detect the protons instead if possible. I've been meaning to make a dry ice cloud chamber, and could incorporate that with this by using a certain amount of shielding to capture or stop the alpha particles, and hopefully let protons through when n14 is applied (and check for paths there from protons) or use something like CaFl as a target to emit gamma rays upon absorbing a proton. I'm pretty sure my Geiger counter picks up gamma rays, so this may be a more suitable method. It's still in the R&D stages, if you will, so I'm still deciding on some of the finer details. -
They did WHAT? Pu-238 pacemaker.
YourEverydayWaffle replied to Pds314's topic in Science & Spaceflight
Oh come on guys, tell me I wasn't the only one who got this. - - - Updated - - - Unless it's an aluminum casing. Then you've got a neutron source in your chest. That would really suck. -
Hey guys. I recently decided I would do some nuclear chemistry stuff. I'm going to try to reproduce one of the first nuclear chemistry experiments, the bombardment of N14 with alpha particles to [hopefully] form O17 and some protons. It's going to take a bit of time to get the N14 or the apparatus set up, so... anything interesting nuclear-chemistry-ish you guys think I should do? I've got an Am241 button source (α emitter, 1 uCi, ~3.7 uSv/h), Geiger counter, and some other assorted things of that nature. So, any interesting simple-ish nuclear chemistry-related things you've heard of? Just curious what's possible.
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Hawking radiation. Space is not empty, as there are virtual photons splitting into electron-positron pairs and then annihilating back into the virtual photon and going away again. If this happens on the even horizon of a black hole, one beta particle will fly off into space. This is considered a loss of mass, to put it simply.
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Hey all. Just curious, what is the penetration of a proton of average energy levels? Material doesn't matter, I've just been unable to find how well it penetrates through materials. If being specific is possible, is it more or less than neutron radiation?
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I was messing around with KAX and BD Armory today, and all of the sudden, I noticed that 3 major parts of the mod were gone. I installed no mods, made no modifications to the game files. They just disappeared. The parts and files are still in their respective folders, but the logs say otherwise. First thing I noticed was this: [LOG 15:57:44.131] Config(PART) BDArmory/Parts/50CalTurret/part/bahaTurret [LOG 15:57:44.133] Config(PART) BDArmory/Parts/ABL/part/bahaABL [LOG 15:57:44.134] Config(PART) BDArmory/Parts/adjustableRail/part/bahaAdjustableRail [LOG 15:57:44.135] Config(PART) BDArmory/Parts/aim-120/part/bahaAim120 [LOG 15:57:44.137] Config(PART) BDArmory/Parts/AmmoBox/20mm/baha20mmAmmo [LOG 15:57:44.138] Config(PART) BDArmory/Parts/AmmoBox/30mm/baha30mmAmmo [LOG 15:57:44.139] Config(PART) BDArmory/Parts/AmmoBox/50cal/baha50CalAmmo [LOG 15:57:44.141] Config(PART) BDArmory/Parts/clusterBomb[B]/part /[/B]bahaClusterBomb <-- [LOG 15:57:44.142] Config(PART) BDArmory/Parts/cmDropper/part/bahaCmPod [LOG 15:57:44.143] Config(PART) BDArmory/Parts/gau-8/part/bahaGau-8 [LOG 15:57:44.144] Config(PART) BDArmory/Parts/goalkeeper/part/bahaGoalKeeper [LOG 15:57:44.146] Config(PART) BDArmory/Parts/h70Launcher/part/bahaH70Launcher [LOG 15:57:44.147] Config(PART) BDArmory/Parts/hekv1/part/bahaHEKV1 [LOG 15:57:44.148] Config(PART) BDArmory/Parts/hellfireMissile/part/bahaAGM-114 [LOG 15:57:44.149] Config(PART) BDArmory/Parts/hiddenVulcan/part/bahaHiddenVulcan [LOG 15:57:44.151] Config(PART) BDArmory/Parts/m102Howitzer/part/bahaM102Howitzer [LOG 15:57:44.152] Config(PART) BDArmory/Parts/m1Abrams/part/bahaM1Abrams [LOG 15:57:44.153] Config(PART) BDArmory/Parts/m230ChainGun/part/bahaM230ChainGun [LOG 15:57:44.154] Config(PART) BDArmory/Parts/maverick/part/bahaAGM-65 [LOG 15:57:44.156] Config(PART) BDArmory/Parts/mk82Bomb[B]/part /[/B]bahaMk82Bomb <-- [LOG 15:57:44.157] Config(PART) BDArmory/Parts/mk82BombBrake[B]/part /[/B]bahaMk82BombBrake <-- [LOG 15:57:44.158] Config(PART) BDArmory/Parts/s-8Launcher/part/bahaS-8Launcher [LOG 15:57:44.160] Config(PART) BDArmory/Parts/sidewinder/part/bahaAim9 [LOG 15:57:44.161] Config(PART) BDArmory/Parts/weaponManager/part/missileController[LOG 15:57:44.130] Config(PART) BDArmory/Parts/20mmVulcan/part/bahaGatlingGun [LOG 15:57:45.197] [ModuleManager] useCache = True [LOG 15:57:45.199] [ModuleManager] Loading from Cache [LOG 15:57:45.319] [ModuleManager] Parent null for BDArmory/Parts/clusterBomb/part [LOG 15:57:45.322] [ModuleManager] Parent null for BDArmory/Parts/mk82Bomb/part [LOG 15:57:45.325] [ModuleManager] Parent null for BDArmory/Parts/mk82BombBrake/part [LOG 15:57:45.677] [ModuleManager] Cache Loaded [ERR 15:59:14.662] [ShipConstruct]: Trying to load B52 - No AvailablePart found for bahaMk82Bomb [ERR 15:59:15.158] [ShipConstruct]: Trying to load YP38 - No AvailablePart found for bahaClusterBomb Oddly enough, there was no error for the "brakeBomb", the third missing part. I am running Windows 8.1 with an Intel Core i7 920, and am running KSP 0.90. It is pretty heavily modded, but it still runs just fine. Any ideas? Log here: https://drive.google.com/file/d/0B3IAO4S0FQdgY0paUXNhaUhhSDQ/view?usp=sharing
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My B2 Spirit WON'T MOVE!
YourEverydayWaffle replied to YourEverydayWaffle's topic in KSP1 Gameplay Questions and Tutorials
Hmm. I guess that makes the b2 pretty impossible then. -
So. Built a B2 spirit yesterday, which is a miserable job, considering you only have triangles and rectangles to make it. Anyways, it is finished, with a mass of 12.4 t, and with an excellent TWR of 3.6. Problem is, when I put it on the runway to fly it, I can't get it to speed up much more that 1 or 2 m/s. Here are some pictures: NOTE: THE MECHJEB MODULE IS ONLY THERE FOR TWR AND DELTA V STATS. I'm not that bad with spaceplanes! So. What do you guys think? Is it the flat exhaust ports that are causing the problem? I think the landing gear are aligned properly. I really hope it isn't those ports. Those took so much work. That B2 bomber is so hard to model in KSP. Tell me your thoughts.
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Today is a sad day, fellow anomaly hunters.
YourEverydayWaffle replied to YourEverydayWaffle's topic in KSP1 Discussion
Hmm... They are somewhat similar. I think the munhole was a bit deeper, but they're similar. -
Saw a vid in my suggestions, and now I'm here!
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[Discussion] Which input device(s) do you use?
YourEverydayWaffle replied to fchurca's topic in KSP1 Discussion
I WISH I used a joystick. Just wasd for now. -
After a long break from Operation Munhole, I decided I would resume it, but totally starting over. I made a fresh save, and headed for the Munhole. This is the munhole, a MASSIVE crater, about 1 km deep, with a monolith at the bottom, and it's not even the official Easter Egg documentation: [i know, debug toolbar. I'm ashamed of it now, but this was about a year ago, and I was terrible at conserving EVA fuel back then. I was afraid for Jeb.] I landed my lander at it's coordinates, and... it's gone. Compare these two images of the former and current terrain at the Munhole. The image on the right is the current terrain. But wait. Is it really gone? No. The terrain is an almost EXACT inversion of it's former hole, making a hill that is just a bit more "stubby" than the original hole. Hmm. Something about this seems odd, as if Squad knew about the Munhole, and did this to it. Maybe they did this on purpose! I've got more evidence, too. Remember that monolith at the bottom? It's still there, but not floating anymore. It was moved! This pretty much confirms that, unless it's some crazy anomaly in the Unity engine, it was probably Squad's doing. A hill is far less interesting than a crater (which some people intended to bridge) that gave numerous difficult challenges, and lacked some of the physics bugs of the Moholes on Moho. I'm gonna be bold, though, and dub this hill Crusty's Lump (Crusty is a handle I use), since nobody else seems to have noticed this tragic change in an anomaly. So. In conclusion, I think, for the sake of us, and other anomaly hunters, we need to push Squad to bring back the Munhole, and all of the great missions it brought us! I know it's not very well known of, but it's loss is sad nonetheless. It was a bit like a less difficult to find and traverse Mohole. Even though the monolith still stands, the Munhole is gone, and thus is another anomaly gone. If Squad was really behind it's disappearance, we really need to push to get it back.
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Hmm... a new form of synesthesia?
YourEverydayWaffle replied to YourEverydayWaffle's topic in Science & Spaceflight
Most people think so, but it's actually great once you're aware of the fact that you have it. I mean, us synesthetes have grown up with this, just like a non-synesthete grew up with sound being just sound, or numbers having no personalities. I mean, it doesn't replace a sense, you just hear it "along side" your normal sense. Once you find out you have synesthesia (most of us don't find out until we're at least 15+ years old), it's great. You can use it to your advantage, too, like with my sound->shape synesthesia, I can remember songs and most sounds really well after only a short bit of time, and can usually locate the location of a sound immediately if needed. It's not like those are really that practical, but they can be a little. It's also fun to get really into the emotion of songs, since synesthesia likes to do that to ya. I dunno, we are all just used to it, and haven't really known any other version of seeing or hearing or whatever-ing reality.