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  1. This is actually not a bad idea, let\'s see what i can come up with. - The longest cells in the human body are the motor neurons. They can be up to 4.5 feet (1.37 meters) long and run from the lower spinal cord to the big toe. - Human jaw muscles can generate a force of 200 pounds (90.8 kilograms) on the molars. - The highest temperature produced in a laboratory was 920,000,000 F (511,000,000 C) at the Tokamak Fusion Test Reactor in Princeton, NJ, USA.
  2. LOLed hard at your stage drop and the following lithobraking. U r crazy And I think your flight wins)))) I cannot offer screenies of flights close to the ground (although I\'ve had dozens of them when testing my landing gear, they all\'ve been rather short), but once I\'ve managed to follow a Drone quite closely. For almost 17 minutes in a row. I\'ve been constantly taking screenshots during that flight to get a best picture of that plane. Apparently I\'ve made almost 200 screenies. So the flight\'s been documented quite well ;D
  3. This game is cool But what can I do with my 2849 money? ??? edit: BUG REPORT The thing doesn\'t reset my ores. e.g.: When I have a diamond and sell it in the shop, I get 100 money for it. Now I mine again and get another diamond. That 1 diamond to sell. But I get 200 for it. So the number of ores doesn\'t reset. After 100 times mining I\'ll probably have like 100 diamond ores, and get every time money for these 100 ores.
  4. As for my experience with 20 000- 7000-poly Gemeni parachute the game may take a minute to build a binary mesh, it may even fail to do so and freeze at startup -- but as soon as binary is built that thousands of polygons not likely affect an overall lag. Parts count means much more. Having only 200 parts in one scene (each being a simple 12-face cube with 8x8 texture) turns a game into a slideshow on my 1.8 CoreDuo
  5. Nicely done. Now to say that it\'s wrong in places. The Mün values 'seem' about right for going to the Mün, but the ?V needed to hit escape from the Münar surface is only ~800 m/s. I suppose that the extra 200 m/s for Mün <--> Mün transfer orbit is just margin of error? The Kerbin <--> LKO values are highly drag dependent, with the low end (4500-4600 m/s) being for stock liquid fuel rockets launching east. Draggier stock solids are at ~5000 m/s, perhaps slightly more. Non-stock parts might be as low as 3000-4000 m/s.
  6. Try not to exceed 200 to 300x magnification. The results with <8-10\'\' mirrors are less than exciting. I have a 130mm reflector from Mead that I got from the Discovery Store in 96. It is alright, but was not built very well. The tracking gears are shot and some parts have fallen off. Definitely time for an upgrade so I\'m happy I found this thread.
  7. Recently I've stumbled upon a bunch of problems when learning to model for KSP. I think it's the time to collect all the solutions in one place. Feel free to correct and update! 0. I strongly recommend opening game's settings.cfg file and setting SHOW_CONSOLE_ON_ERROR = True. If something goes wrong with the part you're working on then at least you'll be aware of it. 1. Blender fails to import DAE. Open .DAE with Notepad and remove everything from <diffuse> to </diffuse>. (Thanks Epsilon). 1.1. Imported O.K., but I still cannot see some parts. Blender just hates whitespaces in object IDs. Open .DAE with Notepad and check all the 'id=...' fields. If some of IDs contain whitespaces then replace them with '-' symbols. 2. Face is shown in Blender but is invisible in the game. That's because game does not show 'inside' faces. Go to Edit mode and turn on Normals->Faces in the Mesh display section of Transform panel (<N> key if you don't see that panel), select a face under question and make sure the normal's pointing outside. Use Mesh->Normals->Flip if it is not. BTW ticking Display->Textured Solid switch in Transform panel helps to catch glitches like this. 2.1. Normals are O.K. but some parts are still invisible or not textured. Assign the same material to all the faces in your model (yes, material can be assigned to a face!). The fastest way to ensure that is to switch Properties window to Materials tab, then to select each object (not mesh!) and to remove all the lines that appear in Materials list. Then save the file and reopen it (Blender will remove unused materials), create a new material and assign it to each object (not mesh again!) 2.2. Btw how to make those 'inside' faces visible? For example, engine nozzle walls, or a parachute's canopy? Make a double-sided model. If you need a part with the walls (engine nozzle) then in Edit mode select all the faces forming a nozzle, then Mesh->Faces->Solidify, and set walls thickness in the Tool Shelf panel (<T> key). For the zero-thickness part (like 'chute canopy) I'd prefer just Mesh->Add Duplicate and Mesh->Normals->Flip. 2.3. And how to make parts of that wall transparent? Just draw a transparent texture for them! Note that the game supports only full transparency; i.e. parts with alpha value = 0 are fully transparent, others are fully opaque (yeah, I know that it's already described in the Wiki, but these questions use to go together). By the way, ensure that alphaCutoff value in part.cfg file is greater than zero. 3. Parachute's opening sideways. Blender solution: align parachute's canopy along an Y axis (as the game uses Y-up conversion), then in Object mode use Object->Apply->Rotation so that all three angles in Transform panel are zeros. After that you may rotate canopy back to where it was before to align it with the rest of parachute parts... just don't 'apply rotation' again. Technical Ben had a more detailed description; try searching for it. 4. Parachute's too thin when semi-deployed. In Blender scale canopy 10 times up, Object->Apply->Scale, then scale 10 times down (all three scales in Transform panel are 0.1), and don't apply. 3DMax users thank Deusoverkill for his solution: scale the canopy down to 10%, go to tools->reset xform->reset xform, then scale the model back up to 1000% and export. Also note that canopy oscillates around (0, 0, 0) point when deployed; it's a good idea to place parachute's base part around that point. 5. What means 'part gone on-rails'? In demo version, it means that the game stops calculating physics (including rotation, wobbling, engine thrust, atmospheric drag and so on) for that part. It happens with either x5 or higher time warp or when the jettisoned part moves at more than 5 000 meters from the command pod. Part goes 'off-rails' (i.e. game resumes physics calculations) with x1 wrap and a distance to the pod less than 5 000 m. Note that if 'going on-rails' happens in atmosphere then jettisoned part is deleted immediately (that's why you never get a 'splashdown' report from a booster you've dropped while being in stratosphere). Deployed parachutes also disappear when going on-rails (while FXes like engine exhaust or smoke trail remain). And as for v0.16, part gets removed at 2 500 meters (only vessel's label remains), and calculations for part-to-part interaction stop at just 200 meters away from the focused craft. The latter sometimes yields in ridiculous effects: when vessel's middle part goes destroyed by, say, a laser beam -- then all the remaining parts just hang in the air, and don't fall down until you approach that mess with a focused vessel 6. What's the maximum size for the part? 2x2x2 Km. If the part is bigger then the game scales it down. Thanks JellyCubes for determining that. 7. And how many polygons? 256 for node_collider, and no limits at all for a visible mesh. Though you should make a mesh as simple as possible 'cause complex meshes take really long to be loaded for the first time (when the game builds a binary mesh from the text file and calculates tangents). E.g. a mesh of 7 000 polygons takes several minutes to load -- and the game sometimes even fails to build the tangents file! In the latter case you'll need to manually delete part's /mesh folder and restart the game. And avoid complex meshes in future . 8. What to do with rocket wobbling? Just get used to it . No messing with gaps between adjacent parts, node_colliders or breakingForce/breakingTorque CFG parameters can stop a heavy rocket from wobbling. It seems that the game engine treats a lightweight part as 'soft' and a heavy one as 'hard'; so when a light engine (or decoupler) is placed between two heavy fuel tanks a rocket goes crazy. 9. Part explodes when it touches the ground. Make sure point (0, 0, 0) is well inside node_collider mesh. HarvesteR explained it in detail. Moreover make sure your collider mesh is convex, and it contains less than 256 polygons; otherwise the game will fail to handle this part properly! Thanks C7Studios for an explanation. 10. How to make a part undestroyable? First, set crashTolerance CFG parameter to the max (1e37). Then, do you remember that crazy point (0, 0, 0) from the previous question? If that part's origin ever hits something then the part explodes. And here's the catch: if the part's moving too fast then its origin may collide with something before part's node_collider is even taken into account! So node_collider must be really large for the part to survive an impact. Say, 1 meter in diameter for a 150 m free fall at Kerbin... And finally a bonus not directly concerning with KSP but somehow related to modelling. Should be useful 'cause Blender has an outdated user's manual which describes this matter quite poorly. Bonus. How to make a fancy render of the part I've just made with a texture applied? You've installed the lamp and the camera, loaded a texture into an Image editor and even see it on your model in the 3D view when Viewport Shading is set to Textured, eh? And when you press Render the model is all white? Well, you need to assign that texture to part's material. In Object mode choose Material tab in Properties window and ensure your part's material is selected. Go to Textures tab and make sure it displays textures for that material (there are already several ones in the list not having even a name; just don't think about them). Press New, select Type = Image or Movie, scroll down and in Image section Open your texture file. In Mapping section set Coordinates to UV, and Layer to UVTex (or whatever is in that list). Press Render again!
  8. Nazi disc allegedly built. Known as the 'Flugkreisel'. First took off on 14 February 1945 and managed to climb to 12,400 m (40,700 ft) and attained a speed of 2,200 km/h (1,400 mph) in level flight in just 3 mins.
  9. I\'ve been flying missions where I drop a huge cloud of landing flares, change orbits, then try to find the cloud again. The cloud of flares is pretty visible, but the only times I\'ve managed to intercept, I got atomized in the 200 m/s impact. It\'s easier to do around the mun, because the orbital velocities are lower.
  10. 34 seconds with my Kerrari GTO. A picture of my ship: A deafault Kerrari GTO sip does 1:34 on 100km. That\'s because the fuel thank has a mass of 7. The fuel think I used had only a mass of 0,9. The default ship can only use 50% of it\'s power because when it\'s over 50% the kerrari falls of the ship. Now going 200 km/s, 8:34 after lunch, with still 1/3th of it\'s fuel.
  11. I launched some flights to test if changing orbital inclination at a higher altitude would be more efficient. There were three tests, each starting at a 100,000m orbit, using an identical spacecraft for every flight. Weight (fully fueled) : 8.83 (tonnes?) Fuel : 1000(L?) Trust: 100 Burn Rate: 3 The first two stages bring the craft to a 100km circular orbit westward around Kerbin\'s equator. Then the orbital test vehicle then breaks away and is ready for science. The test is to measure how much fuel is used to change the inclination 90 degrees from an equatorial orbit to a polar one. Each test was conducted at a different altitude (100km, 200km, and 500km). Test 1) Single burn at 100% throttle (Jeb was happy about this one) at 100km altitude. Burn time: 5min 30sec Fuel used: 850 Test 2) Burn at 50% throttle to a 200km transfer orbit. Burn time: 1min Fuel used: 50 Inclination burn at 100% throttle and 200km alt. Burn time: 3min 30sec Fuel: 700 Burn at 50% throttle to return to 100km circular orbit. Burn time 1min Fuel used: 50 Test 3) Burn at 50% throttle to a 500km transfer orbit. Burn time: 1min 30sec Fuel used: 60 Inclination burn at 100% throttle and 500km alt. Burn time: 2:30 Fuel: 600 Burn at 50% throttle to return to 100km circular orbit. Burn time 1min 30sec Fuel used: 60 Results: Altitude Fuel used Test 1: 100,000m 850 Test 2: 200,000m 800 Test 3: 500,000m 720 So the higher the orbit, the less energy you need to use to change the inclination. However, this advantage will be canceled out eventually by the cost of the energy required to reach a higher orbit.
  12. Guest

    Quick Orbit Question

    Its impossible (at the moment, lets see in 200 years or so) to put 1 object into a Kerbin orbit and one in the mun, and have the two always in communication with eachother without the use of relays or other satelites.
  13. All I could find from a message board search was this from Harv last July: http://kerbalspaceprogram.com/forum/index.php?topic=471.msg4000#msg4000 I don\'t think 4750 m fits the data that Kosmo-not provided, I can get the fitted curve to work as low as 4830 m, but it would be safe to say the scale height is 4900 +/-100 m for the range 200 to 40 000 m. For a simple isothermal model one could use this to guess the molecular weight of Kerbin\'s atmosphere! (See http://en.wikipedia.org/wiki/Atmospheric_models#Isothermal-barotropic_approximation_and_scale_height). My guess is that it has a high concentration of SF6 or SeF6 in place of our Nitrogen component. And depending on the drag model and mass/thrust units used on the program (say either kg and N or tonnes and kN), the surface density is close to either 0.01 kg/m3 or 10 kg/m3, compared to Earth\'s ~ 1.1 kg/m3. From the presence of grass and liquid water on the planet, I would speculate it\'s closer to 10 (which also matches the densities and masses of things like parachute pods and SRBs compared to real-world values).
  14. Everyone else\'s? Are your designs immune from aerodynamic drag? By the way, on another thread, user Kosmo-not took free-fall velocity data to find that the Kerbal atmosphere has an exponential dependence with altitude between 200 and 40 000m, with a scale height of about 4900m. (The absolute value of density depends on the units that 'mass' and 'thrust' are given in). Link: http://kerbalspaceprogram.com/forum/index.php?topic=5813.msg86098#msg86098 and comments below.
  15. 15 million meters also was inside Kerbin\'s radius for me. I just tried to have a higher orbit around kerbin before TMI (now 200 km), but at 14,500 km out it did not raise the periapsis much at all, still well within Kerbin. What\'s left to do would just be tweak when TMI occurs, probably just a bit later (I\'m actually thinking maybe when the Mun, if the spacecraft is looked at from directly behind the engines, is blocked out), or tweak apoapsis height, but that\'s extremely sensitive.
  16. I am just keeping the thread & discussion alive on the OP\'s behalf - my first time playing KSP and I saw a website doing a \'land speed record\' - max speed under 1500m altitude using C7 parts. I thought to approach the problem the \'realistic\' way and use a small aircraft to do the job. Back then the competition only had slower conventional aircraft being posted and the top speed was anything from 200-300m/s. This broke the sound barrier (for just a second) using an SRB and two small \'turborockets\' with minimal fuel load from the C7 parts pack. Building this thing got me addicted to KSP because of the 'Chuck Yeager\'s X-1' feeling of going past Mach 1 for the first time on a redneck engineered rocket plane. Since I had a strange habit of launching along the coast using the little islands as navigation points, my recovery point was a lake, or rather, a few lakes further downrange. The then-record setting Mach 1 run got me so elated at getting the flight profile right, I forgot to disengage the inertial compensator (SAS) and the plane refused to turn causing it to land short of the lake. Then I cut in a video of a later flight which did not hit the target speed of 332m/s but was lake-landed smoothly and correctly. The record was soon surpassed by out of this world parallel-mounted SRB only stacks that could hit almost Mach 2! (I have posted this on other threads so ignore if you\'ve seen it ) p/s, though pathetically slow by later standards this little speedster was very fun to fly with 3 different stages. It\'s deliberately unstable so I can do a high-alpha stall to deploy the recovery parachute to land. First stage - ASAS controlled vertical launch Second stage - climb to 1500m on sustainer motors with flight controls in semi-automatic mode (SAS, with manual override for control surfaces) Third stage - Fire SRB and terminal dive just as the fuel runs out.
  17. Buckle up, folks. I\'m gonna show you guys how I roll. It\'s a long ride, so get comfy. Maybe make yourself a snack. Originally, Operaration HFPMB was a modest proposal, intending to launch an unmanned, half-meter ball that beeped over ham radio. However, top KSP engineers soon fixed that. The Beep-Ball Manufacture and Engineering team requested that a manned command module be included, so that the frequency could be manually set before release. This of course required the addition of several other modules, so that the intrepid kerbalnaughts could breathe, stay warm, play regulation-size ping-pong, etc. This of course required ever-greater lift capacity. Of course, whenever the booster engineers built a new rocket, they inevitably added too much thrust, causing the rocket to tear itself apart from acceleration. Rather than forcing a redesign, more payload mass was added, inevitably in excess. This process cycled for several iterations until the road-sides were spotless, all across the nation. The final mission goals were: (1) Establish a permanent communications satellite in planetary orbit. The NearEar Communications Relay would act as a radio relay for transmissions from the other modules. (2) Establish a permanent space station in low munar orbit. Lowball Station included a space telescope, a solar array, a communications module, and an return/escape vehicle, as well as a large central service/habitation module. (3) Establish a massive, permanent base on the munar surface. Nobody was sure exactly what they would do once they got there, but everyone agreed that they were sure to think of something. Thus, they brought along every possible module and tool they could fit on top of the rocket. A radar dish, a huge solar array, a full set of left- and right-handed milspec can-openers, test tubes, various chemicals (many of which were labelled). The list went on. After all, one never knew what sort of brilliant Science(!) they might be able to get up to, on the far side of the moon. (4) Send a small command module back home with soil samples, instrument readings, exotic alien servant-girls, and/or whatever else of interest that they might come across. Mission Log: -Launch! The first stage used 8x full-length 3m tanks, and 4x massive rockets. It handled about as well as a tank made of rubber bands. If you touched the sas button or fired the RCS, it instantly tore itself to shreds. A very touchy beast indeed. The first stage cut out at aroung 45km. The burn was a little suboptimal, since the ship would snap in half if I tilted before I released stage 1, so I had to go straight up. The 2nd stage was a set of 4 solid rocket boosters. Jeb enjoyed this part tremendously. I had to focus to keep it from spinning out, so I didn\'t get a screen shot of the burn. But it didn\'t last long anyhow. Release: Stage 3 was a set of 5 high-efficiency, low-thrust liquid engines running off a single full-length 3m tank. Jeb sulked the whole time. This brought me to stable orbit. 159km/103km apogee/perigee. T+13 minutes. Let\'s take a look at the ship: Mein gott . . . how the heck did I get this into orbit? 'How many solar panels do you think we\'ll need?' 'Dunno. How many ya got?' Sunset. Probably should have packed some batteries too . . . Stage 3 release. All that\'s left are the three long-term modules: The NearEar Communications Relay, Lowball Space Station, and Farside MunBase. NEC Relay has been released. My luckiest shot of the series: You can see the NEC relay drifting away, the Mun in the background to the left, Kerbal below, and in the distant background, the discarded Stage III booster. Another shot of the NEC relay, drifting away. Okay! Now all that\'s left is Lowball and Farside. Let\'s take a look at lowball. The Comms module, with a parabolic dish for transmitting messages to the NearEar. While other space programs might claim that a huge dish isn\'t strictly necessary for communicating over such short distances, the KSP\'s official best-practices specifications require that all kerbalnauts have access to full-HD television at all times; therefore, such additional equipment is considered vital to mission success. The FWtSHtF C/EEV. Despite rumors to the contrary, a spokeskerbin for the Kerbal Space Program has assured the media at a recent press conference that the official title of this module is the 'For When the Stuff Hits the Fan Command / Emergency Escape Vehicle'. After a visit from the FCC concerning a few unfortunate live, on-air comments by Jeb, the kerbalnaughts were sternly ordered to refer to it by it\'s full official title. Since then, they have begun referring to it as the 'R-LAV', or 'Really-Long Acronym Vehicle'. Kinda hard to see, but there\'s a space telescope on there. During the trip to the mun, an inter-module game of Eye-Spy was cut short amid accusations that the commander of the Lowball was cheating by discovering and naming new stars. A subsequent ruling by NESA (national eye spy association) determined that this was 'technically legal, but highly unsportsmanlike'. Lowball Station\'s Solar Array and Utility Module provides power, as well as maintaining various life-support subsystems. Sunrise. Scaled to kerbin, Lowball + Farside have more living space than MIR, plus several times that much volume in engines and fuel tanks. Destination: Mun. Apogee, after the first perigee burn. Bill heard somewhere that the best way to get into a transfer orbit with a weak but efficient engine was to burn at perigee. So I did that. After the 2nd perigee burn, I was in an equatorial transfer orbit. It took a few swings round, but eventually got captured by Munar gravity. Then I had to wait until sunrise over my Landing Zone, an equatorial crater on the far side. Sunrise, at last: Made my way into orbit. Released Lowball Space Station in a low orbit over the mun. (Approx) Apogee: 10km, Perigee: 5km. In hindsight, I should have written the exact numbers down. So long, suckers! Farside MunBase, with Lowball Space Station receding in the background. Lowball Station, with Farside Base in the background: Let\'s take a closer look at Farside Base: The central fuel tank is where most of the fuel is stored. Fuel lines link it up to the four engines. Goodbye, Kerbal! We\'ll miss you! Crater ho! Shedding all that nasty orbital velocity. I actually almost got hit by Lowball right after this pic was taken. Didn\'t react fast enough to get a pic though. Beginning descent. I was really nervous now. I\'d already spent 30-60 minutes on this and had had incredible luck, so I was terrified that I\'d crash, or KSP would crash, or the power would go out, or something . . . I always turned off the engines before I took a pic, because it was more stable with the engines off. I was afraid my pic-taking would be the death of me. Farside Base has landed! PIC ALL OF THE THINGS!!! The Comms module sends and receives radio transmissions and quality HD-TV programming, relayed from Kerbal to the NEC Relay to Lowball Station to (finally) down here on Farside Base. The sunroom has nice big windows so the Kerbinaughts can get some sun. Someone pointed out that the sun is horribly radioactive without miles of protective atmosphere. Thus, they built the solar array on top, to provide the sunroom with nice, non-carcinogenic shade. The Sensor/Science/Service module has a Big Ol Radar Dish, for potentially detecting hostile UFO\'s and azure-skinned alien nymphomaniac pleasure barges. RED ALERT: THERE IS SUN IN THE SUNROOM! THIS IS NOT A DRILL! The auxilery solar tower / utility module performs basic life support functions, as well as containing the Military-Grade Zero-G Poop Disposal Unit. Other misc shots: By my estimate, there\'s a kerbal-scale equivalent to around 200 cubic meters of living space. Most of the living quarters are converted fuel tanks with windows installed, or converted command modules stolen from other, less-well-funded projects. The crew complement is somewhere between 6 to 8 kerbonaughts, though it can support a full dozen if people are prepared to double bunk. I actually did 2 successful runs of this mission. In both, I tried to calculate the lowball\'s orbit and get a sight of it from farside base. Both times, I failed to spot it. I dunno if it was too far up (5-7km, approx), or moving too fast, or if I miscalculated the orbit, or if I blinked, or what. The only time I sighted it after losing sight was that one time it almost hit me, and that was while I was still mostly in orbit with it. After they ran out of sandwiches, Jeb, Bill, and Bob decided to abandon their Mun-Base friends and return home. The Return Vehicle was really touchy, so I didn\'t get many shots of it in flight. I really wish I had gotten a shot of Farside from above. Munar orbit. If I did the math right, then lowball should be far enough around the horizon that they can relay Jeb, bill, and Bob their HD-TV from the NEC Relay. Pretty big return vehicle. I brought a ton of extra fuel, hoping to meet back up with lowball. No such luck, so I just went home with extra fuel. Hello, old friend. I actually entered atmo twice. The first time was over land, so I rocketed back out and did some corrections from orbit. I didn\'t want to take any chances, at this point. This looks like as good a spot as any. Lots of splashy blue goodness, all around. Someone should probably call mission control and see if they can get a boat coming our way. Extra rocket stage, which might have been necessary if I had burned a bunch of fuel trying to link up with lowball. As it was: pointless. Command Module, coming in hot. My velocity was really high at this point. Was beginning to worry that I had hit the chute too late. Still moving pretty fast, but decelerating faster . . . . . Splash, not boom. MISSION SUCCESSFUL! WOO HOO!
  18. I\'ve got no problem with it being on the wiki. Also, I\'m not sure 12,000 km will work, that\'s what I usually do for landing missions. I was thinking not too long ago to maybe try 14,000 km apoapsis, to try to raise my periapsis when coming back. I might just do it in the middle, at around 14,200 km - 14,250 km. Also, just to be safe I\'ve searched the forums with regards to whether or not I proved it was possible or not, because I vaguely remembered an old thread on the same subject. http://kerbalspaceprogram.com/forum/index.php?topic=4449.15 Page 2, PakledHostage has done it just under two weeks ago.
  19. Let\'s try this one last time, shall we? Kerbal\'s sun is going to go nova within a few short decades. Only you can save kerbalkind. The minimum viable population is around 3-6 thousand for most vertebrates. So you need to launch at least 3 thousand kerbins into an escape trajectory. And even then, they\'ll be facing some inbred 4-thumbed kiddies after a few generations on alpha kerbtauri. This is made vaguely possible by the development of Cryogenic freezing. Let\'s say a frozen human takes up 2 cubic meters of space each (giving enough space for refrigeration, maintenance tunnels, pressure seals, luggage, etc. Scaled to the 1/4-scale kerbins, that\'s 32 kerbins per cubic meter. This works out pretty nicely: standard 1m habitation mods will store 40 frozen kerbins each, and my 2-meter by 2-meter hab mods will store 200. So ideally, you\'d want to launch at least 15 big hab mods, or 75 lesser mods, or some combination of the two. Get them out of the solar system. Even if you can\'t manage that many, species have been known to occasionally survive surprisingly-tight genetic bottlenecks, if they\'re lucky. Genetics is anything but dependable. Also: maybe they can bring along a few tons of frozen kerbo-sperm, to add to the genetic diversity (though where, exactly, one would GET a ton of kerbo-sperm is best left to the imagination). But the bottom line is thus: the more Kerbsicles you send, the more likely they are to survive. All kinds of things can hit new colonies: plagues, predation by xeno-fauna (or -flora, they\'re alien, we don\'t know), accidents, cryogenic malfunctions, micrometeors. So launch as many as you can, and get them out of the doomed solar system. Bonus if you can supply power, bring extra fuel/air/luggage, etc. You should probably have a few habitation mods for the ship\'s non-frozen crew, also. Use the reasonably balanced mod packs. Silisko, Novapunch, KW, Down Under, Probodyne, C7 only for the hard points and RCS, etc. And yes. It is possible to save the species. See that star that has the lense flare? That\'s the sun. I\'m making a note here: Huge success. I\'m gonna leave this running on 10kx overnight, see how far I get. 12 (non-functional) NERVA engines were used as a placeholder for my nuclear reactor. I figured, they were big, heavy, and had a radiation warning on the side: CLOSE ENOUGH! Silly is my middle name. Also overkill. And 'Strut'. My point is, I have a lot of names. Also: I seriously love the kerbylon launch thingy. Best part ever. Stupid launchpad tower always breakin\' my stuff! No longer! I honestly can\'t believe I managed to do it. When I started I really did think it was completely impossible. Is solar escape velocity really that easy? Do be careful. Somewhere past 10k m/s or so, your controls may start to freak out. Apparently it\'s a known bug. Come at me, bros! Or not. Maybe instead, make a smaller, cheaper, more elegant design, that can be launched as a fleet. Or something else entirely. A ship that fires railgun ammo at the sun to punish it for nova-ing. A ship designed to intercept and destroy mine. A ship with a massive pile of fuel tanks on one side, to serve as a radiation barrier against the nova. A C7 plane with an ion drive, designed to eternally stay on the dark side of the planet. Whatever! Open call. Surprise me.
  20. Ive just tried this out now, I think I had the same problem Huojin in that the height of our orbits when starting the burn was different, I think I was in a fairly high orbit (200,000m?)
  21. Sorry guys for 'jumping' in to this discussion, because I\'m not a flight sim fan, but I\'m familiar with MS Flight series and his popularity and modding community... So this news about removing modding ability from next iteration of game, really sucks! 'Free to play, pay for ingame content' games are on rise, and more and more games are turning to this concept of payment, but crucial thing is how that is implemented and where is implemented... Here is one example of bad implementation: Battlefield Heroes from (guess who) EA :-\ - they made free to play multiplayer shooter, where you payed for some unimportant to gameplay stuff, like hats, clothing and atc. You could also buy XP and credit boost, that allowed you to advance faster, but it didn\'t have any direct impact on gamplay alone. That boost or clothing didn\'t give you any advantage over 'non paying' players when fighting each other. You had same guns and same character as everybody else... You just needed to play a bit less to get to next level then other players. But, then they implemented new (better) weapons, that you could buy for real money or ingame credits. But problem was that you could buy those weapons for ingame credits for just couple days, and price was so high that you needed to play quite a lot; if my memory serves me right, it was around 100 or more games a day; with 5 or more min per game, that was more then 8h of gaming a day just to earn enough credits to buy that gun again after those few days. But for real money, you could buy that gun permanently. And that give great advantage to paying players, because ones with 'premium' guns could pawn you even with way less skill then you; for example, regular sniper rifle was less precise, had less ammo, and did less damage, and on other hand, premium sniper rifle had more ammo, larger rate of fire and way more damage. So you ware not able to kill guy with one shot, and while you ware ready to shoot again, he manage to shoot you twice, and just one shoot from his rifle could kill you. So in end, it turn out that you ware not able to play this game as free play user, because all paying users dominated battlefield. And for good example of 'Free to play, pay for ingame content' game, I will mention Wargaming\'s World of Tanks For real money, you buy ingame gold that you can use to buy Premium account that give you 50% more XP and credits. And you can also buy premium tanks, that are in general less powerful then regular tanks, but they earn more credits. And regarding credits, system in game works in way that lover tier tanks earn more credits then are expenses to repair them and buy ammo, but higher tier (better) tanks earn less, and often you end up in minus after battle. So you have to play with lower tier tanks to earn credits for higher tier tanks. But big difference is that none of payed stuff effects gameplay alone; only your skill is what will decide if you will win or lose. Sure, you can buy 'gold' ammo that you basically pay for real money, and that ammo can do more damage or penetrate thicker armor, but they made it so expensive that it doesn\'t pay off to buy it. Only place where they use that ammo is in clan wars, but in clan wars, you can even earn gold, so you don\'t have to spend any money on it (and if you play good in clan wars, your entire clan can earn so much gold, that none of your members doesn\'t have to spend any money to get gold for any type of payed content; so with good play, you can for free get premium stuff). Basically, game favors good players and gives slight advantage to ones that pay, but just in way that they will have to play less battles to reach next tier or earn credits. I personally play World of Tanks each day for almost a year, and I have couple weeks ago decided to buy ingame gold for 30€, so that I can buy one premium tank. Now I can play a bit less games to get same amount of credits as before, or in same amount of games, earn more credits. And in mine opinion, 30€ for one year of gaming is bargain price. And just one info; that type of tank that I purchase for real money, was sold over 30 000 times (over 30 000 players owns that tank), and with 30€ price, that\'s 900 000 € just from one tank. So this also works for developers. But this system of 'Free to play, pay for ingame content' game works if it is implemented correctly, and if is implemented in to right type of game... And I don\'t think that MSFlight is right type of game for that kind of system.... And it kind of makes people dumb; they stop creating their own content, and rather wait for content to be 'served' to then, and just to pay it... And when you pay 2€, 3€ or 5€ for some stuff, at first it doesn\'t look like much... but over time it accumulates and in one year you realized that you have payed 200-300€ for stuff in game... How will this work for MSFlight is thing that only time will give answer... But it will defiantly kill one of most important aspects of this game; modding....
  22. Thanks to a few tutorials, I can now build some competent planes! Here is my most thought-out and balanced one so far from the Furiengineering® line The Furiengineering 2T-1B (2 Turnin, 1 Burnin\') It\'s built for speed, capable of stable flight at over 200 m/s (that\'s fast). As it shows in the name, it has 2 top-mounted turbine engines (I wish) and one main rocket engine at the end of the hull. Flies great at full throttle and everything below. Go easy on the controls if you\'re not flying it full throttle. This thing is great. It\'s agile, flies straight fairly easily, etc. The only 2 things you should keep in mind: To launch it, you have to hold Shift, Space, and S at least until you clear the tower. Else, you\'ll crash into the tower and DIE. > And, land it very easily. It has a MINOR tendency to split in half if you land it bad. And never hit Space after you launch. That will cause big boom. 8) Craft file: (Scroll down to the text that says 'Click here to download your file', don\'t click the big fancy download buttons) http://www.yourfilelink.com/get.php?fid=747271&dv=1 Here\'s a few shots of it on my mission to Madikaskar. Enjoy
  23. I like said before, if they\'re advanced enough to travel to earth, then they most already know were here. No one has come to enslave us yet so I think that it\'s safe to assume that they won\'t. This is a good point. I always assumed that FTL travel would be easy to make and that we\'d have it in another 200 years. But when you think about it, it must be very dificult.
  24. Seconded.edit: actually, I\'m calling shenanigans. Let\'s look at the first craft picture. With stock parts (which those initially appear to be), the last stage would have a mass of 6.3 tonnes (full) to 4.1 tonnes (empty). An LV-T30 pushing that mass at full throttle (200 kN), would result in at most ~2-4 Gs. As the rocket is accelerating at 15+ Gs with a full tank of fuel and below full throttle... Same deal with the second one: With the listed parts, the craft would mass ~25.45 tonnes, and have a thrust well under the 1000 kN it is capable of. The net acceleration would be <3 Gs. But again it is pulling 15+...
  25. Have a Block-DM upper stage tank! Hell yeah, that went faster then expected! Now to make it nice by adding all sorts of frills and of course a good texture - and then onto the drop tanks. I\'ll make some really nice drop tanks ( I hope, with good textures, and in various lengths + sizes. here is my 'design' sketch for them. 4 tanks clustered with symmetry around a standard size core, together they make a nice circle. ( I R GUD WIT ZE PAINTING ) Also, PAMs are complete in 2 sizes, 1 and 2 meter. They make for nice escape orbits, for when we can go to other planets, or for lifting heavy sats from a low orbit to high or even moon orbit. Small photo session: ( used parts include PAM, Probodyne parts, and a KWchallenger small RCS tank ) Initial nice 180 x 200 orbit Craft seperating; note the PAM, hidden behind some solar panels... Nearing the end of the burn. Orbit at the end of the burn. Yep, interplanetary allright!
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