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  1. I was not speaking about the number of cores as I know KSP won't use them, but an i7, even ULV, is still a decent CPU, and there is someone reporting 40 FPS in this thread with ULV-i7 and HD4000 chipset, which I have. Another poster has reported being able to play with an i3, with KSP starting to choke only with ships of more than 200 parts. Yet, I get lower performance than the person with an i3, and 20 times lower FPS with the same CPU as in the first report (or even a better one, as the i7 in the Helix is a recent version), and I doubt RAM and SSD are the caveat so there must be a setting I might change somewhere. I'm running 1368x720 with lowest settings.
  2. Yeah, the 'problem' I guess is the NK-33 was the culmination, the pinnacle, the 'end-game' if you will, engine of the Russian space program at the time, so it just looks great when compared to the level of stuff in KSP right now Who knows what research might allow you to do eventually though, so you might need to wind it back with the proviso that this is what it could be at the end of the research tree, but right now maybe it's just a bit much? It was designed as an early stage, high power, thick atmosphere booster, and boy is it good at that. Not sure if you'd want 330 ISP once you were in space though, bit of a fuel hog. [Edit] To put that in perspective, the Merlin-1d (the only 'modern' engine on the TWR table) has a TWR of 160, and would convert (with the KSP conversion ratios 0.64size/4.666thrust/1.4weight) to something like 0.3 weight with 130 thrust at 275/305 ISP. [Edit2] The Constellation-C5 out of the AIES pack already has a 200 thrust for 0.5 weight engine so I'm not seeing too much of the stretch to 320kN for 0.9t considering the ISP. It would let you 5x cluster for 4.5t to 1600kN, which is definitely better but isn't too far off what a Mainsail is.
  3. The Munshine V: Apollo-style Mun/Minmus mission craft with two-man lander and rover, under 200 parts. "Lite" edition loses the rover and some other bits, bringing the craft to under 160 parts. Full brochure including flight manual here. Munshine V Munshine V "Lite" Both craft in a Zip
  4. Your 2nd stage has too much delta V likely it is a 200 stage weight with a 500 stage fuel amount. edit: it has almost 6000 units of fuel to much
  5. This is my favorite part. Reminds me of my first Dres mission. The two who weren't Jeb were really screaming when they worked out I'd take 200 days or so to get there. They were in a 1_2 capsule.
  6. When Kerbal Space Program was launching a sattelite, someone fell asleep and they did not get the solar panels deployed in time. If the sattelite is not fully functional or returned (all solar panels and science equipment activated/deployed) within 30 minutes, the sattelite will go critical. So, KSP need you to rendevous to the sattelite and choose one of two things to do to save the sattelite: 1. Go on EVA and deploy the solar panels and activate the science equimpent 2. Capture the sattelite and land it within 200 km of KSC (place a flag by the launch pad to mark KSC) RULES: 1. You must complete it within 30 minutes. 2. You can use mods that just add balanced parts (ie. AIES, KW, NovaPunch, etc.) 3. If you do the 1st option, you have to use EVA to deploy the panels 4. Screenies or it didn't happen (I suggest taking one of launch, docking, repair/rentry, and deployment*) *You don't have to do this screenshot in option 2 5. It must be manned Point Scoring: 1. Time -The shorter the time it takes, the more points you get. For every 1 minute saved (you may round) you gain 10 points 2. Option 2 -Option 2 will give you a bonus of 50 points for compeleting 3. Direct ascent Rendevous -If you rendevous before completing one orbit, you get 25 points. 4. Less then 10 minutes to complete mission -This will earn you 20 points 5. Purist -Use of only stock points awards you 15 points 6. I didn't die! -Earned for not killing any kerbal, you get 5 points 7. Accurate landing -Landing on the runway (not the dirt one) or at KSC will earn you 30 points 8. SSTO -Use an SSTO to accomplish your mission. +10 PERSISTENCE FILE: http://www.filedropper.com/persistent_1 Leaderboard: 1. 2. 3. 4. 5. Oh, and to the mods, I'm pretty sure this is possible.
  7. I know it's horribly unscientific, but a good rule of thumb I use for terminal velocities is 110 m/s, plus 10 m/s for every 1000 m of altitude. This works well enough for me at least during the early ascent. By the time you begin your gravity turn, you should be at about 200 m/s.
  8. Awww, thanks! Don't be fooled though, it really wasn't easy. The rover by itself is almost 200 parts.
  9. Using it without problems at the moment. It will work out of the pack but i strongly recommend you to install my config files for better mod support (link in my sig) until 1.4 gets released. I can't say anything about the nuclears since im not realy using them (didn't use them in stock too). Ions should work fine, they didn't get touched. Compatibility with mods like MissionController or Extraplanetary Launchpads (skykooler isn't responding to me, so i don't know if he will add compatibility or not) is out of our hands. You should aks in the corresponding threads about that. Edit: SABRES should work even better like they did without MFS. 3600 maxTemp and 450 heatProduction for jet and 550 for rocket vs. 1800 maxTemp and 200 heatProduction for jet and 225 for rocket. The precoolers don't have a function yet. With 1.4 when the heatexchanger get implemented i will add that functionality to them.
  10. Having always been a fan of the U-2, I decided to fool around and come up with something similar. The end result flew so well, that I figured I'd share it with the community. The K-2D "Kraken lady" is a two-seat, single engine, long-range reconnaissance aircraft. In test flights, it was capable of taking off, climbing to a cruise altitude of 25,000 meters, (82,000 feet MSL) circumnavigating the globe and landing back on the KSC runway, using less than half of its fuel capacity. Test flights brought it to altitudes in excess of 30,000 meters, and surface speeds in excess of 1300 meters per second. Stats are as follows: Loaded Weight: 15.1 Tons Maximum Tested Altitude: 32,000 Meters Recommended Cruise Altitude: 25,000 Meters Cruise Speed: 1,200 Meters per Second (surface) Time to Cruise Alt: Approx. 8 minutes Range: Global Takeoff Speed (Loaded): 20 Meters per Second Stall Speed (Loaded): 10 Meters per Second TWR: 1.52 Mods Needed: Procedural Wings, Mechjeb, B9 Aerospace Due to the high lift of its wing, the K-2D requires very little power during takeoff and no power at all on final approach. Takeoff is level, with the aircraft lifting off of the runway at 20m/s. Low power is recommended during takeoff, as high power settings can cause a severe nose-up tendency unless corrected with trim. A long, slow and shallow final approach is recommended when landing. Due to the high lift of the wing, the plane tends to "bounce" following a steep approach. It also has a tendency to float down the runway, though its low landing speed means that once on the ground, the brakes will quickly bring it to a stop. Speed going into the flare should be about 13 m/s. Level the plane off and hold the wheels just a few inches above the pavement. The plane will eventually settle as the speed bleeds off. Due to the wide wingspan, the wings should be kept as level as possible on final to prevent a wing strike. Any corrections should be made with the rudder. At high altitudes, trim or Mechjeb Spaceplane Guidance should be used to keep the plane under control. At low altitudes however, the aircraft is responsive and nimble, whilst remaining stable and easy to fly. NOTE: This plane can experience prolonged shock heating under certain conditions: particularly during descent from cruise altitude and during high speed cruise in the 18-20KM range. Users of mods that simulate re-entry heat may need to take this into account. This aircraft has not been tested with FAR. If anyone decides to try it out with Ferram, I would appreciate any feedback or results you can provide. DOWNLOAD: K-2D "Kraken Lady"
  11. ClOSE ENOUGH!! Made it to da moon again...Sorta I forgot how to aerobrake (da ship for anyone who wants it) Eagles Wing 1.4.3 Step One. Do NOT ENABLE THROTTLE Press Space to enable Solid Boosters Step Two. Once Smaller Boosters are 2/3 Burnt Enable Throttle 100% (you should be at about 125-175 m/s) Step Three. Drop Solid Boosters as they Run out. (you should be at about 175-250 m/s) Step Four. Now you should only have Fluid Fuel Rocket. This first one should get you to 12-20k(TURN SLOWLY OR YOU WILL BREAK IN HALF Working on a fix.) Step Five. Drop Fluid Burner as soon as it runs out and Hit space a second time to enable second fluid Burner. This should get you to roughly 80-100K if you angle correctly. Step Six. once Step 5 Fluid burner runs out drop it and enable 3rd Fluid boosters. If you do everything correctly you should still have about 10-25% tank left in these by the time you are able to maneuver your trajectory o da moon, and you still have one final set of rockets you can use to land.( this part about Fuel is a Maybe) so i made it to da Mun....sorta [img=http://imageshack.us/a/img855/5062/dme1.png] Hey there(newby here) I've been spending a good part of the past 3 days building ships, Have managed to crash into some planet when i forgot about my ship but other than that no luck landing on anything. I've been working on this ship for the past few hours and can't seem to get enough speed out of it and i can't figure out what i can remove or add for more boost(i get about 2.5k m/S before i run outa full and fall back to Kerbal) Right now i can't seem to get this ship up any suggestions are greatly appreciated here is the craft [url=http://www./download/e17vwdww2pteoma/Eagles_Wing_V1_0.craft] Eagles Wing 1.0 [/url] and here are some Screenshots. [img=http://imageshack.us/a/img19/5875/d2.png] [img=http://imageshack.us/a/img20/9710/h8a9.png] [img=http://imageshack.us/a/img15/1765/hggp.png] [img=http://imageshack.us/a/img593/4475/hp0c.png] Launch procedure Set thrust to 45-60% (any more and it will rip off the solid fuel boosters) After first rockets run out hit Space once to drop Bottom Rockets and set throttle to 70-90%(you should be 200-300 M/s by now i believe) After larger rockets run out of full Hit space to drop them. (you should be 400-500 m/s i believe) (these speeds are estimates b/c i cant remember exact #'s) let the rockets drop for about 3 seconds so that they can't cause damage to the Ship. Hit space Twice after the Solid fuel boosters fall to enable Liquid Fuel booster and the 6x Solid fuel boosters. Hit space after solid fuel boosters run out of fuel to drop them. After this things are still experimental.
  12. Alright, now that Chozo is compiling a list, I'll reformat my submission here. My previous post (in character) can be found here. Company- Hellas Corps Company bio- For some time, several minor nations unable to afford their own space force have grown concerned about both Spiritwolf's near monopoly and Hanland's increasing belligerence. After the incident known as the battle of Vulture's drift, it became apparent that the conflict could only escalate. Thus, the Hellas Corps was founded by these nations to provide an independent source of affordable warships to protect the interests of minor nations across Kerbin. After the battle of Laythe and Hanland's use of kamikaze tactics, the founding members of the Hellas Corps have decided that Spiritwolf is the only organization capable of keeping Hanland in check. Hellas Corps has ordered the newly launched HCS Hyperion and HCS Ajax to rendezvous with the Spiritwolf fleet at Laythe. In order to meet Spiritwolf specifications, the flight computer on the Hyperion and Ajax were ripped out and replaced by .Allegiance- Spiritwolf ---------------------------------------- Ship- Titan class dreadnought, HCS Hyperion BBC-03 Introducing the Titan class dreadnought. The backbone of the Hellas Corps fleet, the Titan was designed to fill many roles. With it's advanced radar, jamming systems, advanced flight computer, and command facilities it makes an excellent flagship. It's 8 Hades class missiles allow it to deliver a devastating broadside to enemy capital ships while its 96 tonne fuel and 6 tonne RCS capacity allow it to refuel a modest sized fleet anywhere in the system. Part count- v0.20 - 379 (about 70 are struts); 0.21 - 313 armed, 270 unarmed Craft file- v0.20, v0.21 Operation manual- 1 Toggle solar panels/antennae 3-0 Fire missile (see albums for keybindings of each missile, v0.20, v0.21, the top ladder is extended to distinguish up and down.) Proof of travel- The Hyperion was launched and piloted to Laythe without the use of mods except for Kerbal Alarm Clock. In the interest of expediency, MechJeb was used on support ships to launch and rendezvous with Hyperion. Docking was done manually using MechJeb acting as ASAS. See my previous post for v0.20 proof of travel. v0.21 - Now in Laythe orbit. ---------------------------------------- Ship- Hoplite class cruiser, HCS Ajax CA-07 Hellas Corps' first production warship, the Hoplite class, was based on ground based telescope observations of Spiritwolf's Vanguard. Armed with 4 Hades class missiles and 2 remote drones, the Hoplite is capable of launching quickly and at a fraction of the cost of the Vanguard. Part count- 269 Craft file- v0.21 Operation manual- 1 Toggle solar panels 2 Toggle nuclear engines 3 Toggle conventional engines 4 Deploy antennae 9 Fire second salvo 0 Fire first salvo Remote drone located behind second salvo. Pictures of keybinding can be found here and here. Proof of travel- The Ajax was launched and piloted without modes except Kerbal Alarm Clock. MechJeb was used on the refueling ship for launch and rendezvous to save time. Docking was done manually with MechJeb acting as ASAS. In low Laythe orbit. ---------------------------------------- Ship- Othrys class carrier, HCS Atlas CVX-01 The first of the Othrys class fleet carriers, HCS Atlas CVX-01 was rushed into service after the events of the Laythe incident. The Atlas sports 2 Hades class and 8 Kaos class missiles. In addition, Spiritwolf's Grey squadron, consisting of 4 Mosquito MkIV and 2 Isprit MkVII(N), has been assigned to the Atlas. The Othrys class is also capable of pulling up to 200 tonnes into Laythe orbit with it's rear facing docking ports. Part count- 311 w/o fighter squadron, 583 with fighters Craft file- v0.21 Operation manual- 1 Toggle antennae 2 Drop tanks + engines from rear docking ports (launch only) 6 Fire Hades class missiles 7-0 Fire pairs of Kaos class missiles Hellas Corps recommends disabling crossfeeds from the drop tanks while launching. Proof of travel- The Atlas and Grey squadron were launched and piloted without mods except Kerbal Alarm Clock. MechJeb was used on the refueling ships for launch and rendezvous. Docking was done manually. In high Laythe orbit. ---------------------------------------- Ship- Othrys Beta class fleet carrier, HCS Theia CVX-03 Learning from their experience with the Atlas, the Hellas Corps engineers have redesigned the Othrys class. The Theia boasts 4 more fighter bays and a greater towing capacity than the Atlas. She was designed to support 4 Isprit and 6 Mosquito fighters as well as 2 Hetairoi class frigates and 2 Telesphorus class rescue ships. Part count- 249 Craft file- v0.21 Operations manual- 1 Toggle antennae 2 Drop final stage engines (launch only) Hellas Corps recommends disabling crossfeeds from the drop tanks while launching. Ship- Hetairoi class frigate, HCS Aeropus FF-07 and HCS Alcetas FF-08 Designed to act as an escort for the Othrys class and it's variants, the Hetairoi class frigate carries 8 Hades class missiles but has a limited range (delta v of 1200m/s). Thus the Hetairoi is dependent on a carrier or tanker for operations beyond LKO. Part count- 123 Craft file- v0.21 Ship- Telesphorus class rescue vehicle With losses increasing on all sides, the need for a search and rescue ship is all too obvious. Thus the Telesphorus was designed to retrieve pilots from disabled ships and either transport them to a nearby ship or wait until a tug can return them to Kerbin. Part count-19 Craft file- v0.21 Operations manual- 1 Toggle solar panels 2 Drop final engine stage Total part count- Theia + 4 x Isprit MkVII (N)T (56 parts) + 6 x Mosquito MkIV (40 parts) + 2 x Telesphorus + 2 x Hetairoi = 997 Proof of travel- Theia, Ghost squadron, the frigates and rescue ships were all launched and piloted without mods except Kerbal Alarm Clock and TAC Fuel Balancer for refueling. MechJeb was used on the refueling ships for launch and rendezvous to save time. Docking was done manually. In a 300km orbit around Laythe. ---------------------------------------- Save file- v0.20 Hyperion in Laythe orbit. v0.21 Hyperion and Ajax in low Kerbin orbit. v0.21 #1 Hyperion and Ajax rendezvous in Laythe orbit. v0.21 #2 Ajax and Hyperion in low Laythe orbit, Atlas in high orbit. v0.21 #3 Hyperion, Ajax, and Theia in low Laythe orbit with Atlas in high orbit. All fighters docked. v0.21 #4 Same as #3 with Theia's fighters and escorts deployed.
  13. First of all, I'm a noob. So try not to laugh at me too hard when answering this. I am having a problem returning from the Mun once I make a landing. I am currently using the liquid fuel engine that has 200 thrust output and using the long, skinny fuel cans for the source. My problem is that I burn up too much fuel trying to decelerate to the surface and have none left to get back. My question is twofold. First of all, is there a landing trajectory that will decrease my speed without using as much thrust? Second, would a nuclear powered engine be a more efficient choice and still get the job done (make orbital maneuvers and decelerate enough to land safely. Also I would appreciate any plans for decelerating to the Mun (altitude-speed indicators). Thanks!
  14. Rolls 6. Oh no! I landed on "solid rocket booster explosion" again! Fined 200 Kounds Kerling! I'll never be able to afford a satellite on Eeloo now!
  15. The deep space splitter is essential to wide and long distance exploration. Old pic-Stacks changed to decouplers, added probe core to main ship, another RTG, fixed OCTO orientation for radial probes, replaced round 8's with flt-200. Total parts: 251 Mass: 522t Probe Core: 720L of liquid fuel Propulsion: 1x NERVA Power: 2x RTG's ASAS: Yes Dockable: 2x jr docking ports Probe Stats Name: Splitterling Parts: 12 (14 counting small strut and decoupler) Mass: 1.4t Electric Charge: 405 Xenon gas: 1400 Power: 2x gigantor solar panels, 4x Z-100's Propulsion: 1x Ion engine ÃŽâ€v: 4374 5x Probes These probes are specifically engineered for a trip to jool, one for each moon. Carrying two gigantor solar panels to make up for the half strength of the sun at jool, even then able to burn a 100% with no charge loss in correct position. Has plenty of xenon gas for maneuvers, an avionics package for looks-with the bonus of flight assistance (.2t lighter than a small cone too!), and four batteries that keep through the night. However they can be modified for closer worlds by taking off the extra solar panel and replacing it with some other part that will be of use (to keep it balanced), or adding very light parts such as communotrons, dishes, or other useful small mod parts. They can also be mass deployed and heavily cover a single body instead, or deployed on your voyage and hit other planets as well. Their biggest advantage is the small weight and parts count for the DΆthey offer. So small, they barely weigh down a ship... with subassembly, you could add one or more of them to your jool destined ship and have a free satellite(s). Or you could add even more to a ship that launches them by themselves and mass deploy two or three for each moon! Also the Can stand up to 4x physics warp bo problem. There isn't anything super special about flying it. Just remember to: -Eva the kerbals and end... flight them, I put the lander can there for more torque EDIT: With the new update you might want to ditch that and add reaction wheels and some more RTG's -The probes are light but can still throw the NERVA off balance, so only fire when the probes are even, or the last one on -Speaking of the last one on it should be saved for Bop so you could use the NERVA for the huge inclination burn. -Do NOT open solar panels until probe is deployed and taken control of it. Two hidden RTG's in main ship will keep 'em charged in the meantime. Action Groups: 1-Open solar panels 2-Extend antenna 3-Lock gimbal Destination arrival in chronological order: If curious the parking orbit of the main ship was between tylo and vall, but after conquering tylo, vall, and laythe, was soon to be found on a collision course with tylo after several orbits, and was moved between tylo and bop, farther away this time. Tylo: Vall: Laythe: And to prove that these Ion engines can stand up to the big boys, It can even save itself from a collision course, and even then it still didn't use up the first tank! (I had already done some of the burn so it was even worse before the pic) It even areobrakes like a 'real' probe. (Liquid engines can **** **!) Pol: Bop: Craft. file http://www./view/wv2c9tk8z628asc/Deep_Space_Splitter.craft New craft! The Near Space splitter, For closer destinations like duna and eve all you need is one gigantor panel. Remember about what I said about adding useful things to balance it? Now you have a handy communications satellite for remote tech or roleplayers. Probe Stats Name: Splitterling Parts: 17 (19 counting small strut and decoupler) Mass: 1.17t Electric Charge: 405 Xenon gas: 1400 Power: 1x gigantor solar panel, 4x Z-100's, 1x RTG Propulsion: 1x Ion engine ÃŽâ€v: ~5k 5x Probes Craft. http://www./view/zrqqp27kyb3drgg/Near_Space_Splitter.craft
  16. Pics or it didn't happen. I don't believe you docked/built a thing with 200 engines, as it would crash your game and/or lag like hell. Also, good luck aiming those engines the kerbal,
  17. Assume that the SuperDraco thrusters have a vacuum Isp of about 310 m/s, which reference here says is typical for MMH/N2O4 engines. (I have no idea whether this is accurate.) The for powered landings all show the thrusters firing at really shallow angles (~45 degrees), but we don't know what the final design will look like. The dry mass of the Dragon capsule is 4,200 kg, and it carries about 1,300 kg of fuel. (Reference) Add 2,500 kg of human weight and cargo and your total delta-V is, at most, about 540 m/s.Each of the SuperDraco thrusters generates about 67,000N of thrust, and there will be 8 of them, so your TWR with full tanks on Kerbin wouldl be about 6.8.
  18. Not sure if this has been addressed or not, but I'm having an issue. After delivering the module into orbit and docking with my fuel tug, I can supply it up to about 30%. That part is fine. On the second fuel dump, instead of going to 60, it says that the orbit has shifted too far and resets. I have replicated this several times, each with no fluctuation in my orbit. This has been going on in a 200k orbit of Kerbin with an eccentricity of less than 200 meters. Edit: Burning a bit with my tug to increase eccentricity seems to have fixed the issue. I guess calculations get a bit weird when the periapsis and apoapsis trade places several times a second.
  19. Geb VI & VII There is one skill left to demonstrate in space before MASEC can look at bigger and better things. Eventually two craft are going to have to meet in space and come together. Can it even be done? Space is a big, big place, and for two craft to come together in the same location, that must be really hard, right? Well, maybe not. Orbital mechanics says that with the right manuvers, it can be actually rather simple. Geb Mk2 with its docking port and RCS was designed for this mission, in fact. Geb V, the famed flight around Mun, was supposed to be just a test flight prior to this mission. So, Geb 6, a Mk1 variant with a docking port attached, will launch first and float in space. Geb 7, the uprated Mk2 with RCS, will use Geb 6 as a target, to rendezvous and dock with. Mission Outline & Objectives: Attempt the first rendezvous and docking. Geb 6 Pilot: Jebediah Kerman Geb 7 Pilot: Mac Kerman Jeb will act as a stationary target in space. Mac, the last of the engineer group and the only kerbonaut not to fly yet, will have the task of finding him in space. Jeb launches first in the trusty Geb Mk1. Been a while since we saw this thing. Just like his first launch, Jeb gets into orbit and prepares to wait. His only job is to act as a target. Mac rockets up through the atmosphere shortly after. This is the first time more than one Kerbal will be in space at the same time. Jeb's orbit is low, around 85km. Mac will to to an orbit about 20km higher and wait for Jeb to catch up under him. At this point, the navigation computer starts bugging out. Mac: "Wait, what? Stupid MechJeb is trying to plot a transfer burn 11 hours in the future!" Mac of course knows his orbital mechanics and knows that he should be able to get a transfer on this orbit. After a few tries with the guidance computer, he gives up. Mac: "KSC, this is 7. Guidance computer is malfunctioning. I'm going to plot this transfer manually." Mac shows some real skills by eyeballing a transfer that will bring him within 200 meters of Geb 6. The transfer works, and rendezvous is successful. Lazor Systems provided this extremely handy docking camera, and with it, Mac is able to get a dock very quickly, again by hand. "This is so easy!" he exclaims. An unplanned move, something Mac and Jeb had discussed prior to the mission but that was not approved by mission planners: They both go on EVA, and switch capsules. The docking ports are just there for show, too narrow to fit through. Jeb will now de-orbit in Geb 7, and Mac in Geb 6. Note that Mac is on the right, and Jeb on the left. Shortly thereafter, Jeb de-orbits and splashes down in the ocean. Mac comes down a short while later. Jebediah Kerman: Mac Kerman: The numbering of Geb 6 and 7 is an intentional tribute to Gemini 6A and 7, the first successful rendezvous in the US space program.
  20. Air resistance can be pretty high, yeah. One way to look at it is terminal velocity at low altitudes on Kerbin is around 120 m/s. That's the speed at which losses to drag equal losses to gravity (which would be 9.8 m/s^2, if you hadn't turned it off). And drag scales as velocity squared, so you're losing over 200 m/s of delta-V per second to drag at your peak velocity.
  21. He mentioned the hybrid rocket in the first sentence. I'm assuming he means hybrid engine. And it definitely looks like a hybrid in video with oxidizer pumped in via one of these tubes. Not really a lot of other options for a small rocket to climb to 200 feet, either.
  22. 768 Polys is around 1500 tris, thats per J-2X, mulitply that by 3 which is what will be on that stage that comes out to 4500 tris plus the base which is just about 200 tris. So is a 5000 tris part reasonable for gameplay? Im not sure how many tris are present in the NovaPunch packs but they look pretty hefty, but people tolerate that mod. Or if I delete those 4 pipes the 3 engines come out to about 2500 tris. Which is much much more reasonable for smooth gameplay. Im more than willing to keep those pipes, I think it looks better with them. So the question is what is a good ceiling for tris count on parts, for solid performance they say 2000 tris is a good amount for complicated pieces. Or is that 2000 polys because that will double to tris count. The wiki page I believe says 2000 tris.
  23. Alright, to begin, I'm going to have a fleet of machines designed and built. None will exceed 20 metric tons individually. Each will have a standard load bearing docking mechanism at the top, and be delivered to LEO using a Delta 4 Heavy, then rendezvous with a standard lunar transfer stage delivered on a suitable American vehicle. The transfer stage will take it to lunar orbit. In lunar orbit, I will have a re-usable lander which refuels from the transfer stage. It will take the remaining fuel and the payload, land it at the work site, then launch itself back to orbit. This process will run once every 18 days until all modules have been landed at the work site, a crater near the southern hemisphere. * a large 4-part landing platform to be assembled on top of the entrance to the main cave. one quad features an airlock and elevator. * 10 electric lunar regolith tunneling machines with deployable conveyor belts for moving material * 2 20 ton liquid salt battery banks. * 1 sq. kilometer of unrollable solar panels and standoff pins for laying them over rocky terrain. * 10 generic electric tractors with 2 industrial robotic arms each. Run on tank treads and recharge from stationary battery banks, strong enough to lift their own weight. * Shovel, gripper, welder, blower, and cutter attachments for the robotic arms. * 2 large flatbed trailers with cranes. (capable of moving any of the 20 machines that don't move themselves. * 10 hopper trailers for moving regolith dust. * 5 kilometers of combined power/data cabling and 200 generic router-couplers. * 10 standard vehicle charging stations. * 2 regolith processing facilities that electrolyze the regolith dust into hydrogen, oxygen, silicon, etc. * 4 fluid storage tanks and 10 km of pipeline, gas and liquid pumps * 100 assemblable pressurizable raw material and goods storage boxes. * A machine that makes water and electricity from the hydrogen and oxygen. * A machine that makes some kind of airtight insulating foam cement from regolith. * A tool that the tractors use to spray that stuff all over the walls. * 50 large fans for air cirulation First, a tractor will be landed with built in deployable solar collectors. Driven by pilots on Earth, the tractor will be used to assemble the 4 landing pad components. further components will be landed on it and moved with the tractor. The solar panels will be laid out and connected to the battery banks. They will then connect a few vehicle charging stations and other key equipment to the power/data network. The tunneling machines will tunnel into the side of a hill and slant down until they are 100 meters below the surface, then fan out and build concentric rings divided into sectors. The regolith will be hauled out via hopper carts and dumped near the entrance. All the other machines will be carried into the tunnels and connected to power/data. The processing machines will begin producing gases and water and storing them in tanks. Insulating foam cement will be produced and used to seal the walls and build a rectangular frame at the entrance. A large airlock will be installed at the door along with piping and pumps for reclaiming atmosphere. At this point, the machines will begin filling the facility with gasses and heating it up to 20° C. Dragon capsules will begin launching from Earth with 7 people each, and landing on the launchpad at the moon, once per week. In tandem with this, lights, clothing and bedding, drywall, furniture, nonperishable food, seeds, vegetables, fruits, mushrooms, and small machines will be delivered and the inside of the caves will be furnished and dedicated to various purposes by the inhabitants. Soil and essential nutrients will be shipped from Earth and used to begin farming vegetables to supplement periodic supply ships. The purpose of the outpost will be to study lunar agriculture. They will attempt to design a stable self-contained ecosystem which can produce a varied diet for the inhabitants while requiring minimal nutrients and water from Earth. All inhabitants are entitled to a one-way return to Earth once each year, during the same month they arrived, as long as there are at least 107 able-bodied people present to operate the facility. Upon announcing their return, a sufficient quantity of fuel will be sent to the moon (or produced on site if possible) and used to refill one of the dragon capsules on-site. All inhabitants wishing to return home will board it and it will fly back to earth and soft land at the launch center. Estimated up front cost: $100 Trillion Estimated upkeep cost: $5 Trillion per year
  24. Even if there were no atmosphere, the radiation on Mars would be at most half of what it is in deep space. This is because you have the bulk of the planet itself blocking half the sky. (This works on any planetary surface.) And the atmosphere of Mars does provide a little extra protection. So the radiation dose while on the surface of Mars might be about 1/4 to 1/3 that of deep space. edit: It seems the radiation dose on the surface of Mars is similar to the radiation in LEO, which is about 200 mSv per year. And the radiation in transit to Mars would be 660 mSv per year.
  25. Im pretty sure i figured out your mistake since I got a v1 of 278m/s and a v2 of 242m/s first off your μ is wrong according to the wiki the gravitational parameter of Kerbin is 3.5316000*10^12 m^3/s^2 which will throw things off second and im not sure if this will really cause too much error but i also added the radius of Kerbin which is 600,000m to r1 and r2 so they are r1 = 700,000m and r2 = 1,200,000m I also kept everything in terms of meters instead of converting to km then back to meters
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