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About me



Found 19 results

  1. ETT is a pinwheel design that is grouped into branches of related engineering disciplines. Premise Do the Kerbals discover rocketry before winged flight? You decide. Both winged flight and rockets first options. ETT also has an "End Game" so you can play the campaign game with a built in goal. I love to hear new ideas and don't be afraid to let me know if I have a part or two out of place. Listed on CKAN or Download at SpaceDock - May break saved games. (May 5, 2020, 02:12 PM CST - SpaceDock may be having problems so here is a temporary link: https://www.dropbox.com/s/m7c1pw83jqssmki/ETT20200504.zip?dl=1) REQUIRES: MODULE MANAGER - Link YONGETECH - Link Scope A tech tree based on engineering/scientific principles... mostly, that is challenging to unlock yet fun to play through. Goals & Requirements 1. Branches of the tech tree based on engineering disciplines. 2. The Kerbals discover rocket powered flight before they figure out winged flight. (or vice-versa) 3. Unlocking the entire tech tree is not required but must involve flights to nearby planets. 4. Parts that generate science are spread throughout the disciplines and are not based on which branch you focus on (e.g. Flight, Liquid fueled, Solid, Exotic). 5. The player may unlock just the branches that they are interested in. 6. "End Game", so you can play the campaign game with a built in goal. Highly Recommended for FLIGHT FIRST option: Breaking Ground, Firespitter, SXT and/or KAX for propeller parts. Take Command to use the external command seat for barnstorming... I mean science. Highly Recommended for ROCKETS first: Interstellar KW Rocketry MRS SpaceY BDB FASA Recommended for the tree overall: Kerbal Engineer or MechJeb for delta V calculations. DMagic Orbital Science to boost your science output. @DMagic You can play this tree completely stock, but I wouldn't recommend it. I believe it is the most fun with several part packs. The many nodes of the tree limits the amount of parts that show up in the editor which makes it easier to find the part you are looking for. There is a lot to be updated. Hopefully most legacy parts in a part pack won't need to be moved. I will start with the part packs that are updated for the latest KSP rev. Next Revision: Update to 1.9.1 Enable Part Upgrades Better stock part placement depending on which mods are installed. Re-integrate Interstellar, KW Rocketry, SpaceY, Luciole, and the remaining Near Future part packs. If someone re-releases LLL (Lack Luster Labs) I will re-integrate it also. Included: Integrated & Tested for 1.8.1: AIES by @carmics Alcubierre Warp Drive @RoverDude AmpYear Power Manager by @JPLRepo Bluedog Design Bureau by @CobaltWolf Breaking Ground by @Squad Civilian Population by @linuxgurugamer Configurable Containers by @allista DaMichel's AeroRadial (DAR) by @DaMichel DaMichel's Cargo Bays (DCB) by @DaMichel Dang It! Continued by @linuxgurugamer DMagic Orbital Science by @DMagic Docking Cam (KURS) by @DennyTX Dynamic Battery Storage by @ChrisAdderly Heat Control by @Nertea Indicator Lights by @Snark IXS Warpship @Denko666 JX2Antenna by @Snark KAS by @KospY Kerbal Planetary Base Systems by @Nils277 KIS (Kerbal Inventory System) by @KospY Landertron by @XanderTek Launch Escape System (Pebkac) by @Kurld Making History by @Squad MechJeb (still needs a bit of MM work) @sarbian Missing History by @Snark Modular Launch Pads by @AlphaMensae Modular Rocket Systems (MRS) LITE by @NecroBones Near Future: Electrical by @Nertea Near Future: Propulsion by @Nertea Near Future: Solar by @Nertea OctoSat Continued by @linuxgurugamer PicoPort by @steedcrugeon PicoPort Shielded by @zer0Kerbal Procedural Fairings by @e-dog Rational Resources by @JadeOfMaar RealChute Parachute System by @stupid_chris RLA Reborn by @linuxgurugamer ScanSat by @DMagic Smart Parts by @linuxgurugamer Space Docks Redocked by @Denko666 Stockalike Station Parts Expansion Redux by @Nertea Surface Mounted Lights by @Why485 Tac Self Destruct Continued by @linuxgurugamer Tokamak Refurbished Parts by @linuxgurugamer Tracking Lights by @Trollception VaporVent by @linuxgurugamer Integrated But Untested Since 2018: ALCOR by @alexustas Coatl Aerospace ProbesPlus by @akron CxAerospace by @cxg2827 DarkSideTechnology's Centrifuge by @Badsector DMagic's EVA struts and transfer pipes by @DMagic EVA Parachutes & Ejection Seats by @linuxgurugamer Extra-Planetary Launchpads @taniwha FASA by @frizzank Infernal Robotics by @sirkut KAS by @KospY Kerbal Atomics by @Nertea Kerbal Engineer by @cybutek Kethane by @taniwha Konstruction by @RoverDude Launchers Pack by @Kartoffelkuchen KSP Interstellar Extended @FreeThinker Lithobrake Exploration Technologies by@NecroBones MKS/OKS by @RoverDude MRS (Modular Rocket Systems) by@NecroBones Near Future: Spacecraft by @Nertea Near Future Construction by @Nertea Rocket Factory by @RaendyLeBeau Rover Science Revisited by @theSpeare SETI Probe Parts by @Yemo SpaceY Expansion by @NecroBones SpaceY Heavy Lifters by @NecroBones Surface Experiment Pack by @AlbertKermin TAC Life Support by @TaranisElsu Tarsier Space Technology by @JPLRepo Universal Storage by @Paul Kingtiger USI Core by @RoverDude USI Sounding Rockets by @RoverDude USI Exploration Pack by @RoverDude USI Life Support by @RoverDude USI Survivability Pack @RoverDude Ven's Stock Part Revamp by @Ven Integrated But Untested Since 2017: AntennaRange by @toadicus AoA Tech Aviation Parts by @martinezfg11 Aviation Cockpits by @Mallikas Aviation Lights by @BigNose Atomic Age by @Porkjet B9 by @bac9 Behemoth Aerospace Engineering by @greystork BDArmory by @BahamutoD Corvus by @Orionkermin Cryogenic Engines by @Nertea CryoTanks by @Nertea Deadly Reentry by @NathanKell Deep Freeze Continued by @JPLRepo FireSpitter by @Snjo Fuel Tanks Plus by @NecroBones HabTech by @benjee10 HoolganLab's Airships by @JewelShisen K2 Command Pod by @jfjohnny5 Karibou Rover by @RoverDude KAX - Kerbal Aircraft eXpansion by @keptin Kerbalism by @ShotgunNinja Kerbonov Pack by @Sam Hall KWRocketry by @Kickasskyle Mk2/Mk3 Expansion by @SuicidalInsanity Mk3 Hypersonic System by @nestor_d Mk3 mini expansion by @K.Yeon MOLE - Mark One Laboratory Extensions by @Angel-125 Monkey Business, Inc Parts by @blacsky33 OPT by @K.Yeon Procedural Parts by @OtherBarry Remote Tech RetroFuture Planes by @nli2work Rovers and Roadsters by @AlphaAsh Solaris Hypernautics by @Carbonjvd Soviet Engines by @BobCat Stock Extension by @Lack Stock Launch Pad by @sciencepanda Stockalike Parts for Useful Esthetics by @TurboNisu Tantares LV by @Beale Taurus HCV by @bsquiklehausen Thank you @linuxgurugamer for fixing the YongeTech software I was using. Also, shout out to @GrubbyZebra and all those who helped keep ETTR alive while I was away. There is still a lot of work to do, but I thought I would release what has been done so far. Part upgrades still require integration. A version for 1.9.1 should be out soon. Thanks to all those who have helped me get this far, @yongedevil, @troyfawkes, @NathanKell, @Artfact, @Bahamut, @inigma, @odya-kun, @SpaceNomad, @GrubbyZebra, @linuxgurugamer Keep the feedback coming. Released under a Creative Commons Attribution-NonCommercial 4.0 license. You are free to redistribute and modify the work so long as it is not used for commercial purposes.
  2. One thing I miss when creating machines and other stuff with robotic parts are cogwheels, gears, screw gears, chain gears, etc... Basically ways to redirect rotational movement and amplify speed or torque. This would open a huge variety of possibilities. I don't know how hard would it be to program this in game or in a future DLC, or if it would be too much to ask for, but it would be awesome!
  3. With this short tutorial I'll show you how to build an automated tracking craft without the KAL controller, which you can use in several ways, to improve your gameplay.
  4. In the name of Richard Hatch... KEEPING THE DREAM ALIVE. Would it be possible to build real Battlestars, especially if we collectively wanted to, and if AI were used to accomplish most of the physical labor in Earth orbit or more ideally on the moon? Do you believe we could make it so? Ofcourse we don't have FTL, yet; and we may never have it, doesn't mean we can't use nuclear energy (or Tylium) to accelerate over longer periods to reach a good % of LS. Also wouldn't stop us from using AI to set up advanced bases as we travel out from our local system. Issac Arthor has some great inspirational material on his channels you could check out. https://www.youtube.com/channel/UCZFipeZtQM5CKUjx6grh54g Isn't this the whole point of building autonomous AI in the first place for fracks sake?! AI was the main theam of the BSG franchise and allowed that civilization the capacity to do stuff we currently can't and perhaps at the same time face our fears. The first ships could easily be constructed using raw material from the moon. less gravity, limitless solar energy and all the same resources/ores, semiconductors, metals we have on Earth. Seriously all the same resources are available, because once upon a time the Earth and moon were part of one big happy planet that got slammed. It is known lighter than air technology can reach the edge of Earths atmosphere and could easily be used as a platform for assisted lunch to higher orbit, reducing energy and financial costs significantly. IMHO just think we Humans better get off our collective 'assets' and on with it before we over rabbit our planetary resources out of global biological limits, The Toasters can save us! lol https://en.m.wikipedia.org/wiki/Helium-3
  5. So iv'e had this question for a while but only recently have really been working with planes enough for it to really nag me; when you're using procedural wings there's a slider to increase "Mass-Strength Ratio" which i tend to set at 2 to prevent hypersonic shock from tearing them into pieces. But it's had me wondering; how realistic is this? Are there materials that exist now with such ratios? Are there any in common use with higher ratios? Are they metallic or composite?
  6. What would it take to freeze a human for upwards of 100 million years (enough time for the universe's structure to noticeably change) and still be able to revive them afterwards? Could i get to see the end of the universe? Pretty please?
  7. How does the game determine the conditions for two parts separating? Does the area of contact matter? Are shear forces treated separately from tension forces?
  8. (I don't use FAR) Are you putting your engines slightly below center of mass to counteract pitch down from lift? How do you engineer ideal wing AoA? How can I engineer level lift force at 100m/s? How are you calculating sufficient air intake? How are you calculating which landing gear size to use? How can I calculate ideal cruising altitude and speed?
  9. Artificial Intelligence: Can we redesign the world? So I have thought about how AI systems are become so much more powerful and complex. So along those lines could computer system AI become self learning enough like google DEEPMIND project to improve just about everything? : Antivirus software with DEEPMIND rooted together so that another computer system could repeatedly attempt to hack with various viruses, then after such a point the Antivirus software with DEEPMIND becomes aware of creating a defense or destroying the virus as soon as detected. Redesign the virus attacking computer to become aware that it has still not found a route of taking control of the device, as this cause the DEEPMIND system would be added to the virus computer to make that happen. As well as come up with combinations of the current viruses to learn and then create more complex viruses of it's own to unlimited possibilities. This in turn could maybe help some networks get an antivirus software that would be incredibly unbeatable. "Antivirus software" is a relative term as to what software it would actually be called, would be up to the designer of course. DEEPMIND self learning AI could possibly learn the capabilities of the current computer system the AI is working in then calculate all kinds of different computer technology improvements. For example the move from HDD to Solid State Drives, seem to be a great step. Of my own curiosity would multiple flash drives being so small, be converted together easily enough to make like say a 40-500 Terabyte Solid State Hard Drive of sorts? This might be the ultimate kicker if two computers are running DEEPMIND and they both begin communication with each other, in an effort to improve their AI. Would it be possible for the DEEPMIND AI on each machine to learn to create just about anything. Such as a biological organism 3D printer for lack of a better term, in which case tissue of a person could be sampled to create a whole new organ within hours. This is just another thought of no evidence or research yet. With such efficient ways to have computers redesign various capabilities of current technology, I believe I read that the DEEPMIND AI developed a way to reduce cooling cost of googles systems by 40%. Along with all those aspects imagine the future designs this system could create for Aerospace, Rocket design, Possibly another way to enter space in a vehicle made to take flight and at a distance predetermined to quickly speed up the the Earth's atmosphere. Although if such technology becomes available likely this won't be a issue. Alien technology UFO you may think of in this case to explore space more quickly than we have ever before. These are just various comments on possibly some ways DEEPMIND AI could help advance the world. In no way do I say these are feasible or close to even happening at this point. With an Artificial Intelligence system and nano-technology and creative ingenuity, seems like most anything is possible perhaps probable. Just some interesting thoughts in my opinion. Have a great day. Thanks, for reading
  10. Hi, we all notice that when the radial decouplers are activated, they remain attached to the "root" part, so i imagine they still count as dead wasting weight, am i right? Or are they weightless once activated? Wouldn´t be better to vanilla be placed inversed? I mean, once activated, they would go out with the unattached tank or so. Trying to place them reversed, i sadly find they sink inside the tanks and im not able to even pick them for moving outside with the gizmo. Any idea if it is doable? Thanks
  11. Given a tank, T0, which is full, of volume Vo, and number of tanks, T1, T2, T3, and T4... Tn, which are all empty and same size, Vi: How long does it tank for T0 to empty, assuming it can (e.g. its Vo < Vi * n)?
  12. Ok, so that was probably a bit of an overstatement to say that absolutely everybody uses canards all the time, but it still got me wondering... I had never heard of canards before playing KSP. I might have seen a plane with canards IRL, but I don't recall it if I have. Most planes that I see do not have have them (although this might be a biased sample as the majority of planes are passenger airlines, and have a very specific purpose and therefore a very specific design). If I were to draw a 'typical' plane then it would have wings and a tail with elevators, and I might even be able to stretch to a delta-wing with elevons. I'm not saying that they don't exist IRL, but they are just a lot less common (to me) So why is it this way? Probably about 30% of atmoplanes and spaceplances I see on this forum have canards. (Why) are canards better for KSP than in real life? Or to turn the question around, why don't we see as many planes IRL with canards?
  13. During my Engineering Design seminar today, my teacher mentioned the Kerstan Blunder. That's the quote directly from his slide. My question to you is "Did this mission happen?" I did some research online, and it didn't seem like the U.S. launched a Vigor probe, and it doesn't look like Japan or the USSR did, either. But what did you find? Was this just a misname? Was there a mission like this, but to a different planet?
  14. When selecting (non-wheeled) landing gear, how are you solving this problem: Given a landing mass, gravity, and anticipated impact speed: What is the correct gear count, type, spring strength, and dampening strength? I am using experience/guesswork to make my choices now, so answers in that ballpark won't help much. Looking for the mathematics behind the parts, or experimental results someone has collected.
  15. Anybody tried pairing Dawns with Nervs? How'd the go? Can't tell if the boost (Nervs have alternators) is worth it in practice.
  16. (I think this is a general question and not particularly related to any specific craft - but if a specific example would be useful then I can upload one later.) I recall reading that attaching items radially are affected by drag, and that items attached in a stack are not. What happens if you attach an RCS thruster behind a wing (where you would usually attach control surfaces)? Is that radial or stacked, and (more importantly) is it affected by drag? I think that I also recall reading that it doesn't matter how it has been offset and rotated, the item still behaves the same as if it were not offset or rotated. I assume that this means that I can make a RCS thruster look like it is attached on the body just behind the wing, when it is actually attached to the wing just next to the body? Final questing: do RCS thrusters work inside cargo bays? IRL that would not work, but I wonder if the game engine is simplified enough to get away with it.
  17. I am optimising a spaceplane that I successfully got to orbit, docked and de-orbited. It flies really nicely, has great manoeuvrability, can land really gently but could do with a bit of work getting it to dock nicely. It has 2 Mk1 Inline Cockpits, and I think that I want to change it for a Mk1 Crew Cabin. I am going to use it for crew rotations - no cargo. Detailed analysis if you really want it: The advantages that I see are that it does not require a pilot to be one of the crew that is rotating, as well as being marginally lighter and cheaper (20Kerbucks saved - woo) and the other specs are about the same. I could also use it for tourists too. Having a cargo bay has the small advantage that I can put other radially attached parts in there too to avoid drag (mechjeb is the main one). The big disadvantage is that if I loose power then I am completely dead in the water space, whereas if I had a command module I could at least manoeuvre using RCS or control surfaces, or fire the engine when I am pointing in approximately in the right direction. Another small disadvantage is that there are 3 things in the plane instead of 2, this makes it slightly longer and has more places for it going spaghetti on me (it does have enough lift to tear itself apart at mach3 under 10km altitude). I guess that I have a few more options in placing components wrt getting the CoM in the right place, but equally more complexity. Any more advantages or disadvantages that I have missed?
  18. At present, I use the small decoupler for small radial stages and the larger one with standoff for larger stages. Doesn't feel like good engineering to me. Cost aside, what does math say about when you should pick each of the five radial decouplers?
  19. (Aerodynamics aside) do adapters, like the two Rockomax Brand Adapters affect the structural integrity of a craft, or are they merely aesthetic? In other words, if an adapter is placed between a 2.5m tank and a 1.25m tank, is that design stronger in some way than a 1.25m tank connected directly to a 2.5m tank? Is there a (hopefully launch pad) experiment that can be devised to prove either case? What is the KSP stress model? How does it determine when two parts have undergone enough shear, torsional, or tensile stress for their connection to fail?
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