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guys do you know what joe orbital is? here's an example: i think theres this universe based around a space station called joe orbital, and the wars pitting the joe empire and bruh alliance but thats all i know. can anyone help explain this to me? if so post some more joe orbital gifs
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I was recently having difficulties with converting hours to Kerbin days with the orbital period since the website resonant orbit calculator goes up to double digit hours compared to the 6 hour days. Is there a way to figure that out? Thanks in advance.
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Introduction During a talk on Discord concerning bases and stations, someone stated that they avoided landed bases like the plague (due to the known problems with those) so I happened to have a runaway thought process. These things came to mind quickly, and are arranged in this order: Abstracting away the landed mining base and reducing its part count from 200+ to as close as possible to... just 1. Empowering the orbiting station which is supported by the landed base, without significantly adding to part count. Automating and abstracting the freight vessel between station and landed base. Elaboration [1] The Abstracted Miner, Fully Integrated "AMFI" is a part with a very simple shape and is cluster-able to increase harvesting rate. It has slots for drills but the player doesn't physically attach them. When the player equips a virtual drill and chooses its resource, they're actually changing the multiplier for how much of that resource is detected by the resource scanner module. Once landed and active, the one harvester module will produce that much more resource and will produce all of the desired resources at once, saving the player from suffering lag from many ISRU modules running at once. The AMFI has slots for resource conversion too. Just like with the virtual drills a multiplier is being raised (like in other games, dedicating skill points) to the player's choice of any installed resource converter chains. This provides choices such as between faster LFO production or, say, faster MetalOre --> Metal for Extraplanetary Launchpads. There's a cost to equipping and balancing the drills and converters, of course. Each of these has an EC demand and maybe, a heat contribution, and these add up. Power and heat can be handwaved entirely away as well, needing only to limit the player from going overboard on equipment. Since this is supposed to be set-and-forget, it shouldn't require the player to ever have to reenter physics range of it once it's landed and activated. However, if the player chooses to use the AMFI as the core of a regular landed base's operations, then the player could connect it to other landed vessels and pump resources out of it normally. There's an additional and rather small controller part (1 master, many slaves kind of system) or if you have several AMFI parts in the vessel, one can be toggled as the master. This master takes note of the final tally of harvester and converter multipliers across all parts. All resource inputs are added/stacked/bundled together. All resource outputs are added/stacked/bundled together. This leads to absolutely only 2 ISRU modules running within the vessel: a tweaked multi-drill; a tweaked multi-converter. The vessel then becomes an item in a table and can be read and run in the background. [2] Empowering of the station is facilitated by a large part that is a specialized dock and receives an imaginary vessel, an Abstracted Resource Delivery Ship "ARDS" from an AMFI vessel (so the player needs a dock for each AMFI vessel). When paired it receives the AMFI's data for the ARDS payload and cycle time. Technically, the dock can simply be attached to another landed vessel, rather than an orbiting station, and this would easily enable planetary logistics via suborbital hopping freighters. [3] The ARDS is a tweakable virtual freight, just like the AMFI is a tweakable virtual mining base, and the ARDS is also represented by a large and heavy part that is attached to an AMFI vessel. ARDS has just one option to it and that is payload mass vs tolerated sea level gravity. If the player chooses more payload mass then naturally the gravity value goes down, the less it can lift from a more massive world. Worlds with atmosphere not allowed, or some penalty will be applied which scales non-linearly with atmosphere pressure. The ARDS cycle, and therefore, when the orbital station receives a lump sum of resources, are dependent on how long it takes to produce the payload mass. It is assumed that the ARDS's propellant is also produced by extra drills and converters. Multiple ARDS parts could be attached with benefit to an AMFI vessel. This would have the effect of allowing more payload mass in the same ARDS cycle and won't require an extra dock to be added to the station. Conclusion In summary, the idea here is for a mod that provides parts and functionality for: Very low part-count mining bases with slots and capacity allocation for AIO harvesters and AIO converters; Orbiting stations that expand themselves and produce more vessels (when all the action is meant to be there) to become more attractive and more rewarding with a significant savings on increase of part count; A form of planetary logsitics and virtual transport ships delivering generous payload masses from one or more of these bases to a target station. What this plan does not intend to provide are: Full and centralized planetary logistics like in USI MKS/WOLF; Orbital logistics (station to station transfers); Interplanetary logistics; Crew transfers... Mods that contain features reflected in this mod idea: Wild Blue Tools: "OmniConverters:" a resource converter with slots and easy scaling, and every part that is this can detect and receive any converter chain as provided in a new config. No need to MM patch it into every part. Wild Blue Tools or Pathfinder: "Prospector:" a resource harvester that produces all resources at once, in accordance to what the resource scanner shows. Kerbalism: enables a slot system for resource harvesters and resource converters as does Wild Blue Tools. Wild Blue Tools/Snacks: allows for lump sums of one or more resources to be added to a vessel after a set cycle rather than adding them per second like normal. Kerbalism's greenhouse module also has this. USI WOLF (comes with MKS): Planetary logistics and on-demand virtual ships for resource delivery to and from any two major vessels. Davon supply mod or Kerbal Space Transport System: allows for launches from KSC to an LKO station (or anywhere in Kerbin SOI, depends on the mod) to be recorded and then used for automated, abstracted delivery missions afterward.
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Ok So I am new to KSP (only about 100 hours or so) and I’ve spent the last few building a orbital refueling base around minmus and gong back and fourth from the surface of minmus to my orbital refueler/ore processor. It has all of its fuel tank full and are ready to begin exploration of the Kerbol system. BUT HOLD UP!. I was just about to burn my first ship from an LKO to minmus and refuel there but then a thought came to my head andI paused my game and I was thinking the very thing that you are about to read: Would it be better/more efficient to just straight up burn from and LKO to Duna (my version of an LKO being 100,000km) or from what I think burn to minmus, refuel, and then escape Kerbin’s SOI from there because Kerbin's SOI is pretty weak all the way out at minmus, therefore taking less Delta-v to escape Kerbin’s SOI all the way out there and plus have extra fuel because you just completely refueled your tanks at the orbital minmus refueling station? please somebody get back to me with a correct awnser and thank you for reading this I AM CONFUSED