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Showing results for tags 'radio'.
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I've found myself missing the unique and quirky radio stations while I explore the wasteland in Fallout: New Vegas and Fallout 4 while I explore space in the original KSP. So why couldn't we have something similar? Colonies could broadcast their own music stations that would boost morale of any other colonies or crews within transmission range and you could receive funds from advertisers on Kerbin for broadcasting their ads. Any thoughts or opinions?
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Feel free to discuss anything related to the global Amateur Radio service! Here's my most recent project: https://sites.google.com/stu.austinisd.org/ki5uxw/projects/transmitter-projects I prototyped this design on a Heathkit Digital Electronics Trainer because all of the analog electronics boards were being used by the Radio Class and Club. Thankfully, this board had the 12 VDC (I measured and it actually was 11.7 VDC but it was still within the 10 to 14 VDC that were listed) that this circuit required. This is not a finished project, however. I still need to add the secondary antenna windings (6 turns to connect to a coaxial adapter) and I want to add an audio transformer in series with the +12 VDC input to make an AM Transmitter.
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I feel like I suggested this once before, but I can't find the thread. Anyway, with Kerbals getting parachutes, I feel it is time to revisit the idea! The basic idea is to give the player backpack options for the Kerbals, so you choose whichever backpack type suits you. The default backpack is the EVA pack, and if you change the backpack for a given seat on your craft, it will save that setting with the craft. Perhaps you could store extra backpacks in the command module and switch while on mission, with each command module having its own backpack storage limit. EVA Pack: The vanilla backpack. It's excellent for maneuvering in low or zero-G, and can be used to easily fly on the Mun or any body with similar or lower gravity. Comes with a hose that can connect to another EVA pack or a fuel tank to transfer monopropellant. Parachute: Exactly what has now been given to all Kerbals. With my idea, it's an option which carries an opportunity cost. Excellent for a Kerbin or Laythe landing, might even be strong enough to survive a landing on Duna. Jetpack: Much higher thrust than EVA pack, but only provides thrust in one direction and it has lower total dV, meaning the burn time is much shorter. You can use it to travel upwards pretty fast even on Kerbin, and it is strong enough to lift Kerbals on Eve. Despite having thrust in only one direction, the user can twist their body to affect their heading slightly. Comes with a hose that can connect to another jetpack or fuel tank to transfer liquid fuel and/or oxidizer. Storage Pack: It's a backpack for holding things. This would go well with Kerbal Attachment System if it were made stock. Various small items could be placed inside and carried around by the Kerbal to be deployed later. Could be interesting if engineers were given some various tools to use. Comms Array: A medium-range radio transmitter with antenna and battery pack which can be used to relay science reports. Comes with a cord that can connect to another comms array or battery to transfer electric charge. Just for fun: Wingsuit: A folded pair of glider wings which can be extended while falling to enable the Kerbal to do impressive aerial stunts. Also comes with a tiny one-use solid rocket which can be used either to lift the Kerbal off the ground initially or to get a temporary speed boost while in mid-air.
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It's like watching New Horizons closing in on Pluto.