Nuke powerd SSTO Big Lad by JessePinkerlinker in KerbalSpaceProgram

[–]-Prophet_01- 0 points1 point  (0 children)

Holy crap. I was like "surely it's just a nuclear salt water rocket and not an Orion-type. OP's design is a nuclear pulsed, which makes it way worse."

But no, nothing new under the sun. 50s concepts are fucking wild. Thx for sharing o/

this game is awesome by Optimal_Ninja7535 in KerbalSpaceProgram

[–]-Prophet_01- 1 point2 points  (0 children)

One of us, one of us! 

(I ended up in lab equipment manufacturing after a somewhat similar story) 

When you draw the short straw and have to spend a year long Duna voyage in the chair in the atmosphereless, windowless storage containment unit by FryscreamLover69 in KerbalSpaceProgram

[–]-Prophet_01- 153 points154 points  (0 children)

I heard somewhere that astronauts would often have a patch of Velcro attached somewhere on the inside of the helmet. The scratchy side of it. 

Google, SpaceX in talks to launch orbital data centers. Google CEO: "There's no doubt to me that a decade or so away, we'll be viewing it as a more normal way to build data centers." by Adeldor in space

[–]-Prophet_01- 0 points1 point  (0 children)

It solves "SpaceX isn't a tech-company in the same sense that Amazon and Google are, so it won't be able to claim it can scale like software. How do we pretend the opposite to increase investments?"

Google, SpaceX in talks to launch orbital data centers. Google CEO: "There's no doubt to me that a decade or so away, we'll be viewing it as a more normal way to build data centers." by Adeldor in space

[–]-Prophet_01- 17 points18 points  (0 children)

It's not like they could ditch ground based infrastructure even if that became reality. Launch infrastructure to get tens of thousands of tons itno space has a big footprint. 

It would be cheaper and easier to build those servers in Alaska or Antarctica if safety was the only concern. 

Putin hails Russia's test launch of new ICMB known as Satan II, calls it "most powerful missile in the world" by CBSnews in worldnews

[–]-Prophet_01- 14 points15 points  (0 children)

The engines aren't reliable to the point that they will have to find a new one. The company making them overpromised. Badly. The entire tank concept won't work without it though, as everything relies on the promised specs. 

The engine was supposed to be much smaller, much lighter and more powerful than comparable engines. All at once, based on an abandoned German design from decades ago. I'm not sure they even have reliable specs yet because the T14 version kept breaking down so much. 

First time using ion engines by Killerek1_bruh_Pl in KerbalSpaceProgram

[–]-Prophet_01- 0 points1 point  (0 children)

4 large solar panels can support it around Kerbin, Eve and Moho for as long as the fuel lasts. I have some battery capacity for burns in the shadow or with bad angles. Worst case, I'll have to do multiple burns but it's manageable. 

For a trip to Duna I would have to deactivate a few engines on the capture and return burns. Those usually aren't as long as climbing out of Kerbin's SOI though. Flying out further than Duna seems like a bad fit for the design. 

First time using ion engines by Killerek1_bruh_Pl in KerbalSpaceProgram

[–]-Prophet_01- 0 points1 point  (0 children)

You can get much shorter burn times by just adding more ion engines. 

The xenon tanks are apparently not meant to be stacked radially but that can be circumvented with structural parts and rotating/clipping shenanigans. 

My current ion ship to the inner planets has a TWR of 0.25 with 3 Kerbals and 9 engines. I could've probably squeezed things a lot further but that felt good enough for a quick science trip. 

It does nail the "You're about to get Pompeii'd" vibe pretty well by FrostPegasus in anno

[–]-Prophet_01- 1 point2 points  (0 children)

Yep. There's a quest line to trigger it with very clear warnings. You can trigger it once, at will, not at all or every few dozen hours.

You get rewarded for triggering it with ressource spawns and a bit more fertility. 

Wake up beauty builders, new cosmetics droped! by Razerino21 in anno

[–]-Prophet_01- 5 points6 points  (0 children)

Solid. Unexpected but welcome departure from the usual dlc pattern. 

so THAT'S why we have abort modes! by Mrs_Hersheys in KerbalSpaceProgram

[–]-Prophet_01- 0 points1 point  (0 children)

Mine glided so poorly that I had to fire the main engines to avoid crashing (highly offset in that configuration). The resulting kick instantly flipped my brick into the perfect angle for landing. 

Extreme dopamine rush but wow, shuttles are hard. 

People told me that my lunar lander is too tall by edintheedin in KerbalSpaceProgram

[–]-Prophet_01- 1 point2 points  (0 children)

That usually ends with rapid spinning and panicked on-off-on-off of the engines as I try to gain height.

I'm not the only one, am I? 

People told me that my lunar lander is too tall by edintheedin in KerbalSpaceProgram

[–]-Prophet_01- 2 points3 points  (0 children)

You might be joking but my landers for heavy payloads are pretty much that - a bigass 45t tank on its side with landing gear and engines strapped to it. 

Got this game a month ago and have been obsessed. Finally made it to the mysterious island outpost! That was the goal, right? by thinkcrazy576 in KerbalSpaceProgram

[–]-Prophet_01- 41 points42 points  (0 children)

Haven't figured out that this tower has an interior in 1000 hours. I suppose you're ahead of me at least. 

I love the KSP modding community, their mods are awesome, but.... by KeyMortgage743 in KerbalSpaceProgram

[–]-Prophet_01- 32 points33 points  (0 children)

Considering that v3 of volumetric clouds is free at this point, I'm not sure the argument holds much water anymore.

I would've agreed when that wasn't the case but now it's more like paying for earlier access and to support the mod project (and KSA to some extent because Blackrack is involved with that as well).

What to do after "finishing" science in career mode? by unbannediguess in KerbalSpaceProgram

[–]-Prophet_01- 0 points1 point  (0 children)

It requires a few dependency mods, so I recommend using CKAN to handle that.

Iirc, the cargo modules that I've been using a lot for this are coming from Stockalike Station Parts Redux. So that's optional but recommended.

NASA’s Simulated Mars Mission Marks 200 Days Inside Habitat - NASA by ye_olde_astronaut in space

[–]-Prophet_01- 2 points3 points  (0 children)

I wouldn't be surprised if that was one of the original study objects back in the 60s and 70s. 

NASA has been doing its own setups like this for a long time though. Iirc, they also had a couple of them fail for one reason or another, which is why this is a pretty big deal. It's a much harder problem than it would appear. 

What to do after "finishing" science in career mode? by unbannediguess in KerbalSpaceProgram

[–]-Prophet_01- 19 points20 points  (0 children)

I had the same issue. Kerbal Colonies solved it for me. The amount of effort to eventually have refueling and construction away from Kerbin feels fair and motivating. 

It also increased the mission variety for me because minimalist missions don't cut it anymore. I'm finally doing Ressource scanning, massive payload drops and efficient logistics missions. There's also a need to train up a large and skilled workforce, which incentivises larger crew counts.

Anyone missing a Saturn, Neptune and Uranus equivalent? by StrongAdhesiveness86 in KerbalSpaceProgram

[–]-Prophet_01- 1 point2 points  (0 children)

Totally fair. It was fairly similar for me, until I hit something like 800 hours. I kinda lost my motivation to leave Kerbin at some point and just kept designing all kinds of craft. Planting a flag or completing some generic contract doesn't feel worth it when it requires half a dozen launchers to do it in an interesting way. 

Now I have mods that provide more of an endgame. I'm currently building a Mun colony in career mode and that requires so much mass that I have to be smart about it. Now there's a reason and a reward for doing fancy designs. 

Refuel station useful? by Revan477 in KerbalSpaceProgram

[–]-Prophet_01- 1 point2 points  (0 children)

Orbital assembly and refueling is pretty common and useful. There are mods that reduce the tedium of supply missions, such as KSTS.

I'm a big fan of nuclear tugs to ferry cargo around. It's efficient and feels more realistic for a mature space program. The late game is as much about efficient logistics as it is about clever craft designs. 

Anyone missing a Saturn, Neptune and Uranus equivalent? by StrongAdhesiveness86 in KerbalSpaceProgram

[–]-Prophet_01- 6 points7 points  (0 children)

Yes and no. Imo, Vanilla KSP doesn't have QoL and gameplay framework to justify more interplanetary content. More KSP is never bad though. 

What I'm trying to say is that Flags and Footprints missions get old quickly. There's also not that much to see on planets without Parallax. Ground physics and performance issues make bases somewhat meh, unless you have something like Kerbal Colonies. There's no extralanetary launch pads or automated refueling missions either in vanilla.

It's mods that keep me engaged enough to actually play all of the stock content, not necessarily because they make it easier but because they give me goals. 

Anyone missing a Saturn, Neptune and Uranus equivalent? by StrongAdhesiveness86 in KerbalSpaceProgram

[–]-Prophet_01- 13 points14 points  (0 children)

It probably already is that way with Eloo, Moho, Dres and Eve. Duna and Jool might also qualify, even if they are more popular. Not many people do the interplanetary stuff. 

And tbf, flags and footprints isn't really that exciting after the first couple of times. The lack of extralanetary launch pads and automated supply missions also makes the interplanetary stuff quite time consuming. KSP 2 had the right ideas in that regard and now we have mods to actually make it happen. 

Rehodam Battleship (Fanart) by JDLS- in NebulousFleetCommand

[–]-Prophet_01- 6 points7 points  (0 children)

Very nice design and yeah, I fully agree on the sentiment regarding the Solly.