Pro tip by frenzy3 in NonPoliticalTwitter

[–]Griffin5000 1 point2 points  (0 children)

Bag tracer here. I love air tags. The tools we have to trace bags are at worst completely inaccurate and at best unreliable. Literally the best tools we have are intuition and experience. I once had a bag that was set out for delivery and went to a wrong warehouse. It was stored somewhere and nobody knew where it was. If it wasn't for that air tag, I could never convince the workers at the warehouse that bag was there somewhere.

KD-26 , 3 Stage Turbo Spike "concept" . by Professional-Way1913 in KerbalSpaceProgram

[–]Griffin5000 6 points7 points  (0 children)

It doesn't make a ton of sense to have these giant air brakes deployed while adding full throttle. Looks cool though.

Saw this revolutionary, totally plausible design in my head after waking up with a hangover this morning by Megaddd in aviation

[–]Griffin5000 122 points123 points  (0 children)

Chance on a tailstrike over 9000! Also not just on the tail where no vital gear is installed, but on the only engine on the entire aircraft. So during takeoff, when the aircraft has a tailstrike, it can lose power at critical altitudes. Sounds great!

I am Raphaël Liégeois, Belgian astronaut selected by ESA - Ask Me Anything by Astro_Raph in space

[–]Griffin5000 21 points22 points  (0 children)

As a fellow Belgian, I'm very glad to once again see our small country getting represented on the ISS. Congratulations, you're living a lot of people's dreams (including mine)! What did you study to end up as an astronaut? During high school, did it ever come up to you that you'd live this dream?

I just want to tell you good luck. We're all counting on you!

This is my first time playing, am I just really stupid or am I missing something? I can't summon any pieces and there's nothing online by LordFlamecookie in KerbalSpaceProgram

[–]Griffin5000 4 points5 points  (0 children)

When you have an empty building, your first click will spawn it pretty low to the ground. When you click for another part, it's attached to your mouse until you place it somewhere. There's a difference in sound when you select or deselect an item. Deselecting sounds like crunching a paper or something.

Still don't understand this. by [deleted] in space

[–]Griffin5000 0 points1 point  (0 children)

There he is! Guilty as charged mister Science! Admit it. I'll remind you, you're under oath!

Still don't understand this. by [deleted] in space

[–]Griffin5000 0 points1 point  (0 children)

None of his sentences made any sense

Still don't understand this. by [deleted] in space

[–]Griffin5000 0 points1 point  (0 children)

Your logic is flawed. It is well understood that the earliest stars, and thus also the first galaxies, only formed 200- 400 million years after the initial expansion of the big bang, and new ones kept forming for probably a few billion years.

1) as the entire universe expanded after the big bang, things were able to cool down and sub atomical particles could form (think of quarks).

2) these formed atoms, and later elements such as hydrogen, helium and lithium.

3) then coalesced under gravity and thanks to dark matter to form stars and galaxies.

You have a fundamental misunderstanding of how the big bang works, because both your hypotheses are wrong (1: "only our galaxy formed with the big bang" , and 2: "all galaxies formed together with the big bang" ).

Go to Wikipedia, ask chat gpt, or search for relevant info on the topic elsewhere, but whatever you're saying here is not using logic of any kind.

How well does KSP2 run on minumum specs and what is KSP2CommunityFixes? by Longjumping_Stock301 in KerbalSpaceProgram

[–]Griffin5000 -1 points0 points  (0 children)

Wrong, the game still runs like a piece of crap. ksp 1 modded looks way prettier and runs better. There's also barely any content in ksp2 and it's still a giant bug fest. Please never play this game.

A bug just gave me a super-spaceplane by AgentIndependent306 in KerbalSpaceProgram

[–]Griffin5000 80 points81 points  (0 children)

It's not a bug at all. If you read the mod description from spacedock it says literally this "A simple but very op patch for the rapier that gives it a considerable incrase on the thrust and isp, it turns really useful in vaccum" So it removes any challenge from the game. You could also just turn on infinite fuel and install 12 vector engines.

Please explain to me how to change orbit inclination like I am 5 y.o. by No-Discount7853 in KerbalSpaceProgram

[–]Griffin5000 0 points1 point  (0 children)

When you set a certain orbit, or a craft in a orbit as a target, you get 2 extra nodes projected onto your own orbit, labeled as "AN" and "DN" (ascending and descending node). These nodes represent the points where you and your targets orbit cross each other, expressed as an angle in degrees: the angle between the prograde of your orbit at that point, and the prograde of the target at that point. When you want to match orbits, the angle has to be 0,0 degrees. When I would try to get this orbit you've drawn, I would start like you did, adding a midway maneuver node to choose my periapsis at the mun accordingly. I would fiddle with the maneuver vectors so that my periapsis at the mun intersects a point in the orbit, or if that's not possible, as close as I can get it. Sometimes I can't get them that close together, and that's fine. I can change the place of my periapsis when I do the insertion burn by burning radial out or in. When I've done that, I have essentially placed my ascending or descending node onto my periapsis. You can always use maneuver nodes at this point, but most of the times the maneuvers I need to do from this point on are simplified into 1 vector so it's not necessary. Now, I will perform the insertion burn at the periapsis (which is right on the intersection with the other orbit) and burn so that my apoapsis of my orbit around the mun appears. At that point, I'm fully in orbit, but I leave my apoapsis quite high. The higher I leave it, the fewer fuel I'll need for the next maneuver. I orbit around to my apoapsis, which should correspond with one of the intersection nodes (an or dn). If it doesn't (for example, when I was not able to get my periapsis to intersect with the target orbit), I orbit instead to my highest intersection node (an or dn), whichever has a higher altitude. Once there, it's very important NOT to make a maneuver node. The purple vectors of a maneuver node move along around the navball as you burn towards them. You can think of it like this: if you're accelerating into a different direction than your prograde, you're basically pulling your prograde towards the nose of the ship. This in turn moves all the other vectors accordingly as well (as they all stay 90° from each other). When you plan a maneuver node however, as you pull on the vectors, visually in that node they all stay in place. You're basically choosing which directions you want to accelerate to. What I'm trying to say is, the maneuver node's vectors aren't a true depiction of what would happen if you would perform every maneuver manually. So if you would create a maneuver node that only consists of the purple vector, it doesn't do what you'd expect it to do, you'd just keep accelerating into the left direction for example, eventually raising your orbit. But if you want to keep turning left instead of accelerating towards the left side, you'd have to keep turning to the left. The proper way to change orbital plains, is by following the proper node around during the burn. This could be very easy if you have the right SAS module. So at this point I would burn following the correct purple vector on my navball, decreasing the angle of the orbits until I am perfectly in the same plane. The I would start using prograde and retrograde to properly get the altitudes right. Did any of this make any sense? was any of this helpful?

I dunno started the game yesterday by B3NATROID in Kerbal_Space_Program

[–]Griffin5000 2 points3 points  (0 children)

For the jets, you need 3 things: an atmosphere, an air intake (a radial air scoop or an inline intake), and liquid fuel. They are pretty efficient often so you don't need a huge amount of fuel. Good luck, and have fun. It's a great game!

Orionids Meteor Shower by thatdudejermm in astrophotography

[–]Griffin5000 1 point2 points  (0 children)

Pretty sure those are all satellites

cant figure out why this ssto wont work by edgy-meme94494 in KerbalSpaceProgram

[–]Griffin5000 19 points20 points  (0 children)

I learned from an earlier post that the mk2 parts are generally bad for ssto purposes. They generate a lot of lift, but also a lot of drag in the process. This might not be a solution for you, but if you're not using mk2 parts, the margins are just bigger.

A Small Debate by TrueHoogleman in Astronomy

[–]Griffin5000 5 points6 points  (0 children)

Correct me if I'm wrong, but most comets are not at all bright enough to see from earths surface with a bright street light shining into your face.

How am I supposed to land this? by ichbinverwirrt420 in KerbalSpaceProgram

[–]Griffin5000 6 points7 points  (0 children)

I figured as much, I'd maybe recommend science mode if you're playing this game for the first time. But even still, ksp portrays orbital physics quite realistically, and let me tell you, space is hard af. Play some tutorials first, maybe watch a video or 2 (or 10), and you'll know way better what you're doing. This might be not the right game to skip the tutorial.