Experience Tumblr Like Never Before
Huh. That's a lot of games.
Icarus: Civil war after another... Periphery, Exas, and Crippen are in a civil war, and Terini wants there land back. As part of the Ministry of Defense I will have to except the justification with Terini annexing the North Eastern region of Crippen. But if The Ares Pack decided to intervene during the middle of the incursion, I won’t hesitate to engage.
Same will apply with the rebels of Exas, if they start attacking the City of Odesza.
Lets just hope that I don’t set troops to Exas...
Nations info can be found here: https://www.deviantart.com/mrcity4000/journal/World-of-Regions-797922820
The SL 262 is receiving a modification, Improved main wing angle, better rudder, better elevator, APU Generator, Better wheels, Flaps, New Winglets, and better fuel flow.
The SL 263 will be out soon...
More extensive testing on the Soyuz T-3CR, it isn't the most ideal thing to have such powerful engines, however changing it’s flight curvature might be efficient and safer for both the payload and rocket with out having to stress the tanks during flight.
The SL-400 Zori made it’s first successful air-launch by sending a small GPS satellite into LKO...
More air-launchers will be scheduled soon.
Last night, our crew ended up testing an old rocket design. Using only the RE-M3 Mainsail and 8 of 24-77 Twitch engines on the first stage. And the second stage having 4 LV-T95 Swivel.
Grot-1
Delta-V:2,639 / 5,143 m/s
Mass: 79,098 / 105,100 kg
TWR: 1.46
Parts: 44
LiquidFule: 36,000 kg
Oxidizer: 44,000 kg
SolidFule: 48 kg
MonoProp: 220 kg
Hrot-2
Delta-V: 1,552 / 5,606 m/s
Mass: 82,245 / 152,638 kg
TWR: 1.79
Parts: 58
LiquidFule: 36,000 kg
Oxidizer: 44,000 kg
SolidFule: 39,060 kg
MonoProp: 220 kg
Hrot-3
Delta-V: 1,944 / 5,843 m/s
Mass: 134,439 / 201,174 kg
TWR: 1.90
Parts: 72
LiquidFule: 36,000 kg
Oxidizer: 44,000 kg
SolidFule: 78,072 kg
MonoProp: 220 kg
Hrot-4
Delta-V: 3,568 / 6,345 m/s
Mass: 221,698 / 266,298
TWR: 1.58
Parts: 71
LiquidFule: 95,400 kg
Oxidizer: 116,600 kg
SolidFule: 96 kg
MonoProp: 220 kg
Heres some new aircrafts that might make it into the market by next week.
Cost: 107,494 Mass: 35,433kg LiquidFuel: 11,000kg Parts: 52 Passengers: 64
Cost: 184,482 Mass: 80,400kg LiquidFuel: 13,600kg Parts: 123 Passengers: 80
Cost: 131,962 Mass: 55,608kg LiquidFuel: 21,200kg Parts: 93 Passengers: 96
Do note that they might change over time...
So I was helping out the bureau team from the EASA and Despite there knowledge they did come out with some interesting concept designs. And what was suppose to be a space shuttle it became into a this, a forward sweep wing design. But regardless, it is a concept design, and I have no intention on creating a super sonic jet...
[SvechLuft]
It’s been a while since we last lunched a rocket, and funding hasn’t been all that great. But with the Help of SvechLuft and the Creation of the Lavochkin Aerospace will ensure that the space program will keep running.
Another great accomplishment for the mighty Bar! Zodiak, the first SSTO I’ve built.
4 years of collaboration and yet, we still work together.
Okay, that’s not a real rocket, but I just love KSP. Heh, I’ll probably also spam it here, it’s my personal blog :P
If anyone asks about mods - it’s scatterer (still WIP - NOT MINE). And it’s so pwetty :D
Kerbal Space Program was once afflicted by a bug the fans dubbed the "Deep Space Kraken", whereby if you travelled far enough from the origin of the game's coordinate system, floating point rounding errors would cause your spacecraft's components to become misaligned and/or clip into each other, resulting in the craft falling apart or exploding for no obvious reason.
The bug was later fixed by defining the active spacecraft itself as the origin of the game's coordinate system. In effect, the spacecraft no longer moves; instead, the spacecraft remains stationary and the entire universe moves around it. Owing to how relativity works, to the player this is indistinguishable from the spacecraft moving about within a fixed coordinate system, and it ensures that the body of the craft and its components will always be modelled with maximal precision.
While elegant, this solution introduced a new problem: it was now possible, by doing certain stupid tricks with relativistic velocities, to introduce floating point rounding errors to everything except the active spacecraft. In extreme cases, this could result in the destruction of the entire observable universe.
Some might call this one of those situations where the solution proves to be worse than the problem. I call it a perfect expression of what Kerbal Space Program is truly about.