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Dogmatic Pyrrhonist
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Dogmatic Pyrrhonist

Mission Reports  - 
 
My mission to Jool's moon Laythe has returned.  It's a bit sad when your crew can only fill half the reentry vehicles you had.  That does mean there's yet another Orion "drone" with a working reentry vehicle in orbit for if needed though.
And this time, I recovered the drone reentry rocket.
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more details on the monster under the bed
 
The TPP Investment Chapter, published today, is dated 20 January 2015. The document is classified and supposed to be kept secret for four years after the entry into force of the TPP agreement or, if no agreement is reached, for four years from the close of the negotiations.
WikiLeaks releases today the "Investment Chapter" from the secret negotiations of the TPP (Trans-Pacific Partnership) agreement. The document adds to the previous WikiLeaks publications of the chapters for Intellectual Property Rights (November 2013) and the Environment (January 2014).
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Dogmatic Pyrrhonist

Mission Reports  - 
 
A quick update on my Laythe mission.
A bit of judicious time warping has got me up to an intro elliptical orbit around Jool.  No time this morning for anything else though.
Also, updated the Orion bits mod to include the bits I've been using and teasing people with.
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I've been experiencing some issues with docking ports not letting go recently.  A bit suspicious of the Kerbal joint Reinforcement I thought I'd try seeing what happens when I turned that off.
After some very hairy weirdness getting a craft into orbit (my current working ship is kind of long and subject to lots of what KJR fixes up) I got my Orion into orbit.  And subassemblies did indeed disconnect fine.
Anyway, I checked the forums, which I'm sure everyone else knows to do with mod issues, and found that there's a "dev" build of the dll for KJR that solves the issue.  Presumably this will eventually be rolled into the release version of the mod.
But until then, the DLL is at https://github.com/ferram4/Kerbal-Joint-Reinforcement/blob/master/GameData/KerbalJointReinforcement/Plugin/KerbalJointReinforcement.dll?raw=true
I mention this because Kerbal Joint Reinforcement has come up a few times in posts recently, and anyone who grabs it and starts using it could get frustrated esp. if they grabbed a bunch of mods at once and can't figure out which is causing it.
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Aaron Fellin's profile photoLilith von Fraumench's profile photoDogmatic Pyrrhonist's profile photo
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+Lilith von Fraumench Tracking station and back isn't such a good idea when (like me) you want to undock a subassembly part way through reentry.  THAT was frustrating.  :-)  
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I've been working on replacement spine+frame parts for +Winchell Chung 's Orion mod.
Using his blender files as starting points and intending to make a few different sizes, so instead of the regular one size fits all missions, you can choose how much propulsion you need.
I'm ignoring the pre-populated magazine stacks as, although they're great for quick tests, any real mission with Orions will require variable nuke sizes.  It's the only throttle available, might as well have some available.
Anyway, although blissfully exempt from textures, here's the spines so far.  I'm intending to make a longer than stock spine as well, but at the moment I have a stock length, and a shorter.  Final collection will probably be those two, one even shorter, and one longer.
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Dogmatic Pyrrhonist

Mission Reports  - 
 
A couple of jool expeditions ago, I accidentally blew a reentry pod off course, and all its useful parts off. With eight kerbanauts on-board. So I've mounted a rescue mission from a test craft I had in orbit.
The pod's orbit was eccentric and almost polar so required about 4000m/s delta V to match, so I used the main craft to approximate a rendezvous. Can't get too close before matching velocities though, them Orion engines are what caused this issue in the first place.
So after approximating the orbit to about 50km, I take out the drone engine. I match up and head in for a dock. But I can't select the built in dock and the attached dock was knocked off. So I try docking in the dark with no idea if the docking port will work. Answer is no.
I check the files, and it turns out I forgot the docking port module. Fix, exit to space centre, reload dB, go back to drone. I can now target the docking port! And there's light! And a successful dock!
Back to the Orion and a rather tedious Eva transfer of 8 rescued kerbanauts. 
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Dogmatic Pyrrhonist's profile photoWinchell Chung's profile photoThomas Hansen's profile photo
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Yeah, the blasted Orion drive is the closest think KSP has to a Torchship.
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Dogmatic Pyrrhonist

Mission Reports  - 
 
It turns out that Laythe is apparently a really nice place as extra-kerbestrial planets go, but that my voyages to Laythe are cursed.
I got there fine, established an orbit at about 85km up.  The atmosphere starts at 50k, so that should be fine, assuming a slightly lesser gravity than Kerbin.
Unfortunately, the first shuttle, with two brave kerbanauts on board, spontaneously exploded when the throttle was maxed out.  I think this may be a bug related to either mods or just KSP itself.  I've experienced it before.  Newly undocked subassemblies should be very carefully throttled up gently.
Mourning the loss of our two intrepid explorers the only appropriate way (following), I undocked the second lander.  It coasted gently out and established a reentry path that would see it keep most of it's fuel for escaping.  At this point, I'm unsure whether Laythe's orbit will provide oxygen for the hybrid rocket/jet engines, but I have high hopes based on clouds etc.
A bit of reentry burn and our explorers come out into the cloud-scape.  The air-intakes show air although I really don't know for sure if that means anything, it certainly seems a good sign.
Just passing the cloud layer, I pop the chutes at a little under sonic speed, and coast on in.
A couple of k up, I look around and see no land.  I do a quick firing up of the engines, and they still burn oxygen.  But maybe they can be manually changed over to air-breathing.
And splash down.  Except everything goes south.  Splash down seems to include the total disintegration of the core pieces (including the lander can), and all the other pieces bouncing merrily in the ocean.  
And I'm out of landers.
Poop.
Laythe I think, requires winged craft to cruise for landing spots.  And I took the wings off the lander. Also, not sure what happened to the second lander.  It should have survived a fairly gentle landing in liquid (a bit early to call it water).  The first lander was lost to KSP bugs.  Shit happens.  
And dammit, now I have to go back AGAIN.  :-)
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theMLPwolfcrash thewolfcrash's profile photoDogmatic Pyrrhonist's profile photoLilith von Fraumench's profile photo
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+Dogmatic Pyrrhonist Ouch! Sorry to hear!
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An interesting article not just on spotting relativistic craft but some of the problems.
 
Spacecraft Traveling Close to Light Speed Should Be Visible With Current Technology, Say Engineers. Relativistic spacecraft must interact with the cosmic microwave background in a way that produces a unique light signature. And that means we should be able to spot any nearby, according to a new analysis. http://www.technologyreview.com/view/536091/spacecraft-traveling-close-to-light-speed-should-be-visible-with-current-technology-say/
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Dogmatic Pyrrhonist

Mission Reports  - 
 
I'm heading off to Jool's moon Laythe again.  This is just the early stages of the mission.
Prior to this I've done a fair bit of testing.  The SSO-Shuttle/Lander has been tested in and around Kerbin.  The docking ports are now established as working.  Longer spine and cage for pulse unit magazines working nicely (all it does it sit there, but it doesn't do anything stupid it's not supposed to). A new piece to permit side mounts added and tested.
So take off in the dark for maximum eye-burn, and up to an 85k orbit.  Then wait until slightly outward facing of in line with the Kerbin orbit and give it enough pedal to clear Kerbin influence.
Once coasting, take the ReEntry rocket pods and dock them with the ReEntry pods.  Useful for emergency, and they're mostly kept separate to cut drag while lifting out of the atmosphere.  The time spent now isn't time spent in an emergency.
And out and away from Kerbin start a short "burn" to match orbital planes.  Then a 1 year & 220 day wait for Hohmann transfer.
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Henri Conxicoeur's profile photoDogmatic Pyrrhonist's profile photoWinchell Chung's profile photo
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+Dogmatic Pyrrhonist oh, don't rush on my account. You are already doing Kerbin proud and I love your attention to detail while meticulously recreating the USAF 10 meter Orion. I am impressed.
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Attached two (modified) of +Lilith von Fraumench 's SSO shuttles to my Orion Yacht before going back to Laythe.
I ended up having to rebuild the shuttles because regardless of which bits I chose as root, "the selected part is not connectable".  So it's really an approximation.  Using the regular docking port instead of the shielded, as the shielded can't be used to start.  Removed the wings (awkward for attaching to another craft) and added some RCS for dockings.
They ALMOST fit in a MK3 cargo hold.  Which is pretty good for a two kerbal SSO.
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Lilith von Fraumench's profile photoMonte Kowalsky's profile photoDogmatic Pyrrhonist's profile photoWinchell Chung's profile photo
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+Dogmatic Pyrrhonist your trials and tribulations would make an amusing script for a geeky KSP novel or webcomic.
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Very quick test of central spine with frame stolen shamelessly from Nyrath's blender files.  This is the "frame with magazines" model with the magazines deleted, and the spine fattened slightly to match my pieces.  As a bonus, you can see Nyrath's loader detail at the bottom.
I added my own collision meshes, a simple cylinder (my Unity save is accumulating quite the collection of plain cylinders), plus some default Unity shapes to approximate the framework.  That adds the ability to tack things onto the frame, someof which looks good (RCS, Science! units), some of which looks a bit weird (docking port).
To do:
Fix up the frame end points at the spine ends, which no longer meet up.
Redo central spine for MOAR polygons.  Except the collision mesh.
VERY seriously considering repeating the loader detail all the way up.  Would need to match the heights of magazines OR just be continuous.  But I think it would add a nice touch.
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Roman Mellado's profile photoWinchell Chung's profile photoDogmatic Pyrrhonist's profile photo
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+Winchell Chung I'm not sold on continuing the multi-mesh.  I haven't checked if it will kill my test system yet (an 8 year old laptop that barely runs stock KSP).  But if it works out, it could be good.  But, yeah, complicated collision meshes are what kills the CPU in KSP.  Going to have to be careful.  :-)
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Dogmatic Pyrrhonist
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Sub species of Pan troglodyte with significant morphological variation from recently deviated common ancestor
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IT Security boffin for a government.  Interested in pretty much anything.
Yes the photo is probably a Bonobo, and I'm more Chimp, but I'm trying to be more like a Bonobo.  And no, I'm not talking about their sex lives.
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