![]() While Netflix has had a hand in some surprisingly realistic science fiction in the past, they’ve also greenlit some real groan-worthy productions (if you haven’t watched Away, don’t). The spinning spacecraft, which uses a spent upper stage to counterbalance its crew module and features a stationery utility node at the center, certainly looks impressive all the more so with the knowledge that it’s based on sound principles. While naturally some artistic license was used, is excited by what he’s seen so far. So they reached out to, who in turn used KSP to throw together a rough idea of how such a ship might work in the real-world.Īs you can see in the video below, the CGI spacecraft shown in the film’s recently released trailer ended up bearing a strong resemblance to its KSP prototype. The only problem was, they weren’t sure what that would actually look like. The writers of Stowaway wanted their film to take place on a Mars cycler, and to avoid having to create the illusion of weightlessness, they wanted their fictional craft to also have some kind of artificial gravity. An early KSP proof of concept for Stowaway. It’s worth noting that a similar cycler orbit should be possible for Earth-Venus trips, but nobody really wants to go there. The concept can be thought of as a sort of interplanetary train: where passengers and cargo are picked up and dropped off at “stations” above Earth and Mars. The spacecraft couldn’t actually stop at either planet, but while it made a close pass, smaller craft could rendezvous with it to hitch a ride. Put simply, it describes an orbit that would allow a vehicle to travel continuously between Earth and Mars while needing only an occasional engine burn for course corrections. The Mars cycler concept was proposed in 1985 by Buzz Aldrin as a way to establish a long-term human presence on the Red Planet. It turns out he used his virtual rocket building skills to help the creators of Netflix’s Stowaway develop a realistic portrayal of a crewed spacecraft in a Mars cycler orbit. But as revealed in one of his recent videos, YouTube isn’t the only place where his KSP craft can be found these days. This habitation mechanic does however give a first and imho promising and well done try at having to keep space, as in living space, in mind as well.Fans of the lusciously voiced space aficionado will know he often uses Kerbal Space Program (KSP) in his videos to knock together simple demonstrations of blindingly complex topics such as orbital mechanics. Indefinitely if you got a medic bay with you as well. Lets be honest, putting them in a MK2 crew compartment for an interplanetary is also still.eh, seriously, in this tourist class seat something, for months? Or YEARS?- it does work however. If at all, those colony supplies are just a "container resource" for everything including: medicine. Make that a hitchhiker, still a very cramped environment, and you are good to go for weeks.Įntertainment is only necessary beyond that-on interplanetary, or permanent bases. Its only a few days in a situation where in reality professional astronauts would already face severe health issues. And they will still count as crew, including life support even if you use other mods, ability to swap them around within a vessel etc. Turning into tourists is just a work around to "disable" them while keeping them in a way that you can "cure" them. Originally posted by RoofCat:I'm rather entertained some mods suggest professional astronauts will turn into lazy tourists just after a few days of solitary flight without a proper "entertainment". ![]() You don't even have to think about it for Mun trips - plenty of snacks are already in the command pods, but interplanetary travel requires a little consideration. If you want just a small challenge increase, then go snacks, it's tons of fun. Snacks: This really is the simplified TAC-LS now and is a pure joy to use. You can 0 out those thigns in the config, but they'll all still display on your screens in game What once was the "simpler TAC-LS" has become a micro management nightmare. So you can supply your guys as much as you want but there is a slowly degrading home sickness requires the kerbals be returned home, and *also* a slowly degrading habitation%, that requires special parts to repair. USI-LS: used to be awesome, but the big deal breaker for me is the home sickness number. KPBS adds a water drill and algae/greenhouse, there's also other mods that add greenhouse for TAC-LS. You'll need more parts to "close the loop" and produce your own food. Seperately manage O2, Water and Food and each of their waste products. I have tried most the others and still like TAC the best.
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