3 ms·
There is a Kerbal Space Program mod [1] that adds this to the game. It is hysterically fun to use because it is insanely unbalanced compared to normal space fli
by ShakataGaNai 4y ago
There is a Kerbal Space Program mod [1] that adds this to the game. It is hysterically fun to use because it is insanely unbalanced compared to normal space flight requirements. Want to change your orbit 180deg and fly backwards? No problem. Goto any planet the "direct" route? Sure, why not. Take off from the launch pad so fast you'll think the game broke? Not a problem - The Kerbal's don't worry about a little fallout.
No idea how this would ever actually work in reality for manned spaceflight. For unmanned it seems relatively doable (ignoring the entire cost of getting it off the ground and into space first). But for a manned mission? Being subject to 2-4g is one thing, but to have it happen regularly... like a jackhammer almost? Sounds like a really bad trip. You could not do anything while that engine was firing (not that it'd be easy to do something under 2g constant acceleration) without risk of being in the wrong place/position at the wrong time. I don't know what the long terms effects of repeated, assumingly rapid, 2-4g pulsing is on the human body.... but I'd guess it falls under "can't be anything good" category.
[1] https://umbraspaceindustries.github.io/UmbraSpaceIndustries/ https://umbraspaceindustries.github.io/UmbraSpaceIndustries/
- adrenvi 4y agoProject Orion uses a pusher plate mounted on giant springs to spread out the force of each explosion. If the system is designed correctly it should result in constant acceleration.
- whatshisface 4y agoBased on the amount of time a Kerbal can survive orbiting the sun in their barely-shielded capsules, I am inclined to think that they are immune to radiation damage, like tardigrades.
- galacticaactual 4y agoSo there are ways to make this interesting in the game and bring it back to balance. Some recommendations: - The USI pulse nukes are expensive. Play on career mode so you are cash constrained and have to rigorously plan for their build, use, and refueling. - Roleplay not using them anywhere near low home-planet orbit for fallout reasons. I.e. the ship is built and is parked in a shipyard in Cislunar space and kerbonauts must ride an intermediary shuttle vessel to crew it. - Use a life support pack and planet mods that add interplanetary destinations. Having your kerbonauts on a nuke ship around an extrasolar planetary body far away from home with limited supplies will add plenty to the mix.
- BitwiseFool 4y agoThis was supposed to be in Kerbal Space Program 2, and you can see an early version of it in some of the promotional materials. Time will tell when it makes its way into the game.