"What you really need is ." **change 1 doesn't work** "But what you really need is " **change 2 doesn't work** "However what you really need is to ." **change 3 doesn't work** "At this point I don't know where I am."
For those who just want to mess with ship and module design, *you can do so without unlocking them as part of the campaign.* Main Menu->Infolinks->Concept, second article is called "Unlocking Content and Mods" - it has a button at the bottom allowing you to do so. The article states that it also unlocks the ability to create unrealistic, sci-fi stuff - so I haven't clicked the button to see what actually happens - but it's there nonetheless.
The 'sci-fi stuff' is mod support the dev built into the game to allow people to add more far-flung kinds of 'black box' tech. I've not heard of any mods being made yet though.
Been there, done that... With 5MT nuclear charges obviously since nuclear energy dissipates so quickly in the absence of any medium. Improved by adding some course correction engine for more precision at extreme ranges. Coil guns are vastly more efficient though.
This is an absurdly deep system. I was surprised by the amount of materials you get to work with, and then I noticed the scroll bar and how it wasn't even close to the end yet. You could spend so much time in this and you know eventually people will make some crazy designs that could work, with the most fun ones being wildly impractical.
You can make some really fun modules with this game. And some really broken ones. A lot of the oddities are being slowly patched out, like the pocket nukes, but also things like the sandblaster - a railgun that fires a stream of 1 gram projectiles... at 1-2% of the speed of light. It would just core ships end to end from an entirely different orbit. But alas, the epicness eventually came to an end. ...well, I suppose there's still black box mode.
Why would the Internal Revenue Service care about nuclear weapons? Also, considering the Stasi and Gestapo are both defunct organizations, I'm curious to why they would mind as well.
My good sir, it's a well known fact that the IRS is one of the most terrefyingly efficient and well maintained organizations on the planet, If you think you can get away without paying you Nuclear weapon tax, WMD permit and uranium and plutonium tax your are *SORELY* mistake. Also, german efficiency. The Gestapo and the Stasi WANT you to think they don't exist anymore!
republicazi32 Sure thing. And remember: If you break the speed limit they give you a ticket. If you deal coke they lock you up for a decade. If you fuck up your taxes? Nigga you will be lucky if they find your corpse!
Actually much lower enrichment grades are viable, its kinda objective really on how well your weapon makes use of the material. I read originally they where aiming for 70% plus.
I always loved building guns and things in KSP, so now I think I'll enjoy spending 3 years to build a nuke in this game, and learning the best way to build a bomb that can threaten superpowers. Thanks Scott.
TIP: When making a rocket engine that uses hydrogen as fuel and fluorine as the oxidizer, make it out of plastic as hydrogen fluoride [hydrofluoric acid] eats just about any metal and glass. [even borosilicate glass is susceptible] This is just because the fluorine is held by a weak hydrogen bond, and the HF will fluorinate and corrode just about any substance it touches, except neon, helium and certain plastics. There is a video by Periodic Videos [University of Nottingham, by Brady Haran] that demonstrates hydrogen fluoride breaking the tungsten wire light bulb, just by the HF breaking Si-O bonds, and Si-F bonds will appear in their places, dissolving away in the HF solution. PTFE aka Teflon is my recommended material for making the fluorine tanks with, due to the fact that C-F bonds are the strongest bond in organic chemistry, even fluorine-containing superacids [fluoroantimonic acid included!] are stored in PTFE bottles and used in PTFE flasks, pipettes and beakers. To watch the video of HF eating glass for breakfast, search for "hydrofluoric acid light bulb".
They developped the W48 shell in 1963 ! 72t TNT for a standard 155mm artillery shell Or the W54 warhead !!! (1958) from 500t to 600t TNT for a mass of 23kg (and fits in a backpack)
So if anyone has a way to skip 15+ missions to allow me to play with the module design, feel free to tell me. I am not waiting to do tons of orbital mechanics in order to play with the design mechanics.
8 лет назад+1
Infolinks -> Unlocking Content, bottom of article is an 'unlock all' button. :DD
KSP needs this kind of design depth as some sort of advanced system. All the current defaults can stay (albeit with a rebalance maybe) but I'd like the ability to make my own stuff like this.
Pff. I'm probably on 7 or 8 random watchlists as it is for a wide variety of things I've looked at, googled, read, or whatever. XD But I suppose being seen to look up how to make explosives and weapons is probably not the best idea... XD
Nabre Labre There is a cost factor to consider. If you play in the sandbox there are very few constraints, if any at all I can think of. In the campaign missions though, there are mass and price limits. Prices are set according to galactic availability (I think), and doesn't really factor in the cost to actually make something like a composite material.
508 ton yield out of a 296 gram device? That'd be Operation Sailor Hat (Any one of the three shots) out of a 40mm high-velocity Mk. 19 round, with radiological effects. If you had a means of protecting oneself from the radiation, you'd at least be outside of the blast overpressure radius, but knowing how Mk. 19s like to be drama queens, (They sometimes like to fire a projectile just enough to make it halfway down the bore. It's touchy enough to deal with when it's HE.) I wouldn't want to be anywhere closer than a hundred miles of the gun-target line.
I would do the missions just as a refresher on orbital mechanics - having KSP calculate everything out is convenient (esp. since there is a LOT of other things to manage), but not what I would call real practice.
Was wondering why the rocket chamber yield capacity was only 20MPa then realised your chamber was 0.1mm thick aluminium, so basically aluminium foil lol. Obviously there is no deflection or buckling modelling! Extremely cool from a gameplay point of view but don't kid yourself into thinking this is even scratching the surface of what's involved with engineering these things!
I barely know anything about physics but I was able to modify the 60mm cannon to an 83mm cannon with about 2.9km range and the ability to rip ships apart. I put 9 of them on one ship.
Regarding nuclear hand grenades: check out the US Army Davy Crockett Weapon System. It's only a few times bigger than what is proposed in this game and it did exist.
A tactical warhead that can fit in an infantryman's backpack and be carried on foot into the field? I think you underestimate the ingenuity of dedicated scientists - and the foolishness of army personnel. HU-WAA! GO NAVY!
Glad you dug deeper into this game. Although you almost talked Latin in this particular video, I feel I could get into this stuff if the game offered more sustainable gameplay with it in the end. But as it is, it offers a sweet spot between casual play and going deep in as a builder type of player.
After listening and looking at the extremely detailed technical details of building a nuclear weapon, I feel like I should check my driveway for black vans every now and then.
PSA: You need to beat the Vesta Overkill level in order to unlock Module Design, and Retaking Ceres to unlock Ship Design. I recommend using cheap and low mass ships with strong lasers to beat Vesta Overkill.
Chewierulz Lol I beat that level first attempt with the default ships because I couldn't be stuffed designing ships without module design. After I did that I noticed in the Codex you could unlock the features.
I would be curious on what they are using for their criticality equations. Considering it a game and the calculations are real time, I would assume that they would be counting the neutrons by calculating Keff at small time steps using material and geometric buckling. Considering they limited the shapes to simple geometric ones, i.e. sphere and you can't set a neutron reflector, it’s possible to use buckling. You can pull the equations straight out of Duderstadt and Hamilon's text book, if you assume that the hollow core geometries will fully collapse under the blast, otherwise you’ll have to factor in the hollow core. Even that you probably could just subtract out the material from the center from B^2_g, but don’t quote me on that. Ohh great, now I’m going to have to buy the game just to see what they used…
I designed a coilgun that shoots stinger drones at 839m/s with a fire rate of 60 rpm =) (and I also built an engine with 1000 TWR with 0.22 mixture ratio)
Yep, you need to balance in that region where the delayed neutrons are the ones keeping you critical. If you cross into the prompt criticality region then power will spike and the energy released will blow your core apart enough to hopefully suppress the reaction....
Hey Manley, can you make some tutorials for module design? This game impresses me so much with the detail that goes into the physics. I have more fun designing things then I do playing the levels but I struggle to create good modules or propulsion. However when I make it physics class in college I bet I will have an easier time making me a dam good laser. If not I just keep moving sliders and guessing until I get something to work. Part of discovery right?
I don't think that would be considered an exploit; you can load just about anything in anything else, if you go about it the right way. Due to how uselessly slow flares are, for instance, I ended up messing around with the idea of slapping a flare inside of a missile with short-burn, high acceleration. I haven't perfected it yet but it's still fun to see my flare charging at a swarm of enemy missiles, both trying frantically to course-correct so they don't just fly around each other in circles. So, yeah. Slap a nuke into a cannon (or whatever) round. It's all good! :D
I think the exploit part comes from the fact that a nuclear device at that size would not be possible in real life, and comes from inaccuracies in the calculations at extreme ranges.
Yeah, I wrote my comment before getting that far in the video (SHAME ON ME!!11!), although on the other hand the last patch notes stated that "pocket" nukes had been specifically addressed and nuclear-based modules/calculations in general had been tweaked/fixed. So the fact that Scott was able to find a forum post about an exploit that was supposedly fixed - and probably due in part to that very same post - is a little unexpected. :)
Yeah those numbers are off, weapons grade Pu-239 starts at 93%, the smallest pit ever built is around 20kg. Though that gadget was built a long time ago, (W54 for the US side, though Russia has made similar sizes) with a boosting stage you can reduce the pit size, but not that small.
The nuclear hand grenade at 13:40 made be burst laughing with the awesome the moment I saw it. Can you make ship cannons fire it as grapeshot? Preferably on the 120cm doomcannon? We must build it!
Reactor designs IRL are fairly "primitive" in general. We're still using the same designs as 60's reactors. The government is very, very slow to approve new designs. There's interesting stuff being done in prototypes and theoretical designs, but the actual nuclear industry has basically stalled under regulatory pressure and corresponding cost increases.
Apparently Pu239 comes with Pu240, which isn't fissile. If you can remove the plutonium from a reactor fast enough it will be more pure Pu239. This is why it's so hard to make a bomb from civilian waste due to the long refueling schedule. You wouldn't want to isotopically enrich plutonium because it's easier to enrich uranium. You still want a 90% fissile core, which he obviously didn't do.
Ever read "A tall tail" by Charlie Stross? Because your hydrofluoric acid spray pales in comparison to his idea for the most suicidal rocket engine possible.
Scott Manley OK. ;) What about "Things KSP doesn't teach"? Also Civilization 6 came out and it looks good. I think you could get some Justin Bieber jokes into those videos. XD Or Jacksepticeye jokes!
Unlikely, unless the game developer works directly with Squad; this game is so comprehensive in design modelling that it has a lot of fuels and materials that KSP takes no account of.
There is a qualitative difference between what this program can do and what KSP can do. One would have to design systems in this program, finalize them, and then turn them into parts mods to import into KSP. Its more than a single-step conversion. IDK if this program even has export capability; one would probably have to rip into it like a first-release modder and figure out the workings.
Well even without Teller-Ulam designs, you can get gigaton level nukes with a bit fiddling and abuse of the integrator. Or at least before the most recent of patches.
An output of 508 tons from a 269-gram device? If you launched the projectile with, say, an RPG or mortar, you would probably still be well within the fatal range of ionizing radiation, so I would be concerned about how far you could fire it. With a fatal ionizing radiation radius of up to 520 feet, the 20-ton explosive output of the Davy Crockett W54 warhead was potent enough to be 100% fatal.
Scott Manley I'm trying to get a few spare minutes for it and Shen I/O. Sadly last two weeks between job and studies seem like a state approved rape of my brain=(
TheToric while I wrote that comment it also reminded me of the ww2 Japanese 6000kg thermite shaped charge that the flames could be propelled about a mile forward from the initial explosion, and yes it was used for suicide attacks
Yes that what they did for project orion, they wanted to maximize thrust by making shaped charges. But that is HIGHLY classified since a shaped charge nuke is essentially the detonator of a hydrogen bomb.
Neat! I would find it fun just to design, field, and monkeywrench modules and spacecraft with this. 3:07 - NO FREAKING WAY. I would never want to get on a spacecraft with Fluorine Hydrogen fuel. The by-product is Hydrofluoric acid. Imagine the consequences of battle damage or some accident. Terrifying is only a surface adjective. 3:45 - You seem to be misreading the data, Scott. As the S-M Ratio is adjusted towards 1:1, the velocity all along the nozzle goes down, but the exhaust temperature (I think) goes up, so fuel expansion is imparting more momentum than simply rapidly moving (and rapidly cooling) exhaust. 7:32 - 'Grain Radius' ? Now I'm impressed. USMC Sniper ammunition fabricators would be pleased.
Scott how does the model get to a throat Mach number that isn't choked, i.e. NE to 1.0? Are they actually modelling the change in M as a function of the varying temperature across the flow? Or is it just a mistake?
+kevingrozni I’m pretty sure the equations are approximate, and we all know approximations involving supersonic transitions are never going to be accurate.
I just thought of something.. If the core goes supercritical, and immediately detonates, then it would create an EMP that would possibly disarm the enemy ship.
If you're talking about atomic warhead design, that means that the design would go supercritical *while it was being assembled* and go off like a dirty bomb.
"What you really need is ." **change 1 doesn't work**
"But what you really need is " **change 2 doesn't work**
"However what you really need is to ." **change 3 doesn't work**
"At this point I don't know where I am."
For those who just want to mess with ship and module design, *you can do so without unlocking them as part of the campaign.* Main Menu->Infolinks->Concept, second article is called "Unlocking Content and Mods" - it has a button at the bottom allowing you to do so. The article states that it also unlocks the ability to create unrealistic, sci-fi stuff - so I haven't clicked the button to see what actually happens - but it's there nonetheless.
The 'sci-fi stuff' is mod support the dev built into the game to allow people to add more far-flung kinds of 'black box' tech. I've not heard of any mods being made yet though.
It sounds like it'd be fun to spam nuclear hand grenades at enemy vessels using railguns.
Been there, done that... With 5MT nuclear charges obviously since nuclear energy dissipates so quickly in the absence of any medium. Improved by adding some course correction engine for more precision at extreme ranges. Coil guns are vastly more efficient though.
50$ nuclear hand grenades!
Now with 2x the power!
BUY NOW!!!
+AddMorePoops that seems like something Fallout characters would say.
Borderlands vending machines.
gendalfff can I buy 1 and get free 2???
This is an absurdly deep system. I was surprised by the amount of materials you get to work with, and then I noticed the scroll bar and how it wasn't even close to the end yet. You could spend so much time in this and you know eventually people will make some crazy designs that could work, with the most fun ones being wildly impractical.
You can make some really fun modules with this game.
And some really broken ones. A lot of the oddities are being slowly patched out, like the pocket nukes, but also things like the sandblaster - a railgun that fires a stream of 1 gram projectiles... at 1-2% of the speed of light. It would just core ships end to end from an entirely different orbit. But alas, the epicness eventually came to an end.
...well, I suppose there's still black box mode.
>and Nuclear Devices
*NSA, FBI, CIA, AIB, MI5, MI6, Stasi, BND, Gestapo, SVR, KGB and IRS liked this video.*
Why would the Internal Revenue Service care about nuclear weapons? Also, considering the Stasi and Gestapo are both defunct organizations, I'm curious to why they would mind as well.
My good sir, it's a well known fact that the IRS is one of the most terrefyingly efficient and well maintained organizations on the planet, If you think you can get away without paying you Nuclear weapon tax, WMD permit and uranium and plutonium tax your are *SORELY* mistake.
Also, german efficiency. The Gestapo and the Stasi WANT you to think they don't exist anymore!
Well then, I stand corrected. Thank you for the clarification, dude. Have a great Friday!
republicazi32 Sure thing. And remember:
If you break the speed limit they give you a ticket.
If you deal coke they lock you up for a decade.
If you fuck up your taxes? Nigga you will be lucky if they find your corpse!
It's spelled "GeStaPo"
man this makes From the Depths look like child's play
Bote game
Weapons grade Pu-239 is above 90% enrichment typically even higher.
Yeah I read 93% on wikipedia.
Actually much lower enrichment grades are viable, its kinda objective really on how well your weapon makes use of the material. I read originally they where aiming for 70% plus.
The nuclear hand grenade of Antioch? Three shall be the number thou shall count.
Alphonse Zukor are there space rabbit?
Space vampire rabbits, with sharp pointy teeth and antigravity powers...
This gave me a chuckle.
The number though shall count to isn't 5, nor is it 6.
Everyone that watches this video will probably get put on a list.
jokes on me i am the list
Some of the people watching this technically write the lists...
IMAKE I am probably on that list already... lulz
Brb requesting some diamonds after aluminium for my chamber...
I study physics at uni and supposedly the uni monitors to some extent your internet usage....
so yeh i'm fucked XD
I always loved building guns and things in KSP, so now I think I'll enjoy spending 3 years to build a nuke in this game, and learning the best way to build a bomb that can threaten superpowers. Thanks Scott.
I keep coming back to this video. The science behind military technology is fascinating, I tell you.
I managed to create an 8mm coil gun that starts opening fire at ~250 km, the 1g rounds travel at approximately 22 km/s, and are decently effective.
Twistshock Due to a current bug it is able to create coil guns that are much greater than 100% efficient
TIP: When making a rocket engine that uses hydrogen as fuel and fluorine as the oxidizer, make it out of plastic as hydrogen fluoride [hydrofluoric acid] eats just about any metal and glass. [even borosilicate glass is susceptible] This is just because the fluorine is held by a weak hydrogen bond, and the HF will fluorinate and corrode just about any substance it touches, except neon, helium and certain plastics. There is a video by Periodic Videos [University of Nottingham, by Brady Haran] that demonstrates hydrogen fluoride breaking the tungsten wire light bulb, just by the HF breaking Si-O bonds, and Si-F bonds will appear in their places, dissolving away in the HF solution. PTFE aka Teflon is my recommended material for making the fluorine tanks with, due to the fact that C-F bonds are the strongest bond in organic chemistry, even fluorine-containing superacids [fluoroantimonic acid included!] are stored in PTFE bottles and used in PTFE flasks, pipettes and beakers. To watch the video of HF eating glass for breakfast, search for "hydrofluoric acid light bulb".
I think you just sold me this game, just as soon as missile and drone targeting is fixed. I want to build some nukes!
Thank you very much! You have been of great aid to my operations. I will compensate you in the agreed upon manner.
Sincerely, ISIS.
Good luck finding enriched fissiles.
I have my sources.
Haha
They developped the W48 shell in 1963 !
72t TNT for a standard 155mm artillery shell
Or the W54 warhead !!! (1958)
from 500t to 600t TNT for a mass of 23kg (and fits in a backpack)
Try playing a mission with some of those really OP custom parts from the workshop!
If you promise to watch.
Scott Manley Of course! I watch all your videos!
So if anyone has a way to skip 15+ missions to allow me to play with the module design, feel free to tell me. I am not waiting to do tons of orbital mechanics in order to play with the design mechanics.
Infolinks -> Unlocking Content, bottom of article is an 'unlock all' button. :DD
KSP needs this kind of design depth as some sort of advanced system. All the current defaults can stay (albeit with a rebalance maybe) but I'd like the ability to make my own stuff like this.
Simple rockets 2 has a similar system, not as advanced but you can change a lot of parameters
you're now on NSA's watchlist because of that title
ikr? I was giving it a second thought just clicking the title.
H Boelen hullo it's scott manley here in siberia. today we're looking at this new nuclear bomb here....
Pff. I'm probably on 7 or 8 random watchlists as it is for a wide variety of things I've looked at, googled, read, or whatever.
XD
But I suppose being seen to look up how to make explosives and weapons is probably not the best idea... XD
Musa.Joker How shocked would you be if actual weapon instructions showed up? hahaha.
i would actually be happy.
all i know is the outro wouldn't be "fly safe"
This is fascinating! I hadn't been watching the Children of a Dead Earth content so far, but now I'm gonna have to go back and watch everything!
I'd have absolutely zero idea on how to use this editor effectively.
TheKiroshi yeah it looks cool but I'd probably sit there like what do I do?
is there money or can you build anything from the beginning?
Nabre Labre There is a cost factor to consider. If you play in the sandbox there are very few constraints, if any at all I can think of.
In the campaign missions though, there are mass and price limits.
Prices are set according to galactic availability (I think), and doesn't really factor in the cost to actually make something like a composite material.
508 ton yield out of a 296 gram device? That'd be Operation Sailor Hat (Any one of the three shots) out of a 40mm high-velocity Mk. 19 round, with radiological effects. If you had a means of protecting oneself from the radiation, you'd at least be outside of the blast overpressure radius, but knowing how Mk. 19s like to be drama queens, (They sometimes like to fire a projectile just enough to make it halfway down the bore. It's touchy enough to deal with when it's HE.) I wouldn't want to be anywhere closer than a hundred miles of the gun-target line.
this is one thing I enjoy in the game 'from the depths'. Designing a warship or airship and adding custom guns or lazers to it.
would buy this game purely as some kind of physics engineering sandbox
Yeah good luck with that cause they locked the module design behind 15+ missions. >:(
You can unlock that through a button in options. It is fairly hard to find though.
i think i would find a way around shurely
I would do the missions just as a refresher on orbital mechanics - having KSP calculate everything out is convenient (esp. since there is a LOT of other things to manage), but not what I would call real practice.
agreed, although the interface is not great. But the simulations support Nbody right off the bat, so thats a plus :p
Was wondering why the rocket chamber yield capacity was only 20MPa then realised your chamber was 0.1mm thick aluminium, so basically aluminium foil lol. Obviously there is no deflection or buckling modelling! Extremely cool from a gameplay point of view but don't kid yourself into thinking this is even scratching the surface of what's involved with engineering these things!
oh man NOW i want this game
This looks like Warship Gunner 2 for adults. I like this.
I barely know anything about physics but I was able to modify the 60mm cannon to an 83mm cannon with about 2.9km range and the ability to rip ships apart.
I put 9 of them on one ship.
Nuclear Hand Grenade?
Seems plausable...
closest thing they came to it was the davy crockett. the warhead itself could fit in to a backpack.... its recoiless rifle however does not
en.wikipedia.org/wiki/Davy_Crockett_(nuclear_device)
Russian's made nuclear bullets back in the day, never used them in combat that I know of.
Christopher Willis Depleted plutonium rounds are also common in many tanks
But depleted rounds aren't fissile, hence they are depleted, they just hard, super hard (and toxic) penetrator
I love this game. I love the combat, the building, the orbital mechanics, everything (except for Vesta Overkill).
Regarding nuclear hand grenades: check out the US Army Davy Crockett Weapon System. It's only a few times bigger than what is proposed in this game and it did exist.
Well yes, only 50 times bigger :P More than a few.
A tactical warhead that can fit in an infantryman's backpack and be carried on foot into the field? I think you underestimate the ingenuity of dedicated scientists - and the foolishness of army personnel.
HU-WAA! GO NAVY!
Glad you dug deeper into this game. Although you almost talked Latin in this particular video, I feel I could get into this stuff if the game offered more sustainable gameplay with it in the end. But as it is, it offers a sweet spot between casual play and going deep in as a builder type of player.
After listening and looking at the extremely detailed technical details of building a nuclear weapon, I feel like I should check my driveway for black vans every now and then.
So you basically have the holy hand grenade from Monty Python
PSA: You need to beat the Vesta Overkill level in order to unlock Module Design, and Retaking Ceres to unlock Ship Design. I recommend using cheap and low mass ships with strong lasers to beat Vesta Overkill.
Chewierulz No you don't, you can unlock those features in the Codex.
Botond Dudas You mean I could have avoided 5 hours of pain? Fuuuuuuck
Chewierulz Lol I beat that level first attempt with the default ships because I couldn't be stuffed designing ships without module design. After I did that I noticed in the Codex you could unlock the features.
14:00 No, it's a nuclear bullet. (Or cannon shell.)
you can make cannons that fire miniature nuclear rockets, so they can't be dodged, why not
I would be curious on what they are using for their criticality equations. Considering it a game and the calculations are real time, I would assume that they would be counting the neutrons by calculating Keff at small time steps using material and geometric buckling. Considering they limited the shapes to simple geometric ones, i.e. sphere and you can't set a neutron reflector, it’s possible to use buckling. You can pull the equations straight out of Duderstadt and Hamilon's text book, if you assume that the hollow core geometries will fully collapse under the blast, otherwise you’ll have to factor in the hollow core. Even that you probably could just subtract out the material from the center from B^2_g, but don’t quote me on that.
Ohh great, now I’m going to have to buy the game just to see what they used…
neelybd or you can just go on the forums and ask the developer (singular)
If I was designing a record-shattering rocket engine, the oxidiser has to be fluorine.
13:56 so a holy hand grenade then?
imagine it's bring your child to work day and timmy opens a drawer with that mini-nuke and he's like "daddy can I push this button" "Timmy noooo"
The fact that you can do a nuke with just two points of detonation (two lenses) and still get a uniform implosion used to be classified.
I designed a coilgun that shoots stinger drones at 839m/s with a fire rate of 60 rpm =)
(and I also built an engine with 1000 TWR with 0.22 mixture ratio)
This feature has pretty much sold me on this game.
thanks for sharing this! this part alone makes me want to play this game :)
"There are so many things to mess with... This is so fun!" This needs to be DLC in KSP.
Revisit this, it has been updated quite alot!
Thank you Scott! I had no idea this is in the game
Please Scotty, you HAVE to make a video where you do your perfect spaceship!
My science sense is tingling.
Worthy of note, most all reactor control comes from delay neutrons. Without them, when you go super critical, you go all the way!
Yep, you need to balance in that region where the delayed neutrons are the ones keeping you critical. If you cross into the prompt criticality region then power will spike and the energy released will blow your core apart enough to hopefully suppress the reaction....
Scott Manley "E=MC² is not impressed with your flimsy, zirconium tubes!"
Oh man! That looks sooooo cool! Shame that the core gameplay is a bit flawed atm, based on your videos.
I'm really interested in the calculations they're using here. Is there any documentation on them?
The developer has a blog? Maybe there's something there altho i'm sure looking too deep into it will put us on a list
I made a gun that shot the stock Shooting Star drone at 2 per second at 1.5 km/s. It was actually pretty reasonably sized
Hey Manley, can you make some tutorials for module design? This game impresses me so much with the detail that goes into the physics. I have more fun designing things then I do playing the levels but I struggle to create good modules or propulsion. However when I make it physics class in college I bet I will have an easier time making me a dam good laser.
If not I just keep moving sliders and guessing until I get something to work. Part of discovery right?
Nuclear hand grenades? So if you're not above using exploits, you can load those as ammo in autocannons?
I don't think that would be considered an exploit; you can load just about anything in anything else, if you go about it the right way. Due to how uselessly slow flares are, for instance, I ended up messing around with the idea of slapping a flare inside of a missile with short-burn, high acceleration. I haven't perfected it yet but it's still fun to see my flare charging at a swarm of enemy missiles, both trying frantically to course-correct so they don't just fly around each other in circles.
So, yeah. Slap a nuke into a cannon (or whatever) round. It's all good! :D
I think the exploit part comes from the fact that a nuclear device at that size would not be possible in real life, and comes from inaccuracies in the calculations at extreme ranges.
*****
yep, minimum 39kg if I recall right:\
Yeah, I wrote my comment before getting that far in the video (SHAME ON ME!!11!), although on the other hand the last patch notes stated that "pocket" nukes had been specifically addressed and nuclear-based modules/calculations in general had been tweaked/fixed. So the fact that Scott was able to find a forum post about an exploit that was supposedly fixed - and probably due in part to that very same post - is a little unexpected. :)
Depends on when it was fixed. Keep in mind that this was probably recorded 1-3 days ago. So maybe it wasn't fixed by the time he recorded.
Concidering SciShow's clip today on three missions that never came to fruition, maybe You could do a film on NASAs 70s engine project, the MINERVA?
Loving the choice of music. I Didn't realise you were into Nigel Stanford!!
its the in-game music!
Hans Peter wow! Really great soundtrack then. Nigel Stanford does some cool stuff
Yeah those numbers are off, weapons grade Pu-239 starts at 93%, the smallest pit ever built is around 20kg. Though that gadget was built a long time ago, (W54 for the US side, though Russia has made similar sizes) with a boosting stage you can reduce the pit size, but not that small.
The nuclear hand grenade at 13:40 made be burst laughing with the awesome the moment I saw it.
Can you make ship cannons fire it as grapeshot? Preferably on the 120cm doomcannon?
We must build it!
And in the next episode we're going to build our own Satan 2 rocket and freak everybody out on Halloween ...
Sad thing with reactors is that there is no gas cores, so most of the time designing a reactor is simply fighting against temperatures.
well, that's what we use now, right?, I never heard of an existing gas core nuclear reactor.
Reactor designs IRL are fairly "primitive" in general. We're still using the same designs as 60's reactors. The government is very, very slow to approve new designs. There's interesting stuff being done in prototypes and theoretical designs, but the actual nuclear industry has basically stalled under regulatory pressure and corresponding cost increases.
A FOOF /H2 rocket would be... interesting.
Nuke grenade? Now we know how the Predators made their wrist bombs XD
Wow. That's the most hoyvin-glavin game I've seen in a long time.
Scott really doesn't know how to make nukes.
leerman22 I was thinking the same thing. When he set the Pu-239 enrichment I thought "Well, RIP any chance of making this thing work!"
Apparently Pu239 comes with Pu240, which isn't fissile. If you can remove the plutonium from a reactor fast enough it will be more pure Pu239. This is why it's so hard to make a bomb from civilian waste due to the long refueling schedule. You wouldn't want to isotopically enrich plutonium because it's easier to enrich uranium. You still want a 90% fissile core, which he obviously didn't do.
Alright, game is called "Children of a dead earth".
Realistic space warfare game/sim.
sees nuclear hand grenade, remembers big cannon, thinks about grapeshot... f*** everything in this general area
Ever read "A tall tail" by Charlie Stross? Because your hydrofluoric acid spray pales in comparison to his idea for the most suicidal rocket engine possible.
Yeah, dimethylmercury/FOOF engine with mercury in question being nuclear isomer is quite something...
Damn this looks awesome!
Will you start a new career mode? Or series in general?
Depends on whether my Shenzhen I/O & COADE series get enough views. (so start watching and commenting)
Any teasers on what will be the goal?
Scott Manley OK. ;) What about "Things KSP doesn't teach"? Also Civilization 6 came out and it looks good. I think you could get some Justin Bieber jokes into those videos. XD Or Jacksepticeye jokes!
Scott Manley please do, it just looks like soooooo much fun! (Yep, I'm a physicist)
Hey Scott, what's your opinion on the new mach 2.2 passenger jets that are coming soon?
I'll believe it when they start carrying passengers.
All that's left is to fix the guidance systems, or outsource it to Shenzhen.
I see nuclear I click video
Scott, is there an aerospike available for playing around with, or just de Laval nozzles?
no aerospike design ...
werysad news! no aerospike again! Poor orphaned project.
someone needs to create a mod of this for kerbal space program
Boron you forgot to make everything out of Boron
Can we get this to export to ksp part models?
Unlikely, unless the game developer works directly with Squad; this game is so comprehensive in design modelling that it has a lot of fuels and materials that KSP takes no account of.
biggest problem would be 3d models
everything else can be just expported as numbers
There is a qualitative difference between what this program can do and what KSP can do. One would have to design systems in this program, finalize them, and then turn them into parts mods to import into KSP. Its more than a single-step conversion. IDK if this program even has export capability; one would probably have to rip into it like a first-release modder and figure out the workings.
Why no fusion weapons? And why no Nuclear Pulse drives?
Probably because the equations governing thermonuclear devices are classified, and also, why do you need anything bigger than 10megatons.
Still, I'm dissapointed that there aren't Orions yet.
But isn't "fusion boost" actually just fusion weapons?
technically most of the energy in fusion boosted fission weapons comes from higher rates of fission due to the extra neutrons generated in the core.
Well even without Teller-Ulam designs, you can get gigaton level nukes with a bit fiddling and abuse of the integrator. Or at least before the most recent of patches.
Please build a massive engine and a gigantic nuclear payload and a mega cannon all as big as you can make them please. Thanks
Have you tried Aurora 4x? It seems like a game you might like, Scott.
An output of 508 tons from a 269-gram device? If you launched the projectile with, say, an RPG or mortar, you would probably still be well within the fatal range of ionizing radiation, so I would be concerned about how far you could fire it. With a fatal ionizing radiation radius of up to 520 feet, the 20-ton explosive output of the Davy Crockett W54 warhead was potent enough to be 100% fatal.
Scott Manly have you played the game Powder Toy ? It's free and it's a physics simulation based on elements.
Scott, can you build your own battleship class in a video, please?
If you'll watch it, nobody has been watching my COADE videos.
I have, for one ;)
Scott Manley I hadn't bothered because I hadn't heard of the game, but now I've seen this I'm definitely going to go back and watch the series.
Scott Manley I'm trying to get a few spare minutes for it and Shen I/O. Sadly last two weeks between job and studies seem like a state approved rape of my brain=(
Scott Manley because lack of awareness, with your out reach, you could promote more ppl into the game, get a mod community going!
couldn't you technically make a "shaped charge" nuke?
Nick Mettler you can, but all the documents relating to it are classified, so he couldn't add them with any accuracy.
TheToric while I wrote that comment it also reminded me of the ww2 Japanese 6000kg thermite shaped charge that the flames could be propelled about a mile forward from the initial explosion, and yes it was used for suicide attacks
TheToric and thanks for telling me an answer, would be cool to make a HEAT type missile from a nuke
The "Project Orion" craft used nuclear shaped charges, pretty neat stuff :D
Yes that what they did for project orion, they wanted to maximize thrust by making shaped charges. But that is HIGHLY classified since a shaped charge nuke is essentially the detonator of a hydrogen bomb.
Yay! 6-factor formula :)
what game is it!?!?!?!
oops friends, we should listen to him he said it was Children of a Dead Earth
this, all we hear is "this game" but what is this game?!
Children of a Dead Earth, he mentioned it briefly at the start, here's the link: store.steampowered.com/app/476530
Children of A Dead Earth
ruclips.net/p/PLYu7z3I8tdEn0ytB1lrz7jcY4P62zcz1A
0:09
its also in the description
Neat! I would find it fun just to design, field, and monkeywrench modules and spacecraft with this.
3:07 - NO FREAKING WAY. I would never want to get on a spacecraft with Fluorine Hydrogen fuel. The by-product is Hydrofluoric acid. Imagine the consequences of battle damage or some accident. Terrifying is only a surface adjective.
3:45 - You seem to be misreading the data, Scott. As the S-M Ratio is adjusted towards 1:1, the velocity all along the nozzle goes down, but the exhaust temperature (I think) goes up, so fuel expansion is imparting more momentum than simply rapidly moving (and rapidly cooling) exhaust.
7:32 - 'Grain Radius' ? Now I'm impressed. USMC Sniper ammunition fabricators would be pleased.
Scott how does the model get to a throat Mach number that isn't choked, i.e. NE to 1.0? Are they actually modelling the change in M as a function of the varying temperature across the flow? Or is it just a mistake?
+kevingrozni I’m pretty sure the equations are approximate, and we all know approximations involving supersonic transitions are never going to be accurate.
I'm intrigued by the concept of this game. Has it been updated/fixed in the meantime to be less buggy?
There have been some improvements, and user created mods that fix some issues, but it’s still a bit of an oddball.
@@scottmanley Thanks! I always enjoy your videos.
Damn I wish I could play this game, I've downloaded it several times but everytime the screen is just black and I can't see anything
what is the name of this game?
Interested too about the name of this game
He literally said it in the first 5 seconds of the video.
Children of a Dead Earth
we have to listen to him
Children of a Dead Earth - ruclips.net/p/PLYu7z3I8tdEn0ytB1lrz7jcY4P62zcz1A
Children of a Dead Earth, he mentioned it briefly at the start, here's the link: store.steampowered.com/app/476530
If I could mod this would be in KSP in a day
I just thought of something.. If the core goes supercritical, and immediately detonates, then it would create an EMP that would possibly disarm the enemy ship.
If you're talking about atomic warhead design, that means that the design would go supercritical *while it was being assembled* and go off like a dirty bomb.
mixing carbon and hydrogen, and flourine (pure genius) ClF3.
this is really cool!
An atomic bomb which fits in your bag and only weighs 269 grams? Are you kidding me????
Zelop Allahu Akbar
I want to build a fusion-powered spaceship with WW1 naval guns.
This looks so great but I'd be worried my physics has gotten too rusty, does the game do a job with tutorials and explaining things?
I don't think so...
what about fission fusion fission? a boosted bomb or whatever it is