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Found 3 results

  1. Hello All, More and more frequent I have problems with developing spacecraft for extrakerbestrial atmospheres. To minimize the weight I like to keep my probes and craft to a minimum with proper weight distribution. However the atmosphere's and gravitational pulls on other planets make testing things sometimes hard. I cannot develop something, send it to eve, only to discover that once there it cannot make the liftoff, of that my angle of re-entry is either too high, or too low. Especially spaceplanes really need the ability to model/simulate in a windtunnel to see how they will behave. I'd say that a good and realistic addition to Kerbal would be a wind-tunnel, alike actual aerospace uses all the time. It would be a new building which can simulate physics depending on size of the craft and atmosphere's etc. Maybe some manual constraints, but preferably pre-set conditions of atmosphere's. An additional function could be that you would need to have atmospheric data and temperature first before you can simulate a planet (from a probe or something) Either way, it would be a great help to my missions.
  2. Hi everyone! Update 1.2 has just entered Experimentals! We’re eager to finally start the next phase of testing and getting ever closer to the 1.2 release. During experimental testing a crack team of experienced and hand-picked KSP players will throw everything they’ve got at the game to make it bend, blend and break in many ways. The goal is to catch as many bugs as we can, and to make the game as stable as it can be before we make a public test build available. Those of you who’ve been around for the 1.1 update will remember that we released a ‘pre-release’ test build for everyone to have a go before we officially released the update, and for update 1.2 we plan to do the same thing. Once the pre-release builds are available you’ll only be able to opt-in via the Steam betas, or through the KSP store. We hope you’re as excited as we are about the coming weeks. Stay tuned for updates and Fly Safe!
  3. I have conducted an experiment on the effects of physical time warping on take off. here are the details. CONSTANTS- same spacecraft used throughout, same mass(3.515t), SAS enabled before launch, Time Warp enabled before launch, Same pilot used.(Richwig Kerman) Control (no time warp) Max Altitude Max Speed TEST 1- 9,946 m 342 m/s TEST 2- 9,945 m 342 m/s TEST 3- 9,945 m 342 m/s Warp x2 ------------------------------------------------------------- TEST 1- 9,943 m 342 m/s TEST 2- 9,942 m 342 m/s TEST 3- 9,942 m 342 m/s Warp x3 ------------------------------------------------------------- TEST 1- 9,938 m 343 m/s TEST 2- 9,938 m 343 m/s TEST 3- 9,938 m 343 m/s Warp x4 ------------------------------------------------------------- TEST 1- 9,936 m 343 m/s TEST 2- 9,934 m 343 m/s TEST 3- 9,936 m 343 m/s OOHHHH K, *smacks lips* There is roughly a 10 metre decay between the no time warp test and the 4x time warp test (Take into account the mass of the vessel,3.515t,), and minimal speed change, how ever, this was conducted with a relatively light craft. I plan on do more test with heavier vessels. Although I would not be surprised if someone else has already tested this, but it was a fun experience to do so myself. I would like to test more questions If anyone has any. And good luck Kerbalnauts .