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Everything posted by *Aqua*
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Sound Overhaul
*Aqua* replied to Aperture Science Employee's topic in KSP1 Suggestions & Development Discussion
If you hear your jet engine making a deep rumbling sound you should grab a parachute quickly. The engine is probably disintegrating. ;-) KSP seriously needs an audio overhaul! -
I just want to say Thank You! I had a lot of fun planning my base today.
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IIRC it appears once every 40 game startups.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
*Aqua* replied to K.Yeon's topic in KSP1 Mod Releases
It depends on a lot of factors. But usually you want to reach ~20 km altitude fast and build up you horizontal speed until it gets too hot (at about ~1.3 km/s*). Then pull up to ~30° and ignite your rocket engines (if you have any) and wait until your AP gets out of the atmosphere. High TWR helps you to reach 20 km altitude faster by pitching up a lot (up to 90°) right at the beginning. If your TWR isn't that beefy you're restricted to a slower climb rate. I try to climb in a way that my speed never drops below mach 1 (~300 m/s). This approach will result in a curve like this. Please forgive my crappy paint skills. * As a side note: For a low Kerbin orbit you need a final velocity of about 2.2-2.4 km/s. So you are already half way there. -
https://en.wikipedia.org/wiki/Project_Excelsior#Test_jumps The hand was unpressured for about one hour. https://en.wikipedia.org/wiki/Effect_of_spaceflight_on_the_human_body#The_vacuum_of_space Normal skin can withstand vacuum. Soft tissue can do it too but there might be some bruises. But most of the soft tissues are in your mouth, nose and eyes and that's what you want to cover with a pressurized mask anyway.
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This! If there's a hull breach and air is flowing out quickly you only have about 30 to 60 seconds before you'll become unconscious. You'll lose precious seconds just for realizing what's going on, looking around, deciding what to do and flying to the next mask. Let's say this takes 10 seconds, then you have about 20 seconds left for putting the mask on. There isn't enough time for putting on a space suit or similiar. You need to immediately take action to get air into you lungs again. When you put on the mask you just increased you lifespan by the amount of oxygen in the tank which should be enough to even survive an hour or so in vacuum. But stay in the shadows and avoid direct sunlight. Cooling down in space takes a long time but heating by the sun is pretty fast.
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I wondered this myself. Turns out, he wants the rocket to be able to be used as a primary stage (and recovered for reuse) anywhere in the solar system. Essentially, he's starting to build the infrastructure necessary for a Mars colony. The first stage of the Falcon 9 weights about 20-something tons without fuel. You'll need an incredible large parachute for that. The rocket has an aerodynamic shape, it won't slow down in flight a lot by itself. That means the parachute must be deployed at high enough altitudes at very fast (supersonic) speeds. Are there parachutes that can survive supersonic speeds while being pulled down by a 20-something ton weight? And would that parachute system be more reliable, lighter and cheaper than a proven rocket engine, guidance system and one ton of fuel? And does this parachute allow steering so that the rocket engine won't land in salt water?
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Finding neutral terrain to land on planets moons etc?
*Aqua* replied to Cloakedwand72's topic in KSP1 Discussion
http://www.kerbalmaps.com/ Switch to slope layer in the upper right. - or - Use ScanSat and create a slope map with satellites. -
If you want to replace ore by actual elements like iron, aluminum, carbon, etc., where do you want to stop? The periodic table has 118 elements (still counting). Let's say you select about one or two dozens of the most important ones. If you combine them your can create numerous alloys, composite materials, etc.. The question is again, where do you want to stop? To create the materials you need new parts. How many should there be (you obviously need several because a smelter can't produce carbon fiber)? These are rhetoric questions. The point is adding several new "ores" can quickly make the system too complex. The original idea for ISRU was to have about a dozen minerals, fluids, etc. which need to be mined, distilled, smelted, etc. The KSP devs scrapped them because it was too tedious, too complex -> not fun.
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- resources
- extraplanetary launchpads
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There's a gap in the ground. Is it new? I can't recall a gap at all. Another question: Does DirectX 11 now work without graphical glitches?
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[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
*Aqua* replied to Gaalidas's topic in KSP1 Mod Development
Well, now we've got: Gaalidas - our mascot ^^ Aqua (me) - plugin writer V8jester - IVA, part config, PR guy ArkaelDren - part config, testing and lo-fi - the guy we blame all bugs on IMO we need another two guys: a second plugin writer and a modeller (modeler?) I don't want to code the stuff all by myself and we need a guy who can create new tracks and wheels and/or modify the current models. I guess we'll do it like that: 1. Organize ourselves. (Github access, everybody who doesn't know KF will have a look and ask questions, etc.) 2. Wait for KSP 1.1. 3. Brainstorming. (What do we need to change? What to remove? What to add? etc.) 4. Idling and once in a while contributing some stuff. Joking It would be nice if everybody could contribute at least 2 hours per week to KF. More is ok, less is... you know... with that much contribution you don't get anywhere. Our goal: Getting 75+% of KF running again at about 2 months after KSP 1.1 release. What are your thoughts? -
No, a script won't really help. You essentially have to redo all textures to make use of all PBR capatibilities. Afaik the KSP devs won't do that (yet) as it's too much work.
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[WIP] Dangerously Shaded Stock Refresh
*Aqua* replied to DangerouslyDave's topic in KSP1 Mod Development
It shouldn't be that difficult. Basically you need two textures for it: The "clean" and the "dirty" one. You put both on the heatshield, the dirty one on a lower layer and the clean one in the layer above it. (You can archieve that by duplicating the surface and moving the copy before the other one. But be aware of possible z fighting.) On start you set the the clean one to 100% opacity. While the heatshield burns up you decrease the opacity so that the burned up surface begins to show through. You can tie the opacity to the ablatorcurrent / ablatormaximum ratio or use a more refined math. There may already be a function in Unity which can combine two textures to archieve the same effect.- 90 replies
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The missing problem After rocket builders refined their crafts more and more they send them on a mission to Tylo. Right after landing they embark and upon touching the ground first they remember to get back into the craft to get the flag - just to discover they forgot to add ladders and can't get back in. P(M) = 1 - tc / te Where: P(M) is the probability an important part is missing. tc is the current mission time in seconds. te is the estimated total mission time in seconds. Side note: The further you are into a mission the more likely it is you forget to add a part that's essential for mission success.
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100s of rl days using timewarp? O_O Forget it!
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You might want to change the new moon's name to "Dritter Mond" which is the correct German spelling for "third moon".
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Hi ChrisD! While you are waiting for Squad to implement these (if they'll do that), you could try mods which provide the game mechanics you want. 1) http://forum.kerbalspaceprogram.com/index.php?/topic/50884-104-in-game-notes-notepad-checklist-v0122-20151006/#comment-726660 2) http://forum.kerbalspaceprogram.com/index.php?/topic/72605-105-flight-manager-for-reusable-stages-fmrs-v1001/ 3) I'm not sure. There's a mod which allows to change the suits but I don't know if you can change them dependent on the Kerbal's profession.
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Will 1.1 break savegames?
*Aqua* replied to maculator's topic in KSP1 Suggestions & Development Discussion
1.1 introduces new wheel and antenna mechanics, which means that every craft with these parts probably won't work anymore. There might be other new stuff which even makes whole saves unloadable. -
The first one is already working on it: http://forum.kerbalspaceprogram.com/index.php?/topic/127810-stock-part-replacements-for-a-new-shader/
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[WIP] Dangerously Shaded Stock Refresh
*Aqua* replied to DangerouslyDave's topic in KSP1 Mod Development
I'm not sure if I like this look. The metal looks like aluminum. Does this engine look like that in RL? Also I have the impression that they usually have a less shiny apperance. Russians like to paint their rocket engines. O_O Also for emissives I found these pictures: I hope it can be of help for you.- 90 replies
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Hi Kerbals! Are you as excited as I am about the PBR in KSP 1.1? PBR is short for physical based rendering, it's a (supposedly more realistic) method to render textures which is new in Unity 5. Afaik KSP's assets won't be converted to this in 1.1 but I expect gradual replacement during the next updates. Because 1.1's also comes in a 64 bits version we can have a lot more textures in a higher resolution. The downside is that textures need more work to create (seems like double or triple the amount). But the visuals look very good!
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BDArmory AI flight computer making unstable turns
*Aqua* replied to drtricky's topic in KSP1 Mods Discussions
For completeness: Undercorrection (not enough control surfaces, etc.) can also cause wobbling. -
Devnote Tuesday: Where did we leave the bugspray?
*Aqua* replied to SQUAD's topic in KSP1 The Daily Kerbal
It already does! 1.1 will probably improve that.