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Angelo Kerman

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Everything posted by Angelo Kerman

  1. If I do the gravitic plugin right for KSP 2 (assuming I can...), I wonder if it could be adapted for airships in KSP 2?
  2. Still working on the update to Pathfinder. I found a bug in Sandcastle that prevents the Sandcastle and Sand Works templates from working properly with Pathfinder, and I needed to recompile the plugins. Additionally, the Castillo Factory will have Sandcastle support built-in, and all parts that have a Resource Distributor will also have the Fuel Pump. You'll need to update Wild Blue Core as well as Sandcastle in addition to Pathfinder, but I'll repeat that when the Pathfinder update is done.
  3. Yeah they are compiled into the dll. You can try dismissing them via the debug menu (F12).
  4. Coming soon: I have an experimental part in Wild Blue Core to handle this very situation. It's currently in testing.
  5. That was a version of a mod called Airpark that was discontinued. If you have the Parking Brake mod, use that instead. In the meantime I'm working up a quick bug fix for the Castillo Depot, and creating a patch that replaces Pathfinder's resource distributor with Wild Blue Core's fuel pump (which is newer and easier to use).
  6. Ok, that's an error. It looks like I copied the Castillio's WBIPackingBox over to the storage depot. You should change inflatedCrewCapacity to 0 instead of 32.
  7. I never considered having all the large buildings capable of stand-alone operations. You could probably make a MM patch to add that- @PART[wbiCastilloFactory,wbiCastilloObservatory,wbiDrillingRig,wbiGroundStation]:NEEDS[Pathfinder] { MODULE { name = ModuleCommand minimumCrew = 0 } }
  8. They used to work. Are you using KIS to build them? My 3D program license expired so I can’t really go back in and fix them. I would need to learn Blender but I am on a modding break until February. Have you tried using extraplanetary launchpad to build a base?
  9. It uses an Applied Plot Device to rapidly warp around the planet until its orbit is circularized, combined with a micro timewarp so that it doesn't take time. The crew gets strangely hungry afterwards, as if they haven't eaten for days...
  10. Chapter 36 The press conference was exhausting. Reporters wanted to know everything about Magic Boulder’s deposit of exotic matter. Is it dangerous? What does it do? How much did they have, and so on. The conference overshadowed Drax Aerospace’s announcement last week that they captured their own asteroid, of course, but more importantly, it took control of the narrative about the fate of Magic Boulder- formerly, VDP-762. “A hypothetical Eminent Domain claim on Magic Boulder would set a precedence for the federal government to seize any asteroid they fancied, including Drax Aerospace’s recent capture,” Scott E. Kerman, CEO of Orbital Dynamics, said when Karbal Kerman, one of the reporters, asked about the company’s plans for the exotic matter. His forehead itched but he had to remind himself not to rub the spot just above his left eye where makeup artists covered up a bruise. Yesterday, he got into a fight with a bookshelf. The shelf won. “Capturing an asteroid is a significant expense. If the government seized them whenever they felt like it, it would ruin the space mining business. To ensure that that doesn’t happen with Magic Boulder, I’m pleased to announce that Orbital Dynamics is donating the exotic matter to the international science community. “The material, which, as I said earlier, has an atomic number of zero on our table of periodic elements, will be held by an independent Element Zero Trust Organization that will fairly distribute samples to vetted scientific research agencies. The Trust will be held to account to ensure that the samples are available to every accredited international research organization that requests one, with the proviso that all research into the properties of the new element are also shared with the international community. Any commercial applications and technologies that arise from element zero research would of course remain the intellectual property of the organization that developed them. As an analogy, if someone were to discover that propellium can be combined with oxium to form water, that knowledge would become available to all, but a fuel cell that combines propellium and oxium to produce water and electricity would remain the intellectual property of the individual or organization that created it, with the discoverer of the scientific property behind the application earning a percentage of royalties. “Since we believe that Magic Boulder isn’t unique in its deposit of element zero, we strongly encourage other asteroid mining agencies to contribute their deposits to the Trust until such time that it is determined that element zero has industrial uses. If such a determination is made, then any remaining element zero in the Trust will be auctioned off to commercial interests, and the proceeds donated to the International Wilderness and Wildlife Conservation Fund. “And to answer your follow-up question, Orbital Dynamics will be taking naming suggestions from the scientific community into account as they discover the properties of element zero before making our final decision. It’s the privilege of discovering a new element to name it, but it’s a privilege that we take very seriously.” * Drax Aerospace wasn’t happy about being upstaged by Orbital Dynamics’ announcement, but when they cited the possibility of Eminent Domain destroying the space mining business, they quickly reiterated their rivals’ concerns about jeopardizing the industry and praised them for donating their exotic matter to science. Additionally, they announced that their own asteroid had “some” element zero- the mystery material that DAM-1 discovered- and that they were honored to donate it to scientific research. Behind the scenes, Drax’s lobbyists pressured Kongress to curb any efforts to seize Magic Boulder- and by association, their own asteroid as well. Then the international community chimed in. In a rare show of solidarity, both the mcKerman Kingdom and the vonKerman Republic issued a joint statement declaring that the nations would levy stiff economic sanctions against any nation that seized a company’s asteroid and/or the resources mined from it so long as the asteroid and its resources were used for peaceful purposes. They both strongly believed that space mining, combined with space manufacturing, would significantly reduce the strain on Kerbin’s natural resources and help reduce global climate change. Seizing legitimately claimed asteroids would kill both industries, they argued. As a result, the federal government immediately backpedaled and proposed setting up the Extraplanetary Mining Oversight Committee (EMOC), a government body officially established to ensure that dangerous substances from outer space aren’t introduced to Kerbin’s environment, but unofficially established to transfer said dangerous substances to the federal government. EMOC would follow the international customs model to inspect shipments arriving from space. Companies could mine planets and asteroids for valuable resources like aurum, gemstones, and precious metals- and quietly sell resources like blutonium. A small fee based on the resources collected would pay for EMOC’s operational costs. Both the vonKerman Republic and the mcKerman Kingdom followed suit with their own EMOC variants. So, while Orbital Dynamics lost the opportunity to sell their exotic matter for a lot of Funds due to their donation, they secured ownership of Magic Boulder- and any other asteroids and resources that they may encounter in the future. That was a good thing, since the company was about to set up a base on the Mϋn and go prospecting- as soon as they finished Oasis and their propellant factory… It took three days to refuel BirbStar, but once completed, the lander departed the ODIN Mϋnar Mining Base and arrived at Oasis a few hours later. ODMC commanded the back half to dock with the Mining Base’s fuel tank module and reconnect with the front half. Then, after refueling the landing system and support tanks, BirbStar departed Oasis for its trip to the surface. Three days later, the lander initiated its deorbit burn. Then, after an hour and a half wait, BirbStar arrived at the Mining Base. As it did before, the two halves of the lander split apart, wheeled their payload into place, rejoined, and docked to the Mining Base. As expected, BirbStar had sufficient propellant in its outboard and support tanks to reach the surface without any propellants in the core tank module. That meant that it didn’t need as much propellant to reach the surface as originally feared. Orbital Dynamics estimated that it would take about three days to refine a full tanker load of propellant. Fortunately, the Mining Base already had sufficient propellant stores to refuel BirbStar without waiting, so the cargo lander departed as soon as it had a full propellant load. Nine hours later, it arrived back at Oasis and repeated the process of grabbing a Core Tank Module, refueling, and heading back to the surface. This time though, ODMC had an important test to make; accounting for the fuel needed to return to orbit, how much usable propellant payload would they receive on a single tanker flight? They were about to find out. In its tanker configuration, BirbStar departed Oasis once more and headed for the ground. After landing, the tanker docked with the Mining Base to refuel. Unfortunately, the facility didn’t have enough propellants produced to refuel the tanker fully, so it had to wait. Meanwhile, ODMC monitored the output of the drills and noted that their current location wasn’t producing any pure water from ice; only gray water from an underground aquifer could be sourced. But there was plenty of oxium along with small amounts of blutonium, hexagen, metal ore, minerite, nitronite, zeonium, and even some precious metals in the mix. ODMC made a note to go prospecting in the area to find a better site, but for now, the location would suffice for testing purposes. It took another day to scrounge up enough propellants to top off BirdStar, but at last the tanker was ready to fly again- just in time for a momentous event. * After nearly three years of travel, on Ahuit 23, 2003, Galileo- the Laythe Ascent/Descent Vehicle- became the first vessel in the First Jool Fleet to enter Jool’s sphere of influence. Out in deep space, there wasn’t much fanfare since the autopilot woke up, plotted a course correction burn that aimed towards Laythe by way of Jool, and then promptly went back to sleep. It had a three-day wait for its course correction burn, and then another 51 days until it arrived at Laythe. On the ground, however, after the LADV reported in, KSP Mission Control cheered. Their hard labor was finally beginning to bear fruit. Over the next two weeks, more vessels in the First Jool Fleet would arrive, and in just under 60 days, Nautilus would enter Jool’s SOI as well. * Back at the Mϋn, BirbStar departed the ODIN Mining Base with its full fuel load and rocketed into the sky. The tanker’s outrigger and support tanks weren’t enough to attain orbit with such a heavy load, so ODMC unlocked the central tank in the Core Tank Module for the remainder of the trip. Ten hours later, BirbStar arrived at Oasis and refueled its outrigger and support tanks using its core tank module. Then ODMC engineers ran the math. Including the fuel spent from the Core Tank Module to reach Oasis, delta-v margins, and refueling the tanker itself for the next trip to the surface, the fuel payload ended up at 33% of the cargo tankage- one single H250-64 propellium tank, or the equivalent volume of one “big orange tank.” With an average of one round trip every three and a half days, the Mining Base/BirbStar tanker combo could fully refuel the empty ODMC Fuel Depot in about 24.5 days, and fully refuel an empty OCTV in a bit less than that. In the meantime, though, BirbStar refueled the OCTV-2’s shield tank- enough for the cargo tug to head back to Kerbin. It took several days to reach its maneuver node to place it on course with escaping the Mün. It still had about a week to aerobrake and meet up with the Orbital Dynamics Shipyard. Meanwhile, the Shipyard commissioned OCTV-3, another Orbital Cargo Transfer Vehicle to help ship freight to Kerbin’s natural satellites. OCTV-3 linked up with Oasis’ long overdue Sandcastle 3D print shop and its second Homestead module and departed the Shipyard. Forty minutes later, the transfer vehicle burned for the Mün… It took three days for Oasis to reach apospsis before OCTV-2 departed, and another 4 days to return to the Orbital Dynamics Shipyard. It wasted no time docking with the awaiting shipment of modules earmarked for Oasis, refueling via the stack of core tank modules, and heading back to the Mϋn. Once the final set of modules arrived at Oasis, the OCTV was ready to begin regular supply runs between Kerbin and the Mϋn. All they needed to know was how much propellant they could deliver to the Shipyard per trip after refueling the orbital cargo transfer vehicle, and how often… * Orbital Dynamics weren’t the only ones trying to work out how long it took to replenish their orbiting fuel depot. The Drax Triple Tanker, so named because it consisted of three tanker hulls lashed together, careened through Kerbin’s skies as it shed speed to slow down. As with the prototypes that came before, the tanker vented cryogenic propellant to keep its engines cool during aerobraking. It wasn’t ideal, but it worked. After four such trips through the atmosphere, the Triple Tanker slowed enough to efficiently use its engines to circularize its orbit, match planes with the Drax Fuel Depot, and rendezvous and dock with it. Connecting three tanker hulls together- albeit two with disposable engine modules discarded and capped with heat shields in their place- combined with assisted aerobraking proved to be economical. Using the three H-500-144 tanks to finish orbital rendezvous and to refuel the Triple Tanker for another trip to Minmus left the three larger H-500-288 propellant tanks available to refuel the Drax Fuel Depot. With two Triple Tankers rotating between Kerbin and Minmus continually supplying the Fuel Depot, a single tanker was enough to fill the Depot’s former Shuttle External Tank from empty to 100% capacity every 18 days. Drax Kerman was pleased with the results. * Orbital Dynamics’s announcement coupled with the proposal for EMOC sparked a resource rush in space. First, a Jool Wide Load sent an upgraded Drax Asteroid Miner into orbit, followed by another refueling launch. Right after, DAM-2 went on its way. A week later, Drax Asteroid Miner 2 rendezvoused with DSV-451. After performing system checks, Drax Mission Control cleared it to approach and grab the massive asteroid. Within moments, Drax Aerospace captured its second asteroid. And a Class I at that! After the celebration subsided, DAM-2 got to work. It performed its scans and determined that like VPI-273, ore and water were the highest concentrations, at 64% and 11% respectively. As for the other resources, it had gemstones, metal ore, hexagen, nitronite, and zeonium, all at less than 1% of the total mass. But since DSV-451 massed 1,985,653.7 metric tons, there were a lot of resources. The team had to wait for DAM-2 to process the asteroid and refuel its engines before deciding whether it was worth it to move it into Kerbin orbit. But in the meantime, they renamed it to Drax DSV-451 and staked their claim… Not long after, the Arrow Space Corporation, sponsored by the Ministry of Space, launched their AstroMiner technology demonstration mission. Built from an Arrow 5 Upper Stage, AstroMiner rocketed away from Kerbin to chase down a small, Class A asteroid. Several days later, the spacecraft caught up with the asteroid and grabbed it. After a few hours of scanning, AstroMiner determined that it was mostly composed of ore, water, and rock, with traces of gemstones, hexagen, zeonium, and nitronite. LUL-145 was unremarkable, but it still served as a test to capture an asteroid and bring it back to Kerbin. AstroMiner waited a couple of weeks before making an engine burn to put the asteroid on course to Kerbin. But it had another 100 days before arrival. * Meanwhile, back in Low Kerbin Orbit, it took eleven automated Sunraker flights to assemble, but the latest Drax space station finally took form. Flying on automatic, the station rendezvoused with VPI-273- the first asteroid that Drax captured- and speared the asteroid with its grabbing unit. Once everything settled, the station discarded its maneuvering thruster and began processing the asteroid’s gray water into cryogenic propellants and refining its metal ore… * With their Münar propellant infrastructure established and Oasis completed, Orbital Dynamics continued their engineering work on a delivery system for their Buffalo rover. Meanwhile, the Shipyard began construction on Refuge, the next Oasis-class station. Like the government-owned Gateway Station orbiting the Mint Mün, Refuge was designed to be Kerman-tended. Unlike Oasis, Refuge would be built in a low equatorial orbit- reaching polar inclinations required far less delta-v than at the Mün. Since clients wouldn’t need to wait weeks for a landing site to become available, Refuge didn’t need as extensive facilities as its high-polar orbiting sister station. But since the Oasis-class stations were designed to be modular, if needed, Refuge could be expanded in the future. As OCTV-3 returned to the Shipyard, shipwrights built the station’s core modules as well as its power tower and its payload maneuvering vehicle. The station crew parked them on the upper docking pier until an OCTV could be spared to deliver them to Minmus. Not long after, OCTV-3 picked up the tank cluster and headed back to the Mün, while the workers assembled Refuge’s habitat modules and parked them as well. By the time that OCTV-3 returned to the Shipyard, workers finished Refuge’s fuel tankage and the landing system that Finch would need to reach Minmus’ surface. It was hard to believe that Finch, having made history as the first kermanned spacecraft to reach both the Mün’s orbit and its surface, would soon repeat its accomplishment at Minmus! It would be the first time that a single spacecraft- albeit a modular one- orbited and landed on both of Kerbin’s müns. With OCTV-3 back at the Shipyard with its cluster of tanks, Orbital Dynamics’ accountants ran the numbers. For the initial trip with its tank clusters, OCTV-3 was fully fueled, but it used less than half of its propellant load to transport the empty tank cluster to Oasis. Hence, its shield-tank would be sufficient to reach the nearest natural satellite. When it departed the polar orbiting station, all its tanks and the entire tank cluster had a full load of propellant. By the time that OCTV-3 arrived at Orbital Dynamics Shipyard, the Orbital Cargo Transfer Vehicle burned through its propellant load- but two of the nine tanks in the cargo cluster proved more than sufficient to refuel the craft to complete rendezvous and docking with the Shipyard- and still have plenty left over for a return trip to the Mün. Finally, accounting for the time it took for the mining station to refuel Oasis’ depot and an empty OCTV, and adding in the round trip to and from the Shipyard, a tanker could deliver seven “big orange tank” volumes of propellant every 37.8 days. That was enough to completely refill an empty OCTV with propellant left over, or two OCTVs that were full when departing Oasis. While the numbers looked impressive at first, when Sarah compared them to Drax Aerospace’s numbers, things didn’t look so well. Drax could deliver twice the propellant to LKO in half the time based on both companies' current production rates. If they were going to be competitive, they’d have to expand their mining facilities, add additional depot storage, and build more tankers to match and exceed Drax Aerospace’s LKO delivery rates. * Sunraker- the first runway-to-orbit SSTO- lifted off from KSC’s Runway 09 on another trip to orbit. As it climbed into orbit Drax Aerospace’s commentator noted that the spaceplane was the first winged craft to perform all flight operations, from takeoff to orbit to landing, all without a crew aboard. During the first few assembly flights of their new space station, Sunraker’s crew were simply observers, ready to take over if the flight computers encountered a problem. But once proven, Drax didn’t bother assigning a crew to complete assembly of the station. Delivery flights flew on automatic and assembling the station’s components happened remotely. Today’s flight was both routine and a first. Once again, the spaceplane flew on automatic, but it was also the first time that Sunraker flew to Starlab without a crew. Seven hours after takeoff, the SSTO arrived at Starlab and docked without any troubles. Announcers remarked that next-generation SSTO freighters would likely not even bother with cockpits, saving both mass and cost. Shortly after Sunraker docked, Phildas noticed a master caution alarm on his panel. For some reason, Starlab showed “NaN” for its battery level. Again. “I thought we fixed that,” Phildas said. “We did,” Gerrim, the station’s engineer, responded. “But Starlab is showing her age. She’s over a decade old.” “As you’ve reminded me each time our experiment stations or air converters or the entertainment center breaks,” Phildas retorted. “I don’t think we can fix it any further,” Gerrim said. “We’ll have to manually check the batteries from here on out.” “We really need to replace the station,” Phildas lamented… At KSC’s sunrise, Sunraker departed Starlab for its trip home. Everything went as planned, including closing the payload bay and docking port doors, performing the deorbit burn, and pitch-over to the proper angle for reentry. Ten minutes later, the spaceplane kissed the top of Kerbin’s atmosphere, and plasma-fire engulfed the airframe as it dug deeper into the atmosphere. At 35,787 meters altitude, things took a turn for the worst. (o7 Columbia...) * Drax hung up the phone after hearing the bad news and sat in silence, stunned- and fuming- for what seemed like an eternity. He thought about his next move. Perhaps the PR team could spin the failure as a software corruption that resulted from interfacing with Starlab’s computers, he thought to himself. Drax sighed. Mϋnraker 1 had just retired and been rendered unflyable, and with Sunraker’s demise, it left Drax Aerospace with no kermanned spacecraft. He needed a new solution, and soon. One thing was certain though, Sunraker was a dead end. Buying a company like Phoenix Aerospace was an option, but one that would show weakness- the public would perceive the acquisition as an admission that Drax Aerospace couldn’t create reliable spaceplanes. But there was another option. He knew what had to be done, but he didn’t like the encouragement that it would bring. He picked up the phone and dialed a number. “Hi dad, how ar-” “How long until you can get Pathfinder operational,” he interrupted his daughter and said tersely. There was a brief pause in the conversation. “Y- You know about the OV-200 series?” “I know about all the projects at my company. Especially the secret ones. How long,” he impatiently asked again. “Well, Kerbodyne recently completed testing their CR-24 Longbow ThermalJet and LV-N209 Promethium atomic rocket, and if we can get some-“ “How. Long.” Drax did not like repeating himself. “Uh, by the book, three months to integrate the-“ “I’ll get Kerbodyne and the federal government to cooperate, and I’ll approve whatever budget you need,” Drax interjected. “You have one month.” Drax hung up the phone.
  11. @SkyFall2489 Please keep in mind that the Whipcrack concept is actually for KSP 2. I'm retired from KSP 1, save for the occasional bug fix. We really don't know what KSP 2's capabilities are in terms of modding, and C# hasn't been confirmed as supported in KSP 2 as far as I know. We might find out by end of February though. Right now I'm exploring different ways to do FTL for KSP 2, and the Whipcrack is just one possibility. But I don't know how doable it will be- can we displace the ship in a straight line? Who knows? Can we even program a specific orbit? It's unclear. We really have to wait for KSP 2 to be released- and to see how interstellar is actually handled by the game- before making anything definitive. Maybe "FTL" is as simple as using an advanced gravitic engine that accelerates up to 99.999% of the speed of light. Right now, I'm just thinking of what direction I'd like to go in if certain things are possible when modding KSP 2.
  12. I've had a chance to think about how Blueshift could work in KSP 2. Much of this depends on how hard it is to mod KSP 2, and what you can do with it. Anyway, I'm leaning towards NOT making warp drives for Blueshift 2, and instead, reviving the Whipcrack idea from last year... Like a jumpgate, the Whipcrack Jump Engine makes use of wormholes pulled from the quantum foam that are then expanded to facilitate travel. But unlike jumpgates, the destination end of the wormhole isn’t fixed. It flails around like the end of a whip- hence the name of the jump engine. Navigating with a Whipcrack is all about timing; if timed just right, the ship will jump forward up to its maximum jump distance, but if the timing is off, then the ship may end up widely off course. Initiating a jump is known as Cracking the Whip (and there is an appropriate sound effect for it). Travelers describe the experience as if riding a rollercoaster or riding on the back of a kraken- the ship and occupants get thrown about as it traverses the wormhole. In fact, there is a possibility that travelers will pass out from the g-forces. Objects near a jumping ship experience severe gravitic turbulence. A massive gravitic shockwave that originates from the center of the jump applies hundreds of gees of force to the nearby objects, flinging them away from the center. The magnitude of the event depends on how far you jump. This is of course configurable. It only takes a few milliseconds to perform a jump. There’s no time to get coffee, take a nap, or talk about the weather. You can have more than one Whipcrack on a vessel, but to jump in rapid succession, each engine must be fully charged. In theory, with enough engines, you could program a series of short-range jumps and “skip” across space somewhat like a warp engine, but in practice it’s better to make one big jump instead. Plus, with KSP 2 allowing engine burns during timewarp, other means of going real fast are possible. Just imagine using souped up gravity engines to rapidly zip around the solar system, to a max of just under light speed. The Star Carrier series by Ian Douglas has great examples of this method. (Flying saucers in Turbo mode be like this.) As with jumpgates, the mass of the vessel affects how much graviolium you need to Crack the Whip. There is no upper limit on a vessel’s mass, but the mass of the vessel affects the charging period required by the Whipcrack. It takes 1 hour per 5 metric tons for the Whipcrack to charge its gravitic capacitors before it can Crack the Whip. This duration is of course configurable because people are impatient. Jump engines are rated for a maximum jump mass, known as Jump Max. Beyond that, they cannot initiate a jump-unless you take advantage of the natural space-time bend of a gravity well. The deeper into a gravity well the ship goes, and the higher the local gravity, the easier it is to initiate a jump. In this way, jump ships can conserve graviolium and even exceed their Jump Max mass by getting as close to the center of a gravity well as possible and/or jumping from a high-gravity world. Note that this does mean that a vessel could jump from the surface of a world- even one with an atmosphere. But with Hard Mode (see below) engaged, jumping from the surface becomes a lot harder. In general, smaller jump engines have shorter ranges and can’t jump as much mass as larger jump engines. With KSP 2 having enormous interstellar craft, it’s quite possible that to jump between star systems, you’ll need a very big jump engine unless you have something that’s highly advanced and miniaturized. Similarly, jump engines are rated for their maximum jump range, with smaller engines unable to jump as far as larger engines. But with Hard Mode engaged, you can take advantage of a natural gravity well to boost your jump range. Before you get ready to jump, point your ship in your desired direction of travel, or point your ship at the desired destination celestial body. While you can technically target a vessel, the best you can do is jump to the target vessel’s celestial body. This isn't Battlestar Galactica-levels of precision jumps (unless it's enabled...). Once you’ve got your course figured out, just make sure that there’s nothing in your way! Whipcrack navigation, also known as whip throwing, is represented by a graphically displayed, animated sine wave with a dot traveling along the wave and a center-line running through the wave. The closer the dot is to the center-line when the player initiates the jump, the straighter the course. Jump distance affects the frequency of the sine wave, and thus, the difficulty of jumping on the center line. A slider control lets the player control the jump distance- up to the Whipcrack’s maximum jump distance- and thus, the sine wave’s frequency. The amplitude of the wave is affected by how close the ship is to the celestial body- if any- that the ship currently orbits. The closer to the star/planet, the higher the amplitude. Kerbal skills can improve Whipcrack navigation. The highest-skilled engineer aboard will slightly reduce the wave’s angular frequency. The highest skilled scientist will slightly affect the amplitude of the wave, and the highest-skilled pilot will slightly affect the wave’s frequency. This might change depending on what skills kerbals have in KSP 2. Wormholes are attracted to gravity wells, briefly grabbing onto, or “snagging” a gravity well before losing its grip. This only happens if there is a gravity well along or near the wormhole’s projected path. If there are multiple gravity wells, then the wormhole will randomly snag on them, with larger gravity wells having a higher probability of attracting the wormhole endpoint. For interplanetary jumps, snagging a nearby planet is harder because the “snag corridor” is narrow but for a distant target like a solar system, snagging any of the gravity wells in the target star is much higher. Players can take advantage of the snagging phenomenon by building a Whipping Post in orbit around a desirable celestial body. Whipping Posts are station-sized jump beacons that use a lot of graviolium to attract wormholes. Since the probability of a wormhole snagging a celestial body is proportional to its gravitational force, a Whipping Post improves the odds. Hard Mode: To jump between moons in the same planetary system, you need to achieve the moon’s escape velocity. So, you’d need to reach Minmus’ escape velocity in order to jump to the Mun. To jump between planets in the same solar system, you need to achieve the planet’s escape velocity. Thus, to jump from Kerbin or either of its moons to Duna, you’ll need to achieve Kerbin’s escape velocity. To jump between star systems, you’ll need to achieve the star’s escape velocity. Thus, to jump from Kerbol to Debdeb, you need to achieve Kerbol’s escape velocity.
  13. When I get a moment I'll take a look. I'm largely retired from KSP 1 modding but the odd bug fix here and there is ok.
  14. Never used it. I've always used EL and for many years my mods have supported EL directly.
  15. It sounds like if you have GU installed and it got a huge update, you'll want to disable space anomalies, exit the settings menu, and re-enable them.
  16. That is a limitation of the part modules that Squad built, unfortunately. I recommend going nuclear. Technically not a requirement but you get the best results by using them, especially for attaching parts.
  17. Stock EVA Construction could've learned a thing or 3 from KIS/KAS when it came to attaching parts. Maybe KSP 2 will be better. I tend to use both systems.
  18. I haven't tried those recently, have you tried using Kerbal Inventory System/Kerbal Attachment System to attach them instead of stock EVA Construction?
  19. That room was fun to make. I had to add the demotivational posters to it since it was a boardroom type thing. Best of all you can change the pictures just by clicking on them. Happy New Year!
  20. You need to place the part on the tank that has resources that you want distributed. Once placed you can pump the resources throughout the vessel for local distribution, or to the remote vessel's resource tank that has a pump set to remotely receive the resources.
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