Temporal Wolf
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Flight SAS does not hold orientation during timewarp
Temporal Wolf replied to Vl3d's question in Flight
This seems like less a "does not hold orientation" and more a "craft can't rotate during time warp", which definitely seems like a double edged sword: If SAS works during time warp/craft can rotate, then heading instability becomes an issue while burning under time warp... which is not a good thing in my book. -
Parts & Vessels Heatshield Ablator Doesn't Deplete / is barely depleting
Temporal Wolf replied to Astroneer08's question in Parts & Vessels
Did a duna return mission, hit the atmosphere reverse to Kerbin's spin at like 4.5km/s, no ablator loss. There is definitely some weirdness going on with ablator. -
I've had the reverse happen: my current save has two Tim C Kermans, on separate missions. At this point I think the Kerbals might just be clones... which kinda makes sense, KSP isn't known for having a high survival rate...
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Temporal Wolf replied to Galileo's topic in KSP1 Mod Releases
I'm guessing this is probably not intended, and I suspect it it may not be your doing, but I thought you might find it interesting:- 7,349 replies
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- galileos planet pack
- gpp
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(and 1 more)
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It's definitely doable without landings. I've lofted ion ships with enough dV... just might have to wait a few years between each transfer to get a good window. It's just a grand tour without landings (or even orbits?). I think it would be a good challenge: lowest dV at launch for the completion... watch the 30 year journeys roll in.
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For the sliding rover: I find it really useful to have gear to deploy when not moving. My rover is 6 wheels with 6 landing gear. If I'm sliding I just drop my landing gear... they have a lot better friction it seems. Also, braking is less effective than spinning the wheels in reverse. My rover will not stop via braking; it will stop by reversing. (and stop MUCH faster via landing gear)
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Rover EDL questions...
Temporal Wolf replied to MaverickSawyer's topic in KSP1 Gameplay Questions and Tutorials
I finally broke down and installed HyperEdit to test Eve's new atmo before sending my very high cost mission... that's the only easy way to get a true test I know of. EDIT: Although you could start a sandbox, copy your craft, launch it with a mammoth engine and infinite fuel on and just blast it over... HE would be easier, but I guess that would work... just quicksave before you get there so you can test multiple reentries. -
Rover EDL questions...
Temporal Wolf replied to MaverickSawyer's topic in KSP1 Gameplay Questions and Tutorials
What does the payload look like? My guess is the drag on the payload is flipping it around, which means you may want to have airbrakes or a few drogues on the payload rear end deploy when you pop the fairing endcap. This might not be as easy as you might think, as it is not just the parachutes, but the entire drag of the craft that matters... and that is based largely upon the direction of travel... there may be multiple 'stable' decent angles depending on which direction the craft is traveling. -
Getting similar crashes recently. I also have DOE installed... just launched 3 satellites in one go, had all three near one another for burns to different SOIs. It's done this twice in twenty minutes when I'm switching between those craft... haven't had it happen before (my game is usually stable for several hours at least), so I don't think it's a memory issue... and I have a LOT more craft floating around. I'm gonna get them away from one another and see if it keeps crashing... if not, DOE might have to go
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Some Relief for Memory Outage Crashes
Temporal Wolf replied to Moach's topic in KSP1 Technical Support (PC, modded installs)
Considering this takes a crash-every-ten-minutes mod load and turns it into a hasn't-crashed-yet... all the rep to you. I'll take the FPS drop over constant crashing. -
I built a solar observatory with enough dV to get to a stable 150Mm circular orbit around Kerbol (~20kdV on Kerbin escape on a retrograde path with periapsis at 150Mm)... with the new heating mechanics, my craft part-by-part explodes in the 750-600Mm range (during 'simulations', warp makes it much worse). I'm now looking to retarget my observatory at a safe distance (seemingly 750Mm), but this means I'll probably have 15kdV to spare once it's circular... maybe I'll try to put it in a polar orbit >89 degrees at 750Mm. Anyone have any experience with craft closer than that and surviving the new heating mechanics? EDIT: So for 16 of the 20kdV I have I can put it directly into a 800Mm circular polar orbit. I'll probably do that. Might have to build another with radiators and the like and see how close I can dive it before it burns up.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
Temporal Wolf replied to Peppie23's topic in KSP1 Mod Releases
Yes, that's it. And it's being worked on: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/388 -
[1.1] RemoteTech v1.6.10 [2016-04-12]
Temporal Wolf replied to Peppie23's topic in KSP1 Mod Releases
I'll check when I get back, but I haven't had issues with using the relative button (>) when queuing actions after nodes. What I would really like to see is being able to send it commands that will execute when there is no connection: right now the delay is until it sends the signal, not delayed execution (which is what I would much prefer)