Jump to content

SpaceLaunchSystem

Members
  • Posts

    317
  • Joined

  • Last visited

Posts posted by SpaceLaunchSystem

  1. I prefer not to name the new mod because I’m pretty sure the error is my fault, but I’m running Window 7 in 32 bit & KSP 1.0.4 in 32 bit. This there a way I can fix it where I can have a single copy of the mod.

    I think you should probably give us the name of the mod. Also you should follow the How to get support thread and add your Unity player.log. That would probably help quite a bit.

  2. KSP: 1.0.4

    Problem: Heatsheild overheats like any other part when reentering at velocities larger than about 3000 m/s.

    Mods Installed:

    HullCam VDS

    RasterPropMonitor

    Kerbal Engineer

    MechJeb 2

    MechJebAndEngineerForAll

    ModuleManager 2.6.6

    ModuleManager.ConfigCache

    ModuleManager.ConfigSHA

    ModuleManager.Physics

    ModuleManager.TechTree

    NavHud

    DockingPortAlignmentIndicator

    StockClamshellFairings

    Step: Build a craft with a 2.5m heatsheild. Send it on a circummunar trajectory. Reenter at excess of 3000m/s. Watch craft explode.

    Log: https://www.dropbox.com/s/zgv0mh9ml96yb86/Player.log?dl=0

  3. I am downloading and installing this mod immediately because it is giving me intense 2001: A Space Odyssey flashbacks. The only thing that could make this more epic would be if you collaborated with the MechJeb developers such that, on arrival in the Jool system, MechJeb seizes control of the ship and kills the frozen crew by shutting off their life support. The only way to regain control is for Jeb to disconnect MechJeb's nervous center in an epic spacewalk, while it hauntingly pleads for him to stop.

    No? Okay, I can dream :) Great mod seriously.

    yes...Yes...YES!!! You just gave me an even better idea than the interstellar one! How about adding your idea, but only making it apply if the ship is a Joolian Discovery (a 2001 mod by NecroBones).

  4. I presume it does, unless mentioned explicitly that its not. I've not used the USI warp drive in particular, but you could do a test and fire the thing up in Low Kerbin Orbit, then see how long it takes to reach a certain altitude.

    I know that the KSP Interstellar Warp Drive uses a tenth of 'human c' as its c, but not sure if RoverDude did the same for his mod.

    I'm really not good with timing and testing. I just PM'd RoverDude to find out.

  5. Kerbin day is 6 hurs, solar day has 50.8 extra seconds.

    In KSP there's no speed of light.

    PD: if you ask "scientific" question better use km/h :P

    Really, miles are used only in few countries, and KSP internally uses meters, it'd be better if you get used to international system.

    Hmmm.... Thanks for the Km/H suggestions. I'm asking for the "speed of light" in the USI warp drive mod. Unless, of course, it uses our speed of light. Anyway, a quick google search could of told you that converted the km, the distance to K. Centauri would be 2.6441 x 10​13​ KM.

  6. I'm trying to figure out some things for a KSP mod project.

    Here are my questions:

    How long (in human hours) is a Kerbin day?

    How fast (in human MPH) is Kerbal lightspeed? (In USI WarpDrive?)

    Is the below math correct?

    The distance from Kerbin to Kerbal Centauri is 1.64297015 x 10^13 human miles because the distance distance from Earth to Alpha Centauri is 4.367 light years or about 2.56714087 x 10^13 miles and Kerbal scale is ~64% of reality. There are also about 3379.2 (human) feet in a Kerbal mile.

  7. Just modify the steeringCurve values in the config. For each key, the first value represents speed in m/s, the second is the torque applied. Up the second value and more steering torque is available. Simple :)

    I stand corrected.

  8. To my knowledge, this would be extremely difficult - if not impossible. Unless someone is willing to make a similar model, you'd have to contact Squad, have them e-mail you the .dae or .blend file, and add the turning animation. Doesn't seem hard, but you'd have to do quite a bit of convincing to get Squad to send you their model.

  9. I'm a beginning modder. I've made a working fuel tank, and a decoupler. Can anyone point me towards a tutorial for creating an engine? Is it the same as any other part, just with moduleEngine (or whatever it is)? If so, how do you do the fairing?

×
×
  • Create New...