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Gaarst

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Everything posted by Gaarst

  1. Pogo has nothing to do with aerodynamics. As mentioned in the comment above it's caused by fuel sloshing, which causes changes in fuel pressure at the bottom of the tank, in the fuel feed system and finally in the thrust of the engine, creating a positive feedback loop. While I'm all for it (and everything that would make designing rocket more advanced than slapping an engine under a bunch of fuel tanks) it requires a lot of new mechanics to be implemented properly: fuel dynamics (means getting rid of the Lego fuel tanks), stress or bending within a part (currently stress and strain are only applied at joints), pressure dependency for engines and fuel systems, damping, parts breakup... All of which would make everything more complicated and significantly increase computations done each frame. I don't think even Orbiter simulates all of these. Harder aerodynamics already exist in FAR (don't expect your rocket to survive a flip) but I'm not sure it is very good with turbulences.
  2. No, you can use the Stockalike configs. They will give KSP engines realistic performance but they are not stats directly copied from a real engine (as opposed to the Real Engines configs since RO completely changes the stock engines to real-world engines). With Stockalike you have real-world performance with KSP engines, with Real Engines you simply have real-world engines. Link because the one in the OP is also broken:
  3. As far as I know the Real Engines config are made for RO and packed with it. I don't think you can use them on their own.
  4. Right click, set as target and just go there, it doesn't matter if your target is in orbit or landed. I'm not sure what the suggestion is.
  5. RSS does not change engines. If you want engines and tanks with performance similar to real ones, you can use SMURFF which simply tweaks masses and Isps to get payload fractions close to actual rockets, or Real Fuels which completely changes the stock LFO system to actual real fuels with realistic characteristics.
  6. The "Additional Planets" section of the Community Mods and Plugins Library I am maintaining was made with this in mind (being able to install/uninstall planet mods without messing up your saves).
  7. A jet-powered buggy I drove there earlier: And a companion for OP's MiG:
  8. Your favorite IDE is as close as a mod editor you'll ever get. Now if you want VS bundled with KSP you'll have to wait until Microsoft is done buying everything.
  9. RSS n'est pas encore mis à jour pour la dernière version de KSP (1.4 et les patchs suivants), la dernière version de RSS est pour KSP 1.3.1. Même si RSS devrait être assez simple à mettre à jour, il fait partie du groupe de mods Realism Overhaul, donc la version de RSS pour KSP 1.4 sortira en même temps que celle de RO qui lui est beaucoup plus complexe à mettre à jour. En attendant, il faut soit patienter, soit l'utiliser avec KSP 1.3.1, ou alors essayer de l'installer tel quel sur KSP 1.4. Apparemment il n'y a pas de bug majeur qui l'empêcherait complètement de tourner sur 1.4, mais il faut mettre à jour les dépendances manuellement (Kopernicus notamment) voire le recompiler pour 1.4 (c'est pas bien compliqué ou long, mais si c'est pas obligé il vaut mieux se l'épargner).
  10. @Arrowstar @FreeThinker I've added both your mods!
  11. Do you know they aren't? On topic, the source code is available for every KSP mod posted on the forums. If you're really afraid, download the source code from GitHub and compile it yourself, no virus unless you put one yourself.
  12. Gaarst

    How to rep "farm".

    I'd like to have an option to hide your reputation as we used to have in the old forums. I remember it wasn't possible when people asked back then, but maybe an update has changed things since then. (Pinging @ManeTI because why not)
  13. Just FYI, there already exists a continuation of Telemachus here:
  14. You're welcome! I've tagged BDAc for 1.4.3; I had already added Re-purposed Structural Panels to the library.
  15. His modlist is in the description of the video.
  16. I'm done with the boring stuff, so I can get back to maintaining the list! I've started adding the mods released since March and I'll be tagging mods for 1.4.x after that. Edit: mods released up to 31/05 are now in the list!
  17. Of course you can use this list to update yours! This is just a list of mods, there's no content created that I could claim ownership of. Anyway, thanks for the tips, I'll take a closer look at it whenever I get the time to and see how I can improve this list. ____________________ A bit of news: I recently have been, and will be for about a month more, quite busy IRL and finding time to update the library is a bit difficult. I probably could update it little by little every few days but that's not how I want to do it and updating the library at once is very time consuming. Long story short, don't expect regular updates to the library for about a month or so.
  18. Does anybody have pressure-thrust curves for the prop engines? I'm making high altitude aircraft and I can't push past 12 km with the Silver Crow, I probably won't be able to get a lot more but just out of curiosity I'd like to see which engines die last.
  19. Following the unanimous critical and commercial success of our last opus, the Kerbalespace™ C-1000 airliner, we have came to the realisation that improving upon this magnificent aircraft would not only be impossible but also futile as it is as close to perfection as it can get. And so, we have made the decision to radically change our register, indeed the creation that we offer you today is a low-capacity supersonic business jet named the Kerbalespace™ X-1500B "Rømer". Supersonic to say the least, because well, to get straight to the point, it boasts a cruising speed of 1,500 m/s at an altitude of 26,000 m. A speed that takes you around Kerbin in 50 minutes, at an altitude where the atmospheric pressure is less than 1% that of sea level. These figures are the first signature of Kerbalespace™'s quest for perfection, the second being the Kerbalespace™ X-1500B "Rømer" itself, of course. To allow it to pierce the skies at a speed approaching Mach 5, the Kerbalespace™ X-1500B "Rømer" possesses several innovations that our skilled engineers developed through their relentless and unpaid voluntary work. The Kerbalespace™ X-1500B "Rømer" is a blended delta wing design with the fuselage hosting the cockpit and room for 16 passengers elegantly morphing into the delta wing itself upon which are mounted the four engine nacelles, source of the Kerbalespace™ X-1500B "Rømer"'s unique performance. These are a homemade design combining the advantages of turbojets, ramjets and space-grade engineering into the RAPIER system (The RAPIER system is built by C7 Aerospace and the Rockomax Conglomerate; Kerbalespace™ will not be held accountable for any performance defects from the RAPIER systems.), providing sufficient thrust for all stages of the Kerbalespace™ X-1500B "Rømer"'s flight, whilst maintaining an environmentally friendly efficiency so that you can enjoy your flight knowing that Kerbin's grass plains thank you. (Kerbalespace™ will not be held accountable for the emission and release of environmentally hazardous substances by the RAPIER systems.) Another challenge encountered, and overcome, by our engineers is the intense heat generated by near-hypersonic regime, so intense it cannot be dissipated by even the most powerful radiators available. (Test realised with 1 different model of radiators) The scorching airflow is first of all mitigated by the Kerbalespace™ X-1500B "Rømer"'s stratospheric altitude of 26 km reducing the air density even further than conventional supersonic aircraft. Then, the high-tolerance low-conduction materials of the nosecone ensure that the bulk of the heat is absorbed but not conducted to the rest of the plane keeping sensitive components shielded from the outer blaze. These measures would not be as efficient without the last feature of the Kerbalespace™ X-1500B "Rømer"'s heat management system: the drag-reducing aerospike (The "drag-reducing aerospike" system does not contribute in reducing the aircraft's drag.) placed at the very end of the nosecone allowing to detach the airflow shockwaves from the body of the aircraft and deflecting most of it around the Kerbalespace™ X-1500B "Rømer". Thanks to these brilliant feats of engineering, the Kerbalespace™ X-1500B "Rømer" is capable of withstanding the heat generated by its cruise for the entirety of a circumkerbal flight. (Kerbalespace™ will not be held accountable for any damage sustained by the purchased aircraft or injuries after long- or short-term exposure to aerodynamic heating within the flight envelope.) Now I hear you, you may expect that such a ludicrous speed would be extremely uncomfortable for the passengers and would make for an excruciating ride. That would be without our expert designers which were hard at work to bring the luxurious comfort, signature of Kerbalespace™ for decades, to the Kerbalespace™ X-1500B "Rømer". Intended for wealthy businesskerbals, it provides state-of-the-art amenities including, but not limited to, individual seats and cabin lighting! (Available on selected models only.) Although perhaps the most significant feature which will make your flight incomparably pleasant comes is the speed at which you will travel: indeed, the cruising speed of 1,500 m/s is so close to orbital velocity that you will be feeling less than half the gravity at the surface. (Values measured for an eastbound flight and indicated as estimates only.) Combined with the altitude far above any turbulence (All turbulences encountered during cruise are liabilities of the Kerbin MET Office.), this made totally independent and neutral testers say that the Kerbalespace™ X-1500B "Rømer" was "the most comfortable vehicle that has ever existed, bar none", "outstandingly pleasant to ride" and "feeling like we are sitting in the clouds over 20 km below". (Observations made by independent Kerbalespace™ employees remunerated for the test and their comments; only selected comments are mentioned, for a complete list of comments made after the test go look somewhere else; Kerbalespace™ will not refund twice the difference of anything if you find a concurrent aircraft more comfortable.) Priced at only $66 million, the Kerbalespace™ X-1500B "Rømer" will allow you to carry up to 16 passengers faster than anything else in the world to anywhere and back (This statement is indicative only and does not mean that the Kerbalespace™ X-1500B "Rømer" is the fastest means of transportation available; Kerbalespace™ will not provide assistance or be held accountable for stranded aircraft), for an affordable cost, all while enjoying a starry black sky in complete calmness. (The aerodynamic heating experienced by the aircraft may obstruct outside view.) Truly a miracle of engineering, this outstanding aircraft meets Kerbalespace™'s draconian performance and comfort requirements and we can affirm with confidence that it will meet yours as well. As usual, Kerbalespace™'s friendly consumer support and generous refund policy will ensure any complaint of yours never remains ignored. (Kerbalespace™ will not be held accountable for performance lower than advertised; all figures and features given are indicative only and you agree that they cannot be considered as false advertising from Kerbalespace™ should they not be met; all purchases are definitive and non-refundable; by signing the acquisition contract the consumer agrees to be the sole responsible for the operation, maintenance and support of the Kerbalespace™ X-1500B "Rømer" aircraft.) Kerbalespace™ X-1500B "Rømer" data sheet KerbalX download link: https://kerbalx.com/Gaarst/X-1500B-Romer
  20. The only reason I build and fly planes in KSP is because I find space too boring in stock. I've never launched anything from the runway in my modded install. Either way we don't need more parts, we need more mechanics. Making History hasn't made space a tiny bit less boring once you're done discovering the new parts.
  21. What NewTech posted above appears to be an old backup/archive of the library. It is not up to date and I am not maintaining it. I can't check right now but I am pretty sure GPO is updated and After Kerbin is listed in the main library.
  22. The worst of both worlds. Besides the fact that dV requirements to a same destination vary a lot depending on the situation, craft and ability of the player, people who want numbers will still not have any numbers and people who want to guess their rockets to orbit are spoiled the outcome.
  23. The game taking every single possibly useful feature at the beginning of career is ridiculous; here's an example: you're beginning to learn the game, you want to go to orbit for the first time, what could the game do to help you? Give you tools and information... nah, how about taking everything away from you and letting you learning to go to orbit by yourself. That's career for you. KSP is extremely hard when you start and gets easier as you progress, give me a single game that has the same difficulty curve.
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