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About Loskene

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    Steely-eyed missile man

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  1. They're a bit hokey and I generally build my own payload deployment rigs with an empty aeroshell, but I think you need to use a stack separator on them so nothing stays attached to the node after decoupling, then it might disappear. I don't know, it's black magic at my level of usage. You know you can attach the probe directly to the docking port and use "decouple node" in orbit to detach it though, or another stack separator if you want to be safe, since they decouple on both sides.
  2. If it doesn't then you weren't talking about anything relevant to interstellar travel simulation and avoiding FP issues because that's exactly what krakensbane is for, and even that's a bit of a half-measure with less annoying edge cases than other solutions, so it works for 99% of our purposes. The ship doesn't move within local space. Space moves around the ship. How it's presented to the user is just an abstraction of the same numbers used to calculate its position and velocity in the first place, they're not separable like that. What they've most likely done is just take a freeze frame of the Kerbol system (and all your craft in it) and stop calculating/rendering it once you get a certain distance away, then running catchup calculations when you switch back to determine where everything is now. That way you don't get FP issues ruining all your on-rails orbits while you're very far away from them. I'm sure this is mostly wrong too and they have some even more complex mechanism to make interstellar travel viable, but they won't be taking such drastically game-limiting measures like the ones you propose.
  3. That's not how krakensbane works mate, it just makes the active vessel the centre of the universe to avoid FP issues, afaik SoI changes don't have any impact on it. When unfocused the craft is on rails and doesn't really exist, only its orbital parameters, which you can change on the fly to simulate thrust. We have no indication yet whether they've had to change how this works for extremely long range brachistochrone trajectories, but since beyond a certain speed they can be roughly approximated as straight lines, they might not have to. However, assuming they stick to real physics and the sandbox nature of KSP, we should be able to brake halfway between two star systems in order to set up a waystation there (for a laser highway perhaps, or just a void colony for fun). They can't really "compress" or abstract away the distance between these systems without removing the ability to stop a ship once it escapes Kerbol. Given that we have interstellar travel mods in KSP1 already and they work just fine with krakensbane, I don't see what necessitates any changes there.
  4. FAR has tools that basically simulate wind tunnel testing now, by exposing the calculations that it has to do anyway in flight. I hope they bake that into the stock SPH.
  5. And? It'll still blow up your space center if you ground launch it and I don't know why they'd want to arbitrarily restrict that aspect of (extremely Kerbal) gameplay. I mean there were plans to ground launch Orion-powered city ships IRL (as mentioned they work even better in atmo) so I can't imagine Kerbals being more safety-conscious than humans.
  6. We've seen an Orion launch in the gameplay footage. They use boosters to yeet it a few hundred meters above the launchpad before engaging the drive, and they said in the interview it will destroy your infrastructure if you ground launch it, so it's up to you.
  7. Nice. I've yet to have a plane break up with enough altitude to let me bail out all the Kerbals in time, but then I rarely build SSTO spaceplanes. I've taken to making sure all my test flights are done with only a single pilot on board instead. If anyone else sneaks aboard while I'm making edits, on their gargantuan heads be it.
  8. Spaghetti joints seem to have been a half measure between completely rigid body physics and true soft body physics (think beam.ng drive but for balloon tanks). I can't say I think it was a good compromise though, might as well go all or nothing there.
  9. True, true, just pointing out there's diminishing returns to pancake landers (to the point they might as well be belly landers) so if you have problems putting it in an aeroshell you've gone too far lol While the concept plays out in different ways you're right that nesting jets don't work in KSP the way they do IRL (we don't have loose soil to dig into and friction is a curse word to the game engine), but as a means of arresting motion just long enough to allow scene switching or timewarp I've had good luck with them. Not separatrons though, has to be tiny LF engines since you may need to ignite them several times. The rollcage idea got a chuckle out of me but from having made custom rover wheels from high-impact parts I can say that it's very hard to tell when one of them is going fast enough to reach their impact tolerance, so do be careful, no uncontrolled hill rolls, fun as they are. Edit: Well now you've made me want to build a kerbal hamster ball to see how it does.
  10. Wide-stance landing gear, a low centre of gravity and a set of nesting jets would like a word with you.
  11. Solar sails are so bad... so incredibly bad, oh wow. I don't know why you'd want to torture yourself with them but I can understand the morbid curiosity. As others mentioned it needs an on-rails thrust mechanic in the game or else it won't work when unfocused, but there are mods designed for realistic ion engine burns which manage this, so it's already possible, just need to add something to control the sail orientation. Laser sails though... now we're shipping bags of sugar interstellar in a reasonable timeframe.
  12. Design your payload, mount it on launch clamps (if it's too big or would collapse under regular gravity), then roll it out and use the HyperEdit mod (preferred choice) or the Alt+F12 cheat menu to teleport it into orbit. To avoid physics confusion it may be beneficial to stage the launch clamps off immediately before you confirm the orbit change, since the craft may be considered "landed" while in orbit if the clamps aren't detached first, and cause problems. If you're doing this it's a good idea to raise your payload up a bit so it doesn't hit the ground before you teleport it. I speak from experience testing space stations like this, and while I don't know if launch clamps can still cause this effect in newer versions, I do this routine out of an abundance of caution anyway. Launch payload -> Set up desired orbit in the cheat menu -> Stage clamps -> Immediately hit "set orbit" button before it falls. I always put them into a low kerbin orbit to begin with as instantly transporting something far away can result in brief but destructive issues while the relative velocities are zeroed out after spawning. Another useful tool for testing/showcasing is VesselMover, though this only spawns vessels on the ground to my knowledge, within render range of an existing craft, so it's useful for constructing planetary infrastructure without having to launch it all from kerbin first.
  13. I was trying to figure out the relative size of the body eclipsing it until I realised it was indeed part of a body. A human shoulder to be exact. Derp.