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Everything posted by ExtremeSquared
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Fairings have finally been fixed too! It is still unplayable due to newly introduced UI bugs, but this is to be expected. I fully expect version 1.11 to be the more or less finished game all the early access people have been waiting for. Good times.
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No astronauts, not even J,B,B,V. No contracts. No science tree. Probe based rockets still work in sandbox. This reminds me of Wall-e. Going to try a full purge and reinstall.
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Every body in the system is made of fungus and/or bacteria due to being called "biomes". At least the surface is. There is not a single lifeless location in the entire system according to the game.
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Hohmann Shmohmann - who else uses high energy transfer courses?
ExtremeSquared replied to nadreck's topic in KSP1 Discussion
After a successful Moho mission, I'll usually send the same massively expensive super-high-dV ship directly at the mun for fun and excitement. -
Does Physics Warp 4X affect dV to orbit?
ExtremeSquared replied to Jetski's topic in KSP1 Discussion
I wouldn't dare try in atmosphere. Deep space missions seem to turn quickly into that Event Horizon movie at just 2x warp. -
It's on the Github still. http://bobpalmer.github.io/UmbraSpaceIndustries/
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[1.4] SpaceY Expanded, v1.5 (2018-04-02)
ExtremeSquared replied to NecroBones's topic in KSP1 Mod Releases
I'm not sure why this seemed reasonable. -
Somewhere around 0.23.5 or so there was a purely bugfix and optimization release. It was a good day.
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Conductive heating and timewarp is still buggy. I'm hoping the 1.11 release ends up being 100% bug squashing.
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Bulky craft to orbit - help :-)
ExtremeSquared replied to LiveHereNow's topic in KSP1 Gameplay Questions and Tutorials
Keep your velocity below 300m/s and completely vertical until 10000m altitude. Then gradually increase velocity. You may not be able to start a gravity turn until 20000m+ depending on how bad the aerodynamics are. It is an inefficient ascent, so plan to waste a couple thousand m/s of deltaV. May want to add a few more reaction wheels to help the craft maintain a vertical ascent. Fairings do not work in 1.05, so launching odd contraptions absolutely requires a 0.23 style ascent. -
I hope they never change the thermometer.
ExtremeSquared replied to ExtremeSquared's topic in KSP1 Discussion
Not bad. Kerbal. -
I hope they never change the thermometer.
ExtremeSquared replied to ExtremeSquared's topic in KSP1 Discussion
There is definitely radiative heat in 1.05. It's why SAS is following the sun. -
Built a solar skimmer heat shield ship with a thermometer and transmitter. Everything except part of the radiators was occluded by heat shields. I expected the RTGs to blow at some point, and had backup power. Then the thermometer exploded.
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Are fairings useless?
ExtremeSquared replied to Wemb's topic in KSP1 Gameplay Questions and Tutorials
I've encountered a separate fairing bug where the contents of the fairing are subject to aerodynamic forces as if the fairing isn't there at all. It could be a linux bug, as fairings seem especially buggy on linux builds. So the answer is yes. -
That's why I put biome in quotes. They can still be called biomes if the entire KSP system is riddled with anaerobic fungus and bacteria. As it stands, there is no place in the stock Kerbol system that doesn't contain alien life, which is sort of fun. To be fair, it is just a game, but it would be great if they put out a "classroom edition" that can be used to teach physics without botching biology terms.
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Why not pre-model surface hardness into a table of friction coefficients separated by "biome"? Just doing this would give polar regions and minmus ice flats different friction properties.
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Same reason for surface stations in stock. It alleviates the guilt that is caused by leaving a solo kerbal in a tiny landing pod for 10 years.
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The only similarity the KSP universe has to our own is the gravity physics. This game has a long ways to go before it can be considered a science simulator. Although it would be nice if, someday, enough of the core workings could be exposed to modders to make it accurate from a chem/bio standpoint.
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Modding Monday: Gravity Turn version 1.2.0!
ExtremeSquared replied to SQUAD's topic in KSP1 The Daily Kerbal
This goes out the window for any payload that doesn't fit in a 2.5m bay. It still is necessary to launch directly upwards past 10000m if your payload has wheels or other weird nonsense attached. -
Well... temper this advice with the fact that floating point inaccuracies in the game engine can bring a twr down to a round 0.00. Don't bother trying to move an E class asteroid with an ion thruster, no matter how good it sounds on paper. It will not budge regardless how many tanks of xenon you dump in there.
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Are interplanetary rovers possible in 1.05?
ExtremeSquared replied to ExtremeSquared's topic in KSP1 Discussion
Used a lifter with Jool system deltaV to get a rover to Minmus. Four key points to the operation: 1: v<250m/s until 25km 2: vertical ascent until 15km 3: tremendous control authority -- fully unlocked gimbals and 11 reaction wheels. 4: struts can be attached to the payload within the fairing. Neglecting any of these resulted in failure. 4b: Doing this in career mode is frustratingly wasteful. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] To add insult to injury the terrible looking fairing became embedded in the craft in LKO for an orbit. Fairings... [IMG]http://i.imgur.com/bZuyK11.png[/IMG] -
Are interplanetary rovers possible in 1.05?
ExtremeSquared replied to ExtremeSquared's topic in KSP1 Discussion
[quote name='1greywind']Forget fairings. Build rocket around your rover, launch straight up with low TWR until 20 km and then go to orbit like in old pre 1.0 times.[/QUOTE] I'm going with this for now. I suspect fairings are win builds only for now. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Vlad and I have the same lack of respect towards rocket science though. I still blame physics bugs. -
Are interplanetary rovers possible in 1.05?
ExtremeSquared replied to ExtremeSquared's topic in KSP1 Discussion
Hmm... I was having aerodynamic problems that seemed to be caused by the contents of the fairing rather than the fairing. The rover was getting yanked around inside the fairing by aero forces from what I could tell.