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OHara

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About OHara

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  1. Build id = 02694 is from version 1.8.1 (from just about one year ago) so you would apply two patches in turn KSPx64-Patch-1.8.1-To-1.9.1.exe KSPx64-Patch-1.9.1-To-1.10.1.exe and the directory is the one that contains KSP.exe, which might be down one level from what you might think (image) depending on how you unzipped the game. The patch program gives the same not-so-helpful error message, whether the version of KSP.exe is not there or not the version it expects. I use the update patches, because the downloads are 10× smaller, but in this case you might want to take the time to
  2. All the blades from the Breaking Ground mod have peak lift at 9° angle of attack. (This is a smaller angle than the 30° that give maximum lift for other KSP wings and control surfaces.) I have not found the angle for best lift-to-drag ratio, but would guess 5°. Someone else might have that answer. Or you might decode the sections in the file 'Physics.cfg' that list points defining the lift and drag curves. These are angles relative to the airflow across the blade. As the craft's airspeed changes, changing the angle of the blade on the rotor (like a variable-pitch prop) is impo
  3. The rule seems to be that only parts in the 'payload' section in the VAB will protect their payloads. If you want to change the rules in your own game, there is a mod to extend the mechanism of protection to other hollow parts (link)
  4. There is a recent description of something very similar on the bug tracker (link) but not a real bug report. I'll mention the very good report in the OP on that bug-tracker item. Version 1.7.3 does not show the problem, but I agree that version 1.10.1 obviously does. Someone else noticed it and revived a very old thread (link). The module-manager patch in that thread ( @PART[*]:HAS[@INTERNAL[*]] {!INTERNAL,* {}} ) solves the low frame-rate for me but of course also removes all views of the inside of the craft (all IVA views). Another workaround is, each time after returning
  5. A single inflate/deflate cycle would meet the need identified in the OP. The earlier discussion seemed to reach a consensus (or at least average of opinion) that a single charge of inflating gas, plus some way to puncture the inflated shield, was a reasonable balance of realism/expected behavior and game-play usability. The various creative alternatives are, I think, less fun than the other creative things available in KSP. If the inflatable heatshield was easy to use as a heat shield, players could spend the effort solving more interesting problems. The single deflate could b
  6. There is a non-obvious workaround involving connecting the 'deploy limit' to one of the 'control axes' -- image at right. I have the keys PageUp/PageDown control the Custom03 axis so I can use them to deflate a heat shield in-flight. I do agree that a simple 'deflate' would be simpler, as did 75% of the people when there was a poll:
  7. At least in the direction of those realms. I read some of the papers over the last week and it seems this was always a remote speculation. The 1935 Wigner and Huntington paper was about electronic structure of dense solid hydrogen. The first result is that, if you can push the H2 molecules close enough, the electronic bonds overlap and merge into a sea of electrons, and the nuclei space themselves equally to minimize the energy of their electrostatic repulsion. Then they say "If the extremely high compressibility [of molecular solid hydrogen] at ordinary pressures ... would h
  8. For craft in relatively low orbits, KSP uses a frame of reference that rotates with the body being orbited, so Foucault pendulums don't work properly, for example. I think the dividing altitude might be the same one as used to distinguish science results from "in orbit, low" versus "in orbit, high". 55km above the Mün is a 'low orbit'. The Mün is tidally locked to Kerbin, so the frame of reference for low orbits around the Mün would keep pointing at Kerbin
  9. The closest I know of in the game is in the Tracking Station, where the Kerbal icon opens a display of the crew on the currently-selected craft. If that display is not long enough to show all the crew, you can drag the mouse to scroll, and you can close the sub-display for each crewed part in the craft. None of this was obvious to me; experimentation is needed to learn much of KSP's user interface. That might give you what you want, if you combine with Tracking Station Evolved to organize the craft in the Tracking Station by celestial body.
  10. I think that is the more common case where people say 'metastable'. You could turn diamond to carbon if you heat it enough. My father's job was to do the reverse, for industrial cutting diamonds. At ambient pressure, graphite is a re-arrangement of the carbon atoms that has slightly less thermodynamic free energy than diamond, so the thermodynamics allows diamond to spontaneously rearrange into graphite, but not the other way around. The fact that this rearrangement is so awkward, and the energy difference so small, that diamond lasts forever at normal temperature is another important
  11. Yes, it is difficult. Looking back, the strongest source I see for linking that engine to some magnetic nozzle is an informal dinner conversation about the resources they were planning to have in the game, over one year ago. I would guess the game-idea is to have off-Kerbin resources that enable interstellar engines, but the developers may very well have substituted something else for metallic hydrogen long ago, and we probably wouldn't know yet. Okay, I suppose you're considering this context to be physical metastability. So the the dry-ice form of CO2 would be analogo
  12. We acknowledged up-thread that imagining usefully-metastable metallic hydrogen bothers some players, but not others. I can understand some reasons why some players might be bothered a lot. Other metastable materials, like hydrazine and hydrogen peroxide, make fine monopropellants. But the energy per molecule released from H→H2 is ten times larger, near the top of the scale for energies in chemical bonds. Chemical bonds struggled to hold together the diamond anvils that (probably) formed monatomic metallic H, and the energy released overcomes chemical bonds trying keep solid the mat
  13. It is, but only after you have the game running for a long time in one session. Craft not in the current scene don't slow down physics simulation of the game, but of course load/saves take longer because the file is bigger, including the persistent-file being saved at each scene-change, and you start to run out of memory (link to bug report) after many loads and saves which will eventually slow everything down, until you restart KSP. I have played the same career save since version 1.0, so now my tracking station is very full, and I like the ... personality that has built up in that
  14. These are bugs. The bug-tracker (link link) sometimes has suggestions for how to avoid or work around bugs --- in these two cases I don't see any suggestions better than what you've found. The SM-25 service module often needs fuel lines to access fuel from tanks inside it. The bugs with shrouds are partially resolved in the later PC versions, but that fix might not have made it to the console versions yet.
  15. One other common cause is SAS, if the 'control from here point' is far from the strongest control actuators (RSC or reaction wheels). Maybe after redockings you were left with a control point sensor that wobbles one way, while the reaction wheel is wobbling the other, as part of the hula dance. Then SAS tries to slow down the wobble of the sensor, but does so by commanding a torque on the reaction wheel that instead increases the amplitude of the hula dance.
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