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About me
Laythe Air Force test pilot
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Hoffer's Wake Alpha, Badlands cluster
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Air cooling doesn't work well at mach 5
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Manul replied to Angelo Kerman's topic in KSP1 Mod Releases
I looked into the config file of a gravity gun, and it really adds 0.25t of mass per hit. But this change hardly makes any difference compared to it's primary effect (pushing things hard). If you don't reduce mass by ejecting it at high velocity it doesn't. In terms of conservation, instantly reducing mass would produce the Δmc2 of energy, mostly in a form of gamma rays, that will result in vaporization rather than acceleration. Turning into a cloud of shiny plasma actually IS acceleration (on atomic and subatomic level) but it's an acceleration in every possible direction simultaneously (physics is not aware in which direction you need to accelerate things). In terms of KSP instantly reducing mass does nothing: you can (mostly) harmlessly jettison 5000 units of ore and suffer only from a minor bounciness. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Manul replied to Angelo Kerman's topic in KSP1 Mod Releases
There is an option to change part mass for beam cannons, but I don't remember if it was ever implemented. There are currently 2 "gravity guns": repulsor and tractor beam, both of them don't mess with mass, they just push/pull things very hard. The first one is good for making a tank that uses tanks as projectiles, the second one is single-use only because you always get smashed by your target whenever you use it. -
[1.12.5] Supplementary Electric Engines
Manul replied to triple cheeseburger's topic in KSP1 Mod Releases
Here are some crafts I've built using this mod This one looks military but it's totally harmless .... or not so harmless Still have no fancy name for this ugly creature: -
[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
Manul replied to Angelo Kerman's topic in KSP1 Mod Releases
SunkWorks has a MM patch adding ModuleGroundPart to the jetpack and it is having some unforeseen consequences -
[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
Manul replied to Angelo Kerman's topic in KSP1 Mod Releases
I noticed that dropping the EVA jetpack on the ground (feature added by Sunk Works) and then picking it up may increase it's mass up to 20t. It's not shown anywhere but boarding a vessel with the glitched jetpack increases the mass of a cockpit by 20t. Maybe the volume is affected as well. -
[1.12.5] Supplementary Electric Engines
Manul replied to triple cheeseburger's topic in KSP1 Mod Releases
cube-what? I use them to make low gravity personal transport aka flying chairs P.S. by "low gravity" I mean that type of gravity when you can run into orbit or jump into escape trajectory, warranty void if used on the Mun. -
Manul started following does anyone know of this mod? and [WIP] RasterPropMonitor Maneuver Planner
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MAS has it's own tools to create maneuver nodes both manually and automatically.
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Vulcan made a MAS IVA for F-35 cockpit. But he removed all videos from his youtube channel, so I don't think it will be available for download any time soon. I made Su-27 IVA for this mod but it's still in experimental state with MFD pages named "Debug" or "FUBAR"
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You can try PreciseEditor to check the alighment of engines and wing surfaces. I can't imagine my life without this mod: I always use it to check placement angles of landing gear, wings, engine nacelles, guns and other parts that get misaligned due to surface attachment on a curved surface.
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PreciseEditor says that it has less than 0.1mm offset from the center of mass, looks quite precise for me In comparison with real world engines with all their pumps and other components shifting the COM of the engine.
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Is this black rectangle a passageway inside the coil? If it really is, we'll have a unique opportunity to observe the influence of negative mass and negative energy on some victims volunteers.