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Everything posted by Manul
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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. -
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.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Manul replied to Gotmachine's topic in KSP1 Mod Releases
Mirror symmetry has always been buggy as hell, some parts (like triangular structural panels) can not be placed in mirror symmetry at all. They just deny symmetry and align themselves asymmetrically no matter what. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Manul replied to Angelo Kerman's topic in KSP1 Mod Releases
There is a mod that adds some extra warp coils and auxiliary generators 0.625m in diameter, giving more flexibility to warp ship design. -
In my experience with kerbal gee limits, plasma blackout and require signal to control switched on, the too steep high speed reentry is deadly anyways for any relatively large spacecraft with large wing area because as the pilot blacks out the vehicle looses control and gets shredded or burned or both. Yep, most of my crewed "reentry vehicles" are 100+t OPT cargo spaceplanes or smaller Mk2-based exploration shuttles and sstos
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Giving parts ridiculously low G-tolerance can have consequences due to KSP being KSP and creating ridiculously high peak accelerations for no reason. Docking/undocking, grabbing an asteroid, driving a rover, or just on a scene load... there are many ways these changes can ruin the day.
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Why are parts, not kerbals affected by g-forces? And part g-tolerance doesn't care about time, while kerbals and humans do. The highest peak acceleration human ever survived was 72g while 8g can be deadly in a prolonged period of time.
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Buffalo 2 Modular Space Exploration Vehicle
Manul replied to Angelo Kerman's topic in KSP1 Mod Releases
Try to move the base away from the runway. It's actual status might be "Standby to launch" and not "landed", don't trust any external mods UPD: the mission timer is not running so it's definitely not landed, it's standing by to launch. -
[1.12.5] Sterling Systems v0.3.8 [Apr 20, 2024]
Manul replied to JadeOfMaar's topic in KSP1 Mod Development
This is where sterling systems turn into stirling systems. Yep, the most silent modern submarines use stirling engines for submerged propulsion https://en.wikipedia.org/wiki/Gotland-class_submarine -
[1.12.5] Sterling Systems v0.3.8 [Apr 20, 2024]
Manul replied to JadeOfMaar's topic in KSP1 Mod Development
Me: oh, a 50m heatshield, it's huge, should be useful for landing big and fragile stuff on Eve, I will not build a silly huge useless saucer. Ten minutes later: -
This mod doesn't depend on KSP version, it depends on Kerbal Konstructs and it's version. CKAN is maintained by a few people who can't test every single combination of mods on every single KSP version so CKAN shouldn't be used as an indicator of mod compatibility.