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Manul

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Posts posted by Manul

  1. 56 minutes ago, Rakete said:

    Some gun I have in my BDA inventory says in the description, that it alters mass....

    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).

     

    43 minutes ago, Rakete said:

    Does reducing the mass instantly result in acceleration? In terms of conservation of energy it should, right? 

    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.

  2. 10 hours ago, Rakete said:

    Sidenote: BDA+ has a sci fi turret, that iirc destroys vessels by rapidly changing vessel mass values...

    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.

  3. 11 hours ago, Bizobinator said:

    Hello! I think I've encountered a bug, where this mod ends up setting the volume of the base-game EVA jetpack to 77L instead of 17L?
    What would you need from me to continue further? Since this didn't have a crash, does the log file help at all?

    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.

  4. On 2/2/2024 at 1:21 AM, Pxtseryu said:

    this will drastically affect the cubesat economy 

    cube-what? I use them to make low gravity personal transport aka flying chairs :D

    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.

  5. 9 minutes ago, Rakete said:

    so i will give up on that iteration of the vessel

    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.

     

  6. On 1/3/2024 at 11:00 PM, Rakete said:

    Centre of thrust is not aligned correctly for the biggest KARE-engine:

    PreciseEditor says that it has less than 0.1mm offset from the center of mass, looks quite precise for me :cool:  In comparison with real world engines with all their pumps  and other components shifting the COM of the engine.

  7. 20 hours ago, JadeOfMaar said:

    This set has a slightly larger cross-section than Mk3

    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.

  8. On 12/7/2023 at 10:25 PM, haydne said:

    ive been using this mod and im happy with the warp drives and rings but they are cumbersome and if you dont want to use a massive ring you have to use a load of tiny drives so is there anyway i can make it so  i can just have one drive  and be able to warp at max just with that? i dont mind changing things in files either.

    There is a mod that adds some extra warp coils and auxiliary generators  0.625m in diameter, giving more flexibility to warp ship design. 

    On 7/9/2023 at 11:27 AM, Manul said:

    I think you should try this mod , It has a variety of huuge and nice looking shiny warp coils (they actually shine while active), as well as size0 warp coils and some graviollium collectors.

  9. 1 hour ago, JadeOfMaar said:

    This mod doesn't say to turn that on too.

    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. :D  Yep, most of my crewed "reentry vehicles" are 100+t OPT cargo spaceplanes or smaller Mk2-based exploration shuttles and sstos

  10. 3 minutes ago, kurgut said:

    The value I dit set of 8g is specific to KSP keep in mind it's 1/10 scale of our solar system, so 8g on reentry means you most likely have a reentry profile that would be deadly in real life too.

    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.

  11. On 12/2/2023 at 1:38 AM, kurgut said:

    to 8g for pods/station parts.

    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.

  12. 1 hour ago, capi3101 said:

    Trying to grok what might've happened.

    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 :D

    UPD: the mission timer is not running so it's definitely not landed, it's standing by to launch.

  13. On 11/12/2023 at 2:36 PM, kaputzz said:

    CKAN says this mod is not compatible with latest game version.

    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.

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