-
Posts
436 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Manul
-
-
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.
-
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.
-
Here are some crafts I've built using this mod
This one looks military but it's totally harmless
.... or not so harmless
SpoilerStill have no fancy name for this ugly creature:
Spoiler -
On 2/14/2024 at 9:48 PM, Aelfhe1m said:
You can find out which mods are affecting the jetpack
SunkWorks has a MM patch adding ModuleGroundPart to the jetpack and it is having some unforeseen consequences
-
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.
-
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
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.
-
On 12/26/2023 at 8:39 PM, Svm420 said:
What made you go for RPM as opposed to MAS? I thought RPM was being phased out for the new and improved MAS.
MAS has it's own tools to create maneuver nodes both manually and automatically.
-
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" -
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.
-
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 In comparison with real world engines with all their pumps and other components shifting the COM of the engine.
-
7 minutes ago, OrdinaryKerman said:
I apologize for not taking planes into account when deciding the floor height
It was a bit too optimistic for me to expect a 15-ton jet plane to fit into a car garage
I should try something smaller next time (or just upscale the building)
-
On 11/10/2023 at 5:19 AM, Manul said:
I should fly through this thing.
At least I tried
-
On 12/1/2023 at 10:51 PM, kurgut said:
So I guess for now MAS is unusable with PCR...! : (
-
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
victimsvolunteers. -
5 hours ago, JonnyOThan said:
There's a complex state machine in the editor related to affecting symmetry-placed parts,
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.
-
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.
-
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. Yep, most of my crewed "reentry vehicles" are 100+t OPT cargo spaceplanes or smaller Mk2-based exploration shuttles and sstos
-
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.
-
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.
-
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
UPD: the mission timer is not running so it's definitely not landed, it's standing by to launch.
-
5 hours ago, JadeOfMaar said:
other than a heat engine
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 -
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:
-
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.
-
7 hours ago, OrdinaryKerman said:
I think this might be the next static
I should fly through this thing.
[WIP] Jade's Dev Thread
in KSP1 Mod Development
Posted
Air cooling doesn't work well at mach 5