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Lt_Duckweed

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Everything posted by Lt_Duckweed

  1. Currently it is not. It is under consideration for after I finish some of my other KSP projects.
  2. It should be fine to add it to an existing save, I swap it in and out from time to time when testing. ~~Just don't put a craft in orbit around a quackpack body and then uninstall. The game will not be happy if it is trying to place a craft and the body it orbits doesn't exist anymore. Edit: I wasn't paying attention and thought this was my other mod lol. This should still work fine to swap in/out for a stock scale system, but a rescaled system will probably not work too great.
  3. Support for parallax is being considered, and may come in a future update!
  4. QuackPack QuackPack is intended to fill out an often neglected portion of the Kerbolar system: the deep inner system, far below the orbit of Moho. Oftentimes, when a player has conquered the stock system, it may feel like the only way to access more challenging destinations is to install full system replacers, or interstellar mods. System expansions such as Outer Planets Mod are a very popular first step, bridging the challenge gap between the stock system and full blown interstellar packs. QuackPack is designed to add an additional level of challenge to a stock + OPM install. Instead of looking outwards towards other stars, it is time to look inwards towards our own. These planets are not for the faint of heart. Transfer requirements are extreme, and their gravity wells are deep. Gravity assists are a near requirement. Failure lurks around every corner, as the unique thermal environments can cause unexpected problems, or outright destroy craft. Aerodynamics will work in unusual ways, as the superheated atmospheres are very different from anything else in the Kerbolar system. However, with smart design, clever planning, and skill, these bodies can be conquered, even fully reusable, or, theoretically, with single stage craft. Bodies Blas, a metal poor, scorching hot desert Superkerbin with a large ring system and one small moonlet. Geet, the lone moon of Blas, and a shepherd to the ring system. Jot, an inflated hot Jool with an extremely large atmosphere. Subon, a captured metallic asteroid in a close retrograde orbit of Jot. Cind, a Kerbin sized tidally locked hellworld, with an atmosphere made of sulfur and boiling metal. Features 5 challenging new bodies to explore. Science and career mode ready, with full biome and experiment definitions. Full scatterer integration. Full EVE integration, with clouds, sandstorms, lightning, aurorae, and thermal glow. Planetshine and Distant Object Enhancement integration. Notes This is my first planet mod, pls be gentle. Delta V grid https://docs.google.com/spreadsheets/d/1t5JHSCVPWrMVtEfGHV__7xCjVrZGaRFoe4HQmvdFZwI Gallery Download Github SpaceDock CKAN Installation Remove any prexisting QuackPack installations (QuackPack folder within GameData folder in KSP directory) Install ALL listed dependencies, following the links bellow Download and extract the QuackPack zip file Place the GameData folder into your KSP directory Highly recommended to download and install Scatterer, EVE REDUX, and BetterKerbol as they provide massive visual improvement, and QuackPack is intended to be played with all three installed. Requirements ModuleManager Kopernicus Kopernicus Expansion EmissiveFX Community Terrain Texture Pack Bundled Dependencies Niako's Kopernicus Utilities Sigma Heat Shifter Provided Compatibility Scatterer EVE Redux Distant Object Enancement Planetshine Recommended Mods BetterKerbol Outer Planets Mod FAQ Q. Does QuackPack support Parallax 2? A. QuackPack does not currently provide configs for Parallax 2, but it will run alongside Parallax 2 enabled planets from the stock system or other planet mods Q. Will QuackPack ever support Parallax 2? A. QuackPack is intended to support Parallax 2 at some point, when I have the time to sit down and learn it. Q. Does QuackPack support EVE True Volumetrics? A. EVE True Volumetrics support will come in a future update. Q. Does QuackPack support rescaling via Sigma Dimensions? A. Not at the moment, also something to consider for a future update. Changelog v1.1.0 Licensing QuackPack is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0)
  5. Rapier actually takes the win here, the higher top speed means a better ratio of Nerv dry mass to overall wet mass (due to higher airbreathing speed meaning less nerv twr needed) and the fuel savings from shorter Nerv burn for the most part offset the lower isp of the Rapier vs the Whiplash in airbreathing mode.
  6. Have you hit z to throttle up? Did you make sure the tanks you added contain both liquid fuel and oxidizer? If you tried a jet engine, did you make sure you added air intakes as well?
  7. zgqh ladder, zg alpaca, and Alpaca Z are infact, all the same person
  8. Thanks for pointing it out, I forgot to update the github link in the OP. Should point to the correct release now.
  9. I recently completed working on a deep dive into how fairings and bays work. If you've ever wondered what exactly counts as "inside" a fairing, look no farther.
  10. With the amount of wing area you have, you should be going MUCH faster than 400 m/s at 15km. I typically don't even leave sea level until past 400m/s and by 15km am well over 1000m/s
  11. You will see this anytime the initial body and final body are not 100% coplanar. It's due to a couple things. The porkchop plot assumes a single ejection burn, and a single capture burn, with no corrections. A perfect Hohmann transfer involves you reaching the target body at 180 around the sun from where you left. AN and DN will always be 180 degrees apart from each other. Thus, if you did not leave exactly at the AN/DN with the target planet, directly hitting the target planet exactly 180 degrees around your orbit involves making the departure point one of the AN/DN. This requires an extreme normal/antinormal burn to do, essentially rotating your orbit 90 degrees Alternately, you just burn prograde to eject, and then do a small correction burn at the AN/DN. It's just that the chart can't capture this, due to the lack of considering correction burns.
  12. This is an example of a 90/10 technique. 90% of the result for 10% of the effort. The lift to drag curve absolute peak when supersonic is remarkably shallow and broad. l/d ratio absolute peak is at an AoA of 3.81 degrees at Mach 2.5 Using a value of 5 instead of 3.81 degrees nets you a loss of efficiency of... 3.46% 5 vs 4 degrees is a loss of 3.33% at Mach 2.5 5 vs 4 degrees is a loss of 1.95% at Mach 6 So yeah, if that 2-3% is super vital, one can feel free to faf about setting up 4 degrees, but most of the time, it just isn't worth it. For what it's worth, I often opt for slightly more wing area at a lower AoI for the superior landing flare and pitch up handling (5 degree AoI with 3 degree flare = 60% more lift, 3 degree AoI with 3 degree flare = 100% more lift)
  13. The poodle has a one bell variant
  14. Once supersonic, lift to drag ratio stays fairly constant, only dropping maybe 10-20% from Mach 2.5 to Mach 5. You cover twice as much ground per second, at only slightly higher fuel cost. In addition, the closer you get to orbital speed, the less you feel the effects of gravity, and the higher you are, the weaker gravity is. Together, this means going as fast as you can, as high as is reasonable, reduces the amount of lift you need to have to continue flying. Since lift to drag ratio is relatively constant, this means less drag as well. End result being that with whiplashes or rapier engines, the most efficient speed and altitude is as fast as you can as high as you can.
  15. While this is technically true, there is a way around it, using messenger assists, also known as a Vinf leveraging manuver. on your first encounter with Moho you simply fly past, bending your orbit slightly radial in/out (if you are coming in tangent which way only matters in terms of lining up your future periapsis with Moho's pe). This reduces both your periapsis and apoapsis somewhat. Then, at apoapsis, you raise your periapsis such that your orbit and Moho's orbit are once again tangent at their intersection. Then a few orbits later you encounter Moho again. The amount that your Moho relative velocity decreased by will be significantly greater than the cost of the pe raise. From an Eve flyby, a fairly optimal set of flybys is 5 flybys with 5 dsms and then a final encounter and capture burn. Done this way, you can reach low Moho orbit from an Eve flyby in under 600 m/s
  16. In terms of game mechanics, no, they don't really serve any purpose. They just look nice.
  17. Today, I flew a very small ssto to Duna and back. As far as I am aware, this is the lightest flown Duna ssto.
  18. This is actually the issue. Deeper in the atmosphere = higher atmospheric density Eve = higher pressure, CO2, both mean higher atmospheric density Eve = higher gravity, meaning you need more lift to fly, so for a given speed you must fly in denser air than on Kerbin Eve has 70% more gravity than Kerbin, so you need 70% more lift, which means, with the same plane, roughly 70% more drag. This means 70% more thrust, which means 70% more torque needed. If the torque needed is higher than the rotors can supply, the rpm starts to bog own. The inconsistencies of KSP building can mean that the two rotors have different torque to thrust ratios, so one bogs down slightly earlier
  19. If you tie thrust limit to a axis group, and then turn on fine adjustment mode with caps lock, you can get very very fine grained control, allowing you to use a very very small thrust limit.
  20. The mod CorrectCoL is useful for many other things, but it has one esoteric use that is likely unintentional. When you update the CorrectCoL window with a new altitude and speed setting, all the parts on the craft update their debug data as if they were actually traveling at that speed and altitude, even though you are in the SPH. Though for whatever reason it always simulates as if the airflow is coming from the left of the root part, so to get accurate values you have to rotate the rest of the craft 90 degrees to the left relative to the root part. It's the only way I've seen to do anything like what you are looking for.
  21. Sounds like you are on 1.12.1 or 1.12.2 In those versions autostruts could not span across docking ports, thanks to unlocked rotatable ports technically being robotic parts. In 1.12.3 docking ports are locked by default, and autostruts work as per normal.
  22. Too long has stock Kerbol gone unloved. No longer will it sit at the center of the solar system, ugly and drab. With new high resolution textures, Scatterer support, and custom light curves, BetterKerbol attempts to remake Kerbol as eye candy worthy of pretty screenshots. Towards this end, the radius has also been tweaked by an imperceptibly tiny amount, to get around a quirk in KSPs engine. This change does not effect the orbits of the planets, as Kerbol's mass is unchanged. Experience the searing light of Kerbol as you approach the corona, or watch is it dims to a pale flicker as you travel beyond the orbit of Eeloo. Additionally, for those who desire a more realistically scaled Kerbol, that better aligns with stock scale, a optional patch is provided to reduce the radius of Kerbol by a factor of 4.24x Changelog v1.0.1 Fix optional rescale not applying Clean up readme Features Base 8k Photosphere and Corona textures A visual surface that aligns with the true surface, opening up the possibility for spectacular close passes Scatterer configs for close up corona glow and sky tint when in the Kerbolar atmosphere Custom light curves for starlight that realistically changes brightness with distance from Kerbol Optional Reduced radius by 4.24x, bringing Kerbol into line with the 1:10.63 scale of the rest of the Kerbal universe Notes Due to a long-standing bug with the way KSP calculates solar heat, temperatures near the surface are extreme, with radiant power density approaching infinity! Bring your exploit shielding or it's a one way trip! No sunflare is provided. If using Scatterer, pick your favorite sunflare mod, personally I recommend Sunflares of Maar. This is my first Mod, pls be gentle. Gallery Download CKAN GitHub SpaceDock Installation Base Extract the zip file Place the GameData folder into your KSP directory Optional - BetterKerbol Rescale Open the Optional Mods folder Place the GameData folder into your KSP directory Provided Compatibility Scatterer, v0.0831 Requirements Kopernicus (latest version for your specific version of KSP, or latest backport release for older KSP versions) ModuleManager 4 or newer Recommended Mods Sunflares of Maar Licensing BetterKerbol is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0)
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