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jshu

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  1. I'm most excited about finally having a more modern and stable version of KSP that doesn't need mods to look good (and be somewhat "complete", although the current early access version unfortunately seems far from it...).
  2. Very interesting from a developers perspective, thanks for the insights!
  3. Nice! What about a native Linux version? Would really like to have that, and it seems like I'm not alone with this... Linux gaming may be a small market overall, but the KSP community apparently has a rather large number of active players and modders who use Linux (which is to be expected considering the type and target audience of the game ...).
  4. Very cool, thanks a lot! Would love to see more posts like this.
  5. Nice, I especially like the creativity of making a mod collection a fruit kocktail, and even naming each mod accordingly.
  6. Thanks a lot, always good to see bugfixes!
  7. Very nice, gives lots of new opportunities in the game! Probably one of the greatest additions to the game since the introduction of stock robotics in Breaking Ground! And that was a paid DLC, while this is a free update. Thanks a lot!
  8. +1, would really like to have a Linux version!
  9. Ah, ok, that makes sense. Thanks for the explanation. I'm still not sure whether I can construct something like that without adding to much weight and/or drag during launch, but I may try...
  10. Thanks for helping me to optimize my craft @sevenperforce! KSP is great for learning about physics. So, do you think this craft is already worth being added to the leaderboard? I may try to optimize it further, but I can't promise anything... Sorry, but I don't understand this one. Do you really mean as much dry mass or as few dry mass as possible? If three of those SRBs die out sooner, then most of the mass (the fuel) is gone earlier, but I cannot actually reduce dry weight for the final burn because I can't think of any way to separate the empty SRBs without staging (or adding some other construction similar to the first stage, which would probably add far more weight than what is saved by separating three small empty SRBs...). The thrust limiter on the first stage is already turned down a little. However, the main reason for this is that it controls how fast the craft accelerates after launch, therefore how fast aerodynamic flow around the fins builds up and therefore how quickly the craft starts to pitch down. Also, I still need some aerodynamic flow around the fins on the second stage once the first stage separates (for stabilization, cause sometimes it gets a little kick if the first stage SRB doesn't fall down fast enough and slightly touches the craft, and also for making it continue to pitch down), so I may not be too high in the atmosphere at that point.
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