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About Corona688

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  1. Do you know how timewarp works? It puts parts on rails. No rails -- no timewarp. We have now come full circle.
  2. Parts "on rails" follow a perfect ellipse. Their position 5 years from now is just 1 calculation. True N-body physics are calculated the hard way, incrementally, 18-millisecond tick by 18-millisecond tick. So the answer is not N-body, but some sort of kludge to specially handle a lagrange point.
  3. A ship in Kerbal Space Program is not one mesh, but quite a few pasted together. This works fine on a graphics card. This does not work well when the object has to be computationally cut into slices and printed.
  4. Your mun lander does not need to be large. Building small will save you so much delta-v. And throw away as much weight as you can before you leave. This thing throws away an empty fuel tank and the science jr to save even more delta-v. (too bad I forgot the heat shield. oh well)
  5. OH! Now I understand what you're asking finally. Depending what time you burn to leave the Mun's orbit, you either get a speed boost or a braking effect relative to kerbin. This is because your velocity relative to Kerbin is high in one half of your orbit and low in the other. Imagine watching, from Earth, a satellite orbiting the moon. Sometimes it will be move to the right in the sky, sometimes it will move to the left. Pick the right time and your orbital speed around the mun will partly cancel, getting you a lower periapsis for free. Pick the wrong time and that velocity add
  6. They work fine unless you're using a browser plugin that forces them all to https. Or perhaps there's some network problem between you and my host.
  7. I've found a peculiar sweet spot of cost-effectiveness with the Thud engine: A $30K rocket which carries 20 tons total mass to LKO. That 20 tons includes the thuds, which help at lift-off and in orbit. This reduction in dead weight makes a very nice combination. Also, a pair of thuds on top of your rocket can control almost anything. And 17 tons of fuel stuck to a pair of thuds can go pretty far.
  8. So, there's a mod for it, and it's coming to stock KSP2. What, exactly, is your remaining need?
  9. "Simple" might be a stretch if this is the first time you've used action groups. If you know a little about action groups, well: At basics, the KAL-1000 amounts to a tape player which plays back motions or triggers. Plunk a KAL onto your rocket, go into action groups, select the KAL, and it should appear at the bottom. Then select a decoupler, click 'decouple' in the action groups, and it will be controllable by the KAL. Return to normal editing, right-click on the KAL, edit. Open the graph for the decoupler, double-click at the end of the graph, and a little circle should appear
  10. Not just memory leak but memory waste. KSP was not designed to be as large as it's become. The old "load everything on start" model worked great when there was 5 parts and a barely-textured planet. It's not so great now.
  11. Twin boar. Like a twin-bore. You know, a double-barelled shotgun, that ubiquitous bit of americana.
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