Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

8 Neutral

About VFB1210

  • Rank
  1. For what it's worth, I've been using Rescale! 3.2x with the latest version of Sigma Dimensions, and it seems to work just fine. I can't confirm that it's 100% bug free, but I haven't noticed anything catastrophic.
  2. The thing is that this mod doesn't use Texture Replacer, it uses Texture Replacer Replaced, which is not yet updated.
  3. Yes, god forbid Squad update their game and fix things and add features. How horrible. /s Also, anything that worked with 1.4.1 and 1.4.2 has a very high likelihood of working with 1.4.3 anyway. And it appears that this mod doesn't work with 1.4.anything at the moment, so it's a moot point to post here. Anyway, @StarCrusher96, the mod looks amazing, and I am eagerly looking forward to the next release so I can roll it into my 1.4 install!
  4. I've had this idea rolling around in my head for a bit now. Is it possible for EEX to change the rotation and offset snapping when using the gizmos? I think that would be a fantastic feature that will add a lot more to this amazing mod.
  5. I too am having issues with Scatterer and 64k. Installing Scatterer normally makes Kerbin look like this in map view. When I use the RSS fix config, Kerbin looks normal in map view, but lacks the Scatterer effects in the normal flight screen. Any idea how to fix this?
  6. 1. Lovell did have engine gimballing and RCS capabilities when performing that burn. If he had neither of those the situation would have been literally hopeless because there would be no way to orient the craft to make any burns whatsoever. There is in fact video of the burn (I'm trying to find it now.) where you can see the Earth bob in and out of view during the burn. 2. The Vostok 1 capsule didn't blow up-where did you even hear that? And think about it: what combustibles would have even been there to allow it to? Astronauts parachuted out of Vostok capsules because the parachutes on the ca
  7. I'm dumb and I've been over complicating everything this whole time. Also, this wikipedia article is a thing. The v in v(dm/dt) is supposed to be the exhaust velocity. Exhaust velocity multiplied by mass flow rate also has its own name: THRUST. So according to the article, we get ΣF + thrust = ma. ΣF is all of the external forces. Gravity. Drag. Lift. So: Gravity + Drag + Lift + Thrust = ma. TDW was literally right THE ENTIRE TIME. My apologies for misleading everyone. Let this be a lesson: don't blindly apply formulas without thinking about them, and don't ever be too proud to look some
  8. It should be taken into account whenever you are calculating the net force on the vessel. But the v(dm/dt) term only emerges when you are burning because dm/dt is zero when you aren't.
  9. dm/dt is a scalar value, a regular number, not a vector. It can't be parallel or orthogonal to v.
  10. Quigon-integrating the flow rate leads to a lighter vessel because integration is actually the opposite of differentiation. When you integrate the mass flow rate, you go from knowing how fast you're throwing mass away to finding out how much you've thrown away. And of course, once you've thrown away some of your rocket's mass, it is going to be lighter. And the constant g has to do with the fact that is just a conversion factor, and in this case has nothing to do with the actual strength of the gravitational field. At some point, someone needed to dividentify by an arbitrary value with units [
  11. To be truthful, even I have a difficult time wrapping my mind around how (dm/dt)v actually plays into the equation, but the math doesn't lie, and the math that derives it is very simple, and makes it plain that it cannot be ignored. (Provided you know Calculus, that is.) But physically, it is pretty unintuitive. (Again, as in my last post, bolded values are vectors. Just for bookkeeping and clarity.) So, to start off, we have commonly taught version of Newton's 2nd law: ΣF = ma. This is read as "The sum of all external forces on an object (ΣF) is equal to the mass of the object multiplie
  12. I've seen other people do it, (e.g. F9 flyback booster) but I could never get it to work, and the ship has to be within physics range. So an ore ship to Minmus would probably be out of the qurstion.
  13. If you are flying level at a constant speed, the net force on the plane should be zero, and drag should be equal to thrust. That makes sense. Similarly, thrust will be greater than drag when speeding up, and less than drag when slowing down.
  14. How strange. I'll have to look over the math once again and do a couple of test flights once I get home from work. Also, if I'm not mistaken, the ship:acceleration tag is actually a thing in kOS, so you should be able to use that rather than relying on an accelerometer. Edit: A very preliminary guess without having the chance to look anything over would be that there may be a unit mismatch somewhere, an overlooked conversion factor or something.
  15. What exactly are odd results? I haven't had a chance to play with either of our scripts myself.
  • Create New...