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lincourtl

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Posts posted by lincourtl

  1. Starting at about T -1:35 there's what looks like a sudden venting of fuel from the umbilical where it goes into the strongback, with an accompanying whoosh sound. Does anyone know what's going on at this point in the launch sequence? I hadn't seen this happen before on other Falcon 9 launches, and was just curious.

     

     

  2. Finally, the analytic thermodynamic code has been improved to give it a more gradual transition between temperatures, which can be configured globally and on a per-part basis. All this is a fancy way of saying that the game will support (for example) refrigerated interiors.

    Does this mean the air conditioning units on top of all the space center buildings will finally be functional? ;)

  3. ...is still taking several minutes, which is more than enough time to lose focus, forget what you were doing, fire up a browser and ADHD yourself into total disconnection.

    ROFL. In my day we didn't have the internet so we had to do something else to distract ourselves. And that's why so many coders my age took up smoking.

  4. The areas with little internet coverage these days are mainly developing countries, which are hard to do business with. In fact, the reason people don't have access to the internet nowadays is more about affordability than a problem of coverage.

    It depends on what level of service you're going for. For instance, as of this year in the U.S. broadband is defined as 25mbps or greater, but most areas still do not have access to those speeds. Yes, these are low population density areas, but that's still quite a few people.

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  5. This is very useful info! Looks like most people play with stock parts plus gameplay mods (which is what my tech tree is designed for) rather than part packs... and "must have" part packs can be whittled down to quite a small list. Will be very helpful in making optional support for part packs

    This may well be a side effect of the memory limitations. I know I'd love to install B9 and Near Future and a whole host of parts mods, but given the preloading of assets and the current 3.5GB ceiling, I just stick to those gameplay mods which make stock more fun for me.

  6. These are not in any particular order, and there are other mods which I consider equally important, but these are generally the ones I always look to first.

    • Kerbal Joint Reinforcement
    • FAR
    • Deadly Reentry
    • TAC Life Support
    • RealChute
    • Enhanced NavBall + NavBall Texture Changer (the combo of which I like to refer to as the Myopic Friends' Mod)
    • MechJeb
    • Kerbal Alarm Clock
    • Editor Extensions
    • RCS Build Aid

    • Bonus #1: ModuleManager (because almost everything depends on it)
    • Bonus #2: Toolbar (because the stock app launcher is a nice idea, but poorly realized)

  7. First of all, realistic gravity induced turns are fun and have a definite place in the game. However, they are usually not the most efficient turns when I measure how much dV is used getting to space in 1.0.2.

    Aye, it's the difference between an ideal ascent trajectory and an optimal ascent trajectory, the latter of which is incredibly hard to calculate. It goes beyond my math skills anyway.

    In real life rockets rarely allow gravity to guide their ascent, but rather follow the computed optimized ascent trajectory.

  8. The initial pitch maneuver, which should be done as soon as you are moving fast enough not to fall out of the sky from cosine losses, also makes sure you don't rain flaming death down on the space center from spent boosters or your own RUD. If avoiding flaming death for your ground crew and any looky-loos is a priority for you.

  9. Come on guys, this is f(*&ed, what is wrong with this? I know there's a new aeronautics model in this version, but come on, this is starting to seriously .... me off. I never had this issue before it went full release.

    Well, KSP never had anything remotely resembling a realistic aerodynamic model before 1.0.

    Would you care to share a screenshot or two, and your craft file? It's really hard to give advice without knowing what you're working with. Also, if you're using any mods, list them as well.

  10. I try almost every approach to get into orbit, simple rockets, perfect align, all of them tend to turn right. No matter what I do

    Have you read EtherDragon's short Why Does My FLIPing Rocket Always Flip Over! tutorial? It's quite good. If you want a tl;dr, it's simple: build darts (center of mass well ahead of center of pressure), don't overpower your rockets, and use fins as necessary to increase ass drag (but not too much ass drag though).

    On edit: Here's Scott Manley's most recent tutorial on reaching orbit for new players. Skip to 9:00 minutes.

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