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  1. Speaking of textures, I am missing a texture file for System Heat’s large heat sink (PSK-200 I believe); the part shows up in game but appears all gray. I know SystemHeat is still under development so I don’t know it you have a texture for it yet or it got left out of the folder by mistake, just passing along my humble observation.
  2. Well, things just took a turn for the worse for me. I just got the news that my niece has tested positive, and her sister is showing symptoms. This is bad by itself, but my brother-in-law and their father has cardiac problems that may lead to a more serious outcome. Even worse- they are in and out of a bubble with my 78 and 80 year old parents. We await the results of their tests anxiously. I'm safe, as I live 200 km and a state away. I just hope they'll be okay.
  3. The only place to look up the numbers is in the configs. However, to make it easy I list them below (altitudes are in meters). The space threshold is simply 1/2 the body radius, except for the three potatoroid moons, where it's 1/2*R+5000. The flying threshold follows a more complex formula that's based on aerodynamic conditions. Flying Altitude Space Altitude Threshold Threshold Sun 500,000 3,000,000,000 Moho n/a
  4. So there I was, looking for a challenge, when I found this under the Jool 5 challenge Well, looks like this will involve a lot of roving around the surface to get to all the biomes, and I like rovers, so I decided to give it a try. Objective: gather every single science point possible from the Jool system Part 1: mission design 1A: rover I will need something to get to Jool's inner atmosphere, and some kind of rover for the various planets, and probably some kind of orbiter. But the main thing I need for this mission is a cool rover. Yes, a cool rover. I have t
  5. it's not particularly complicated. from mun, you want to move prograde compared to mun orbit. so, just manually find the position of your burn to exit mun's SoI parallel to its orbit. and it needs very little fuel. if you do things right, most of the cost is some 200 m/s to get out of mun orbit. if i recall correctly, with 220 you can get a minmus intercept, and if you timed it right, you can spend 10 m/s on the capture burn. similarly from minmus to mun, you should be able to do the transfer with 300 m/s total
  6. To: [email protected], @nyrath Dear Mr. Chung, I have been a user of your website for quite a while. However, I’ve stumbled onto a virtually unknown piece of Red Atomic Rockets history that I’d like to share with you. I’ll stick mostly to direct translation of sources to avoid putting my spin onto it. So, there I was trawling through the full list of Energomash rocket engines at http://www.npoenergomash.ru/dejatelnost/engines/, trying to make sense of their classification scheme. I knew RD-1xx were kerolox, RD-2xx were hypergolic, RD-3xx involved fluorin
  7. Would you like to prove your ability to be the best at career mode? Would you like to earn an awesome badge as well? Then join the Stock Space Race Challenge! This challenge begins on November 14th, 2020, so make sure to sign up fast! To sign up, PM me with the following: Your account name, your faction and faction type (company, country, organization, etc.) name, and any extra info relating to your faction (optional). Each in-game week, an "Operations Summary" will be released by the players, detailing all of the mission progress in that time. The final goal: get as many points as possible.
  8. Googling "world supply of ..." So, thorium is not an option. *** And for better dramatism: http://www.daretothink.org/numbers-not-adjectives/how-long-will-our-supplies-of-uranium-and-thorium-last/ *** So, we have U & Th for 200+ years of fission, according to the article. (Probably millenia, though. Because of U238 and fast neutron breeders.) That means that we just can't spend them for energy. Their purpose is to be a fusion energetics doping. *** Upd. Googling bring 4.5 bln t as amount of uranium dissolved in oceanic water. I.e.
  9. I already filed a bug report on Github at https://github.com/ChrisAdderley/NearFutureAeronautics/issues/24 but I'll also post this here to increase the chances of it being seen ASAP. The medium sized lift fan in Near Future Aeronautics seems to be broken, it can't be clicked in the editor after placing it so I can't tweak the settings and can't even remove the part without Ctrl-Z'ing. This is on a vanilla KSP 1.10.1 installation with only NFA and no other mods. The large and small sized fans work as expected. Demo GIF of me furiously clicking my mouse and nothing's happening: https
  10. Computer Components: CPU : Intel I7-9700K GPU : Asus ROG RTX 2070 Super RAM : Corsair 2x16Gb DDR4 1600MHz Game's Drive : Samsung 970 Evo NVME SSD Mod list: ^Mods that where packaged with Interstellar as well as universal texture packs and non-impactful(?) utilities were not included. Problem: Low and inconsistent FPS using moderately sized vessels on save with 40+ active flights. Context: I started a career world in KSP v1.6.1 with mods, the focus being Interstellar Extended and Event Horizon. I was off and on the past couple years since I started it, but rec
  11. i built a Soyuz rocket in RO, and at around 17,000 meters it self destructed. My kerbal jumped out but the parachute wouldn't deploy... he crashed at 200 meters per second.
  12. Neptune Camera Download and Releases (GitHub) Source Code (GitHub) Only compatible with KSP 1.10.X and above. Neptune Camera is a utility to add basic camera functionality to parts. Images produced by the camera are saved to the KSP Screenshot folder. The following features are present: Different camera types (Full colour, Red, Green, Blue, Ultraviolet*, Infrared** and Greyscale). Optional errors (dropped pixels) on images taken. Optional noise grain. Configurable FoV and resolution. Full colour cameras can produce separate Red, Green, Blue,
  13. "The future of Kerbality is going to bifurcate in two directions: Either it's going to become multi-planetary, or it's going to remain confined to one planet and eventually there's going to be an extinction event." - Elon Kerman Duna Outpost Mission Architecture Challenge Those baleful words spoken by Elon Kerman at a recent event featuring his latest rocket design inspired the Kerbal Federation to fully support an effort to establish a continuously Kerballed outpost on Duna. In order to accomplish this goal, Elon Kerman has offered an unlimited supply of his company's
  14. Mission Update 4 Y2, D156 - Y10, D1 Culmination With both the ITV and backup ITV in Duna Ike orbit, and both DAVs fueled and functional, all 46 Kerbals currently on Duna can be returned home at any time. @Death EngineeringChallenge complete, score is as follows: Scoring Mission Value is Kerbal days before Y5,D1*2 + Kerbal days on Duna Y5, D1-Y10,D1 -45 kerbals on Duna from Y2, D09 to Y5, D1: (1269 days*45)*2 = 114210 -1 Kerbal on Duna from Y2,D10 to Y5, D1: (1268 days*1)*2 = 2536 Doodnard arrived 1 day after initial colonyfall to pilot the shuttle down
  15. Heh, it also cost ~$200 million and took eight years to develop. So really, the project to create the shuttle software was on the same scale as GTA5. Having said that, I would gladly pay $500-1000 for a copy of KSP2 to give them enough return on investment to go GTA5-scale, knowing I would get thousands of hours out of it, but I doubt 80-90% of their target audience would feel the same as me.
  16. Shatterpoint By Arco123, and all the other people. Why I Made This: So, you found this little topic and are wondering "What is this?" Well, I have some answers. This is my own little series or cinematic for a Kerbal war. This took some ideas or things from Hatbat's own series and I'm kinda tired of waiting so I made my own. (I still love it. It's just he hasn't uploaded in a very long time and I love KSP.) Plans: This is gonna be a kinda big thing. The first movie is gonna be around 1 hour long. That is going to cover most of the prologue and how the war is g
  17. One thing I kind of have a hard time turning over in my brain is how construction could work. I imagine that making a model that behaves the same as deployable science parts is not hard, when it comes to the whole "take from canister, put in pocket, place on ground" thing. And I already speculated on the nature of how the mod would interpolate the placement of a bunch of deployed 'structural towers' and treat them as nodes for drawing the rails. Would it be too much to ask of players to make them construct in such a manner, where a Kerbal must place them on foot? Drive 200 mete
  18. @Kopernicus:AFTER[KOPERNICUS] { Body { Welcome! PQS { Mods { VertexNiceTutorialMusic { music = idk doesThisModExist = nope isThisJokeGettingTooLong = true } } } } } All kidding aside, welcome to this tutorial on Kopernicus modding. So, let me teach you how to use perhaps one of the most creative and powerful mods there is for KSP: Kopernicus. While you can simply download packs, some of you may be willing to give it a try for yourself. However, many of you probably have no idea what all those confusing lines and numbers do. I will explain
  19. A great compendium of space formulas is on http://robert-ibatullin.narod.ru/utilities/utils.html http://robert-ibatullin.narod.ru/utilities/astro_formulas.pdf English transgooglation: https://translate.google.com/translate?hl=ru&sl=ru&tl=en&u=http://robert-ibatullin.narod.ru/utilities/astro_formulas.pdf (The formulas are visible in Chrome but not in old Firefox) *** (Not a native speaker, so some terms may sound weird in amateur translation) Page 28 and bound ones: *** First, define the temperature of your planet exosphere, Texosphe
  20. Huh this'll be interesting to follow. Although done with ye olde turbo prop tech, I have managed to do 40 minutes of sustained ~70 m/s flight (which itself was a challenge). Doing the math thats about 200 km That was also using afterburning panthers for speed, (at some points) though and also using (mostly aesthetic?) stubby wings so how useful of a comparison it is is questionable.. If you do use more efficient tech, it might not be totally insane..... I think water hugging or not depends on the inter-fuel drop range of your craft. Let's first see though if it is possible.
  21. Status update, 27th of May, 1951. The film of our progress is unfortunately still being developed (read: I'm not at my PC right now so I can't upload screenshots). Be that as it may, the air defense ministry has generously given us permission to license-build one of their smaller jet fighters in demillitarized form in order to facilitate our mission. The vehicle, known as the JFG-3 "Strange Goose", is said to be capable of speeds somewhat over mach 1.0 in straight and level flight at most or all altitudes, powered by a pair of "Derwent V" engines mounted on the wings. Our own test pilots
  22. i have a missile that i want to launch at somthing without me controling it. i also used a kerbnet waypoint in my career mode world, but i landed about 200 meters away, but then i got an idea: what if you can make your kerbnet waypoint your target. (it's goïng to help me a lot if this is added)
  23. Chapter 13 Convention center rocketry The secretive cumuloNimbus aerospace sends off a drop test of an inert modified Pulsagari booster. The fewest details possible are revealed, and the flight takes place in the middle of the night. After dropping the inert booster, the carrier circles back around and the booster uses its aerodynamic surfaces to position itself for a high-speed impact far from the KSC. After a coast period of over 200 days, the DCOSS orbiter arrives at Duna to perform multispectral and altimetry analysis. Kerbal Standard’s roc
  24. Remember the WIP B737 I posted progress of? It's finally completed! Truth be told, it was done a long time ago. I was just lazy to edit the video of it. Anyway, we'll skip the life story. You're here for the pictures. Cockpit instrument panels and overhead panel Forward and Aft Galley Forward and Aft Lavatories E&E Bay Passenger Half Rear Airstair Tail Compartment - Cable Drum APU Compartment Wheel Well Trailing-edge surfaces + more things. Look
  25. @antipro: The short answer is yes. The longer answer is that it depends. For extremely high-period orbits, the amount of 'perturbation' (it isn't, really) is lessened when the 200 milliseconds is such a tiny fraction of the overall orbit. A 40,000,000 metre circular orbit of Eve has a semi-major axis of 40,700,000, for a period of 2π * √ [(40,700,0003) / (8.1717302 x 1012)] = 570,708.6729 seconds, or 26 days, 2 hours, 31 minutes, 48.6729 seconds. This is over the circumference of 255,725,642 metres. If we make a pessimistic assumption that one of your satellites is exact
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