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  1. I also found something else regarding the problems I mentioned earlier in the thread (page 200) on the strange Megajoule/Kilowatt Hour drain which I tracked down to being the result of firing the "Heavy 5-way RCS Block" RCS thrusters, and made a new discovery by looking through the part files to see what could cause this. I noticed that even though the Heavy 5-way RCS do not show up as an electric thruster, their part definition file references "ElectricRCSController" as a module. So are they supposed to draw electric power? But if that's so, then it seems they're bugged in other ways because
  2. Stop it already with your awesome mods. *looks at GameData folder with 200 directories* There comes a moment.. *whooooshh*
  3. I run a pretty heavy modded install (over 200 mods) and I am plagued by a certain message showing up hundreds if not thousands of times in my log: Input field is focused, disabling keys This is filling up my log, and it is unfortunately not tagged with a mod. Verbose logging has done nothing to find the culprit, and my search through the mod sources have yielded nothing. If anyone has had this show up, and know what might be causing it, please let me know. It's driving me insane(r)!
  4. Im not sure If I did everything correct so please outline anything hat is incorrect. Also I am confused but certain lines. What does this mean? ScaledVersion //Update scaledspace { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { texture = (filepath)/Sule_color.dds //Texture map normals = (filepath)/Sule_normal.dds //Normal map shininess = 3 specular = 0.0,0.0,0.0,1.0 rimPower = 3 rimBlend =
  5. This was a fun challenge! I'm not used to designing tiny planes so this was something new and interesting. I aimed to optimize for cost, mass, and part count, but not time. Craft in VAB. 2375 funds, 9 parts, 688 kilograms mass. The parts are three elevons, a Juno, an air intake, a basic fin, a command seat, a liquid fuel tank, and a small hardpoint to act as a landing skid. This craft is actually pretty fun to fly. I'm not used to flying without SAS so it was a bit annoying at first. Cruise at 200 m/s. Kerbal drag is really really high so I couldn't really go
  6. I think that keeping in the spirit of the challenge would require using 1x timewarp at periapsis. In 1x time warp, the closest you can get without resorting to exploits is something like 150,000-200,000 km from the surface. With exploits you can get all the way to the atmosphere:
  7. I don't even COMPARE to some of the people writing stories here. But, I want to share mine anyway. I now have a better title Part 1: (Name Coming Soon) Jeb was focusing on landing the shuttle back at base, with callouts from Val guiding him along. It was so much trickier, but more cinematic at night! "600, 500, Gear down, 400, watch the nose! 300, 200-" Then an alarm sounded, Chamberlain 5CLSTSL-1 launch at T-3:00 minutes. All systems internal. "WHAT!?" Jeb ran as fast as he could out of the simulator, racing to mission control. He looked at the rocket outside t
  8. This pack is for the modders who create IVA for the spacecraft ASET props pack is a set of almost 600 different devices and decoration elements for creation of interiors of space ships. It includes MFDs, various switches, devices and tools. view imgur album (v 1.3) ASET Modular Push Buttons Manual (PDF) ASET Modular Toggle Switch Manual (PDF) This pack was originally designed for my ALCOR capsule but now I also use it in my other projects. Also some of others modders started to use it to make their own interiors. That's why I decided t
  9. Noticed you have more Keostationary satellites than you need and want to convert some into polar orbits to extend the network coverage? Having launched a probe mindlessly firing eastward into space just to find out that you actually need a polar orbit? Burning normal does help you change the inclination of an orbit, but if you have some experiences in orbital maneuvers, you probably already know that it is one of the most fuel-consuming one, and you probably also know, either from your own experience or from other players, that it is a fuel eater because you are burning perpendicular to your v
  10. Probably around 300-400, but most of those hours where I left it on overnight because I forgot to turn it off. It is probably only 100-200 active hours.
  11. i tried using xenon. 200 tons of xenon, over 40000 m/s of deltaV. but the ship got bugged. the engines stopped working, despite having all the required resources. before you suspect me of some noob mistake, i opened a question with pictures, and no, it was a legitimate bug. i tried many times, i always got the same bug hit sooner or later. couldn't even leave kerbin orbit before it struck. I found that i could fix the bug only by removing persistent thrust. but without persistent thrust, burn time would be way too long, so i had to resort to the next best thing, nuclear. Now, i see y
  12. That would be good too. About the sizes I would like to go custom size to another custom size. Say 60% to 200% and back. ME
  13. Ok, i understand what the AoA% is doing now, but dont understand exactly what the numbers mean. Like, if i have the control surface deflection set to 20⁰, and pitch is at 100%, roll at 50%, it will deflect the full 20⁰ when pitching, and only 10⁰ when rolling. If i have that same 20⁰ deflection, what will the Ao% do? If i have it set to -50 will that mean it will always be 10⁰ negative angle of attack? What about numbers exceeding positive or negative 100?
  14. Crew rating the lunar version is a much lower bar than as a crew launch and return vehicle I would imagine. The landing is entirely propulsive, and in fact far easier than landing it on Earth. This is particularly true given the landing thruster addition to the lunar version. Seems like they can make those arbitrarily powerful via whatever throttle capability they have, combined with having so many they can selectively shut groups of them down. Unlike F9, or the "flip" we see in Boca Chica, it should be able to hover. There will see be some assessment of LOC probability, and I'm sure that's so
  15. Olympus Station! A 230 part, 200 ton Station to LKO Launch 1: Deliver the main body of the station to LKO Attempts Launch 2: Send temporary crew Done, Although the TWR of the first stage was that of a sounding rocket, shooting right off the launch pad Launch 3: dock ore tanks and ISRU to the station. Done Launch 4 and 5: Dock refueling tanks and send final crew Shuttles suck. But, Part 1 is done. Part 2, yes and i made my shuttle stable
  16. @boolybooly I see my Advanced Pilot Precision Award x5 and raise myself Advanced Pilot Precision Award x8. In VAB, first lap Second through fourth laps Laps 5-8 I had 40-50 m/s of deorbit burn for each of my eight orbits for about 360 m/s wasted. I probably wasted another 200-250 m/s on orbital insertions. Maybe with a bit more fuel and better flight profiles I can fit in a ninth orbit but I probably won't attempt it. Edit: Instead of "Untitled Space Craft" can you call it "Relay Race 2"
  17. Soon they will reveal the actual cost of all those multi-million rocket things. Why a aluminium barrel covered with rubber costs 200...1000 mln.
  18. It anyway follows the Meshchersky's equations, just discretly. Optimistic estimation said that if they can focus most part of energy, then theoretical upper limit of ISP of nukes is ~200 000 s (i.e.ISP*g ~2 000 km/s), and fusion pellets are ~ 400 000 s (ISP*g ~4 000 km/s). https://translate.google.com/translate?hl=&sl=ru&tl=en&u=http%3A%2F%2Fgo2starss.narod.ru%2Fpub%2FE028_WJ.html (see "INTERNAL BALLISTICS TYARD") Though, it's an estimation for magnetic pulse post-Orion, not for the mechanical one. Though, the mechanical one was proposed just for Saturn.
  19. The cap was on top of a 150 m deep (high, if look from below) shaft (working as a barrel) and pushed by the evaporated 2 t heavy concrete collimator above the charge, At the first link they estimate the physically possible terminal velocity of the gas flow ~52.8 km/s. Also they presume total energy spend on the collimator heating as 1/3 of total yield, so ~100 t of TNT (but as far as I can see, never use it). Imho, this sounds not enough reasonable because: 1. The collimator was evaporated by X-ray, not by push, so it should be expanding spherically. So, it should spend
  20. I don't see any GEP related errors in the log. But I do see a bunch of lines like this for the gas giants, [LOG 18:57:35.325] [Kopernicus] New Jool detected, shaders stripped! Not sure what that means but it's there for both GEP and OPM. Are the OPM gas giants working? If not, then the problem isn't limited to GEP. Might be a problem somewhere else, like Kopernicus. You also have nearly 200 mods installed, so there could very easily be a conflict with one of them. Perhaps one of the visual mods. If it is a mod conflict, you're going to have help me and figure out which one
  21. yes, i know but launching a Workshop while you are designing a vessel in VAB is quicker than going to Tracking Station, loading orbital station and going back to VAB to check it (especially if the Station has 200+ Parts)
  22. Leaving much more volume! For extra thrust! It clearly needs its wings for very height! He says the Discovery SSTO contains 8,000 gallons of "hydrazine or similar" which comes to what -- 32 tonnes of hydrazine? Let's give him the benefit of the doubt and say it's a 200,000-pound vehicle (about 91 tonnes) empty. The best hydrazine thrusters can provide about 240 s of specific impulse. That's 710 m/s of dV....which, admittedly, is enough for a deorbit burn, but it's not anywhere near 2 km/s.
  23. This is from the latest ToughSF blog post. Read here: http://toughsf.blogspot.com/2021/03/fusion-highways-in-space.html Fusion Highways in Space A transport system that can get spacecraft to Jupiter in 10 days, but without a massive onboard reactor, using antimatter fuel or riding a gigantic laser beam? What we need instead is a Fusion Highway to connect the Solar System in unprecedented ways. The art above is by GrahamTG. It depicts a Bussard Ramjet, which is relevant as all the same components (collection scoop, reaction chamber, magnetic nozz
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