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Found 6 results

  1. So it seems clear in the KSP2 trailer that colonization on a large scale will be possible - building up not only outposts but even cities over time. What is less clear is how these mechanics will work on such big projects. Will I have to slowly cart out every little piece of my colony to another star system? Because that would not only be tedious but also prevent many players from seriously making a colony without using cheats. Perhaps a portable VAB? But with a feature like that, the game would instantly become way too easy to build things with, making space stations instantaneous. Colonizing
  2. TL;DR: Is there any kind of formula which allows to calculate whether I'll have a plasma blackout on a given altitude (or atmospheric pressure) and speed? Hey folks, I'm planning a scientific mission to Laythe to gather as much data as possible (so I plan to visit all biomes with one vehicle). Given that Laythe has an oxygen-rich atmosphere, I don't want to wait multiple hours to travel through half a planet, and I will probably have to land on small spots of hilly terrain as well as in see, the obvious choice is to build a hypersonic plane with vertical takeoff and landing wi
  3. Okay, I wanted to try and find a way to apply circular motion and gravitational field calculations to elliptical orbits to prove why all orbits must have opposite periapsis and aopsis and only one of each (as oppose to for example two opposite aopsis and two opposite periapsis) but I couldn't do it. Anyone with more experience give me a hand, it would be handy if the derivation tried to use relatively simple mechanics because I'm second year A level in the UK. Cheers
  4. At its core, the suggestion to add weather and clouds is simple. Clouds, wind, perhaps even storms. Its easy to imagine how interesting it could be. But before we can really delve into the suggestion, we need to consider different ways weather could be implemented, and figure out what the best way would be for KSP. But first, lets talk about the elephant in the room: The fact that it can adjust difficulty: Weather and Difficulty: The way I see it, there could be a number of basic settings for weather. -Full disable: Weather is disabled. It is always clear.
  5. I want to do an Apollo-style mission, with one difference: the Lunar Module launches first, unmanned, and enters Munar orbit. Then, the Command Module launches and docks with the Lunar Module in Munar orbit. The astronauts transfer to the Lunar Module and proceed as in Apollo, with the LM being used for descent and ascent and then being discarded. My question is this: where should the two spacecraft rendezvous for greatest overall efficiency? Should they aim for a high orbit or a low one? A low orbit takes advantage of the Oberth effect, but a higher orbit means it will be easier for the
  6. I have re-posted an earlier post in hopes that KSP 1.1 may include this feature in current version or at least in one of near future updates. Long time ago (a year maybe) i suggested a plugin for monitoring mechanical stresses between parts of vessel. I have recevied a useful reply that this was not possible because physics engine did not support this. Technically, physics engine did not send events to each physics time frame with part stress, only the part separation from normal attachment node positions and final breakdon event. No measurable data whatsoever. To those who
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