mirandamiles 3 Posted November 24, 2020 Share Posted November 24, 2020 (edited) What is the difference between molar mass and atomic mass? I found this review https://differencebtwn.com/difference-between-molar-mass-vs-atomic-mass Edited November 26, 2020 by mirandamiles Quote Link to post Share on other sites
zit 18 Posted December 4, 2020 Share Posted December 4, 2020 On 11/24/2020 at 12:54 AM, mirandamiles said: What is the difference between molar mass and atomic mass? I found this review https://differencebtwn.com/difference-between-molar-mass-vs-atomic-mass Not sure how this is relevant to the thread in any way, but I'll answer. Atomic mass is the mass (in amu) of an individual atom, dependent on how many protons, neutrons, and electrons exist in that atom. Molar mass is the mass (usually in grams) of one mole of a particular type of atom or chemical. One mole is defined as 6.02 x 10^23 of whatever atomic or chemical unit you're measuring. 6.02x10^23 is known as Avogadro's Number and is a very important constant in chemistry. Atomic mass and molar mass are numerically equivalent, with the former being in amu and the latter being in grams. Quote Link to post Share on other sites
LittleBitMore 327 Posted December 27, 2020 Share Posted December 27, 2020 Does anyone know if it plays well with recent versions using the Bleeding Edge Kopernicus versions? Quote Link to post Share on other sites
GregroxMun 5,133 Posted January 13 Author Share Posted January 13 On 12/27/2020 at 5:00 PM, LittleBitMore said: Does anyone know if it plays well with recent versions using the Bleeding Edge Kopernicus versions? It has a few important incompatibilities which I am now working on. Join the Gregrox Mods discord for more information about the WIP builds and changes. Quote Link to post Share on other sites
ffx 36 Posted March 26 Share Posted March 26 How do you make a oblate worlds @GregroxMun Quote Link to post Share on other sites
GregroxMun 5,133 Posted March 28 Author Share Posted March 28 Whirligig World 0.12.4 "Holes" for KSP 1.11.x. https://github.com/GregroxMun/Whirligig-World/releases Major Changes Scatterer support is now mostly finished for all worlds in Whirligig World (except for Derbin and the gas giants). Shadows are now cast between planets and moons using Scatterer and EVE-Redux New terrain materials for almost every celestial body. KSP & Kopernicus Updates Update Scaledspace and PQS materials settings for KSP 1.11.x. Fix Scaledspace/PQS fades for all objects. Fix atmosphere gradients on some worlds. Replace lightColor with waveLength for atmospheric worlds. Minor Tweaks & Bugfixes Add MysteryGoo definitions to Mesbin. Adjust MysteryGoo science definitions to avoid incorrect results in some situations. Unfinished support for SpaceDust, includes antimatter and nothing else yet. Add ambient lighting to Lito & Totooa. Add texture to terrain scatters on Lowel. [REDACTED] now easier to detect around [REDACTED]. Tweak EVE/Scatterer mutual compatibility. (Totooa has no haze when scatterer is installed) Add EVE and Scatterer compatibility in the Kerbmun Homeworld Patch. Quote Link to post Share on other sites
Thatguywholikesionengines 32 Posted March 28 Share Posted March 28 This is the earliest I've ever caught a mod update. Nice to see this is still alive! Quote Link to post Share on other sites
GregroxMun 5,133 Posted March 28 Author Share Posted March 28 @Cupcake...'s had an Interstellar Adventure in the Kaywell/Gememma system. Spoilers for the appearances of several planets, most notably Totooa and Lowel. Quote Link to post Share on other sites
GregroxMun 5,133 Posted April 1 Author Share Posted April 1 changelog for WW 1.4.21: Mesklinites implemented. Manipulate them into recovering your probes left on the poles. Mesbin deleted Statmun deleted Thresomin deleted Graymun deleted Kerbmun deleted Troymin deleted Derbin deleted Derminmus deleted Added Mesklin, a superjovian mass rapidly rotating planet with a thick hydrogen atmosphere and methane oceans. Rotates once every roughly five minutes. Added Toorey, the Kerbin-mass moon of Mesklin. Kerbals now pass out on the surface at 7 Gees. New contract pack: Recover Probe mission. Impossible to complete without manipulating the local population of Mesklinites. Mapping mission. Difficult to complete with conventional rockets. Explore contracts take into account local "sea level." Space Center moved to Imterril's mantle. Ferram Aerospace Fork Included: includes realistic pressurized water hydrodynamics for launching rockets. Kaywell deleted. Gememma & Limnel mass increase, they are now K-dwarfs. New star/planet: Dhrawn. We're not sure if it's a planet or a star. Its gravity is high enough you will again need to manipulate Mesklinites to do your bidding. Lowel deleted Ollym deleted escape starship deleted escape pods deleted survivors deleted you can't run away. Quote Link to post Share on other sites
Jebediah Kerman Jr. 63 Posted April 5 Share Posted April 5 I think I'll try this planet pack next, it looks awesome! Quote Link to post Share on other sites
Thatguywholikesionengines 32 Posted April 6 Share Posted April 6 Playing the new version on 2.56 from Kerbmun, and man, landing on Mesbin's a pain. 8 km/s transfer!!! Ouch. Bluedog Design buerar.. Beureau... bueura... Bluedog Design's a fun mod to play around with, at least. Quote Link to post Share on other sites
DasSkelett 222 Posted April 6 Share Posted April 6 (edited) @GregroxMun why do you keep deleting old mod releases from SpaceDock? This creates problems for CKAN users on older KSP versions, since CKAN tries to download the mod release matching their KSP version. Their downloads are failing with 404s. Same applies to manually installing users, they won't be able to find older releases for older KSP versions. Edited Thursday at 09:34 AM by DasSkelett Quote Link to post Share on other sites
GregroxMun 5,133 Posted Thursday at 05:58 PM Author Share Posted Thursday at 05:58 PM Oops; check your DMs. Quote Link to post Share on other sites
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