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Everything posted by *Aqua*
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You make it look easy but it isn't. There's a number of gameplay and technical problems. Some of them: How do you 'place' the orbital station and anchor at the right place? If you put the station in it's orbit first how do you know where to place the anchor on the ground? Or the other way around: If you place the anchor somewhere on a planet, how do you get the orbital station exactly above it? Even with mods like MechJeb it's impossible. How do you attach the anchor to the filament? What happens if you ram the space elevator? Just 0.1 m/s are enough to let a real one collapse. Note: Docking ports can easily accelerate small crafts to 1.0 m/s. Some celestials have a SOI which doesn't reach to geostationary orbit heights. What now? Also this lifting process is a no go. Your stuff just disappears and reappears after some time in orbit. Playing with the extraplanetary launchpads is way better than that. Why not just use extraplanetary launchpads? It let's you build stuff in orbit. You wrote a lot of text but you basically only said "lots of parts", "heavy parts" and "magic." Seriously, this stuff takes months to develop! At least! And for what? To hyperedit your craft into orbit? I don't see the rewards for that work. There's no enhancement of gameplay. You just lift stuff to orbit, put it somewhere and press a button and that's it. I at least expected the elevator to let us bring stuff down to the ground again. And I expected to be able to collide with it in midair. And I want to be able to get off it half way. In short, I want to mess with it and do all kinds of stuff. But your idea includes nothing of that. Sorry for being so harsh but I needed to bring you back down to Earth.
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Please don't delete the start post. People with the same question as yours won't find this thread using the search function anymore.
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Better, customizable landing gear
*Aqua* replied to imaspacestation's topic in KSP1 Mods Discussions
If you remove the top part you can see the wheels clipping through your wings. There is no other way to hide that. And if you don't have enough clearance below your plane you put the gears in the wrong places. It's a bad idea to attach them to the wing because the heavy fuselage will usually sag. It put too much stress on the plane which is especially bad when landing a heavy plane. -
Better, customizable landing gear
*Aqua* replied to imaspacestation's topic in KSP1 Mods Discussions
KAX has a landing gear but it's smaller. But in my opinion adjustable landig gear is the best there is. If they can't support the weight of your plane, add more of them! And I don't think they are too small, they have a scale slider. On max scale they are giantic! -
Karbonite has a jet engine in two versions, one powered by Karbonite, the other one powered by liquid fuel.
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It could work but there is no guarantee. Just try it!
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
*Aqua* replied to Starwaster's topic in KSP1 Mod Releases
Lower the throttle before your engine overheats! That means that you have to start your burn earlier and let it burn for a longer time. There are also some mods which add radiators (for example this one) to cool your vessel.- 5,919 replies
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1. Bring your Kerbal near the object you want to pick up. 2. Open his/her inventory or the inventory of a container nearby. 3. Bring the mouse over the object. 4. Hold down [G]. The cursor now changes and says "Grab". 5. Hold down the left mouse button and drag'n'Drop the object into the inventory. 6. ??? 7. Profit!
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Final Frontier gives merits to Kerbals according to their archievements. And I think that's all there is. A log book... interessting idea! The flight log is a bit underwhelming.
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Cosmic radiation, why is the problem not worse than it is?
*Aqua* replied to PB666's topic in Science & Spaceflight
There's no interactions (not counting gravitation). Citation of your citation in your first post: So they think high-energy positrons are the left-overs from dark matter annihilation. That's interesting stuff: Why are positrons created in the annihilation events? Could it even be that dark matter is divided in 'normal' dark matter and anti-dark matter (or dark antimatter)? --- I think there was a paper explaining that. But please don't ask me to link it. I always have a hard time reading scientific stuff which is not written in my native language (German). This topic is heavy stuff and I'm only a layman. --- Your citation from the first post answers this question. --- It depends on the definition of 'end of solar system'. I mark the end at where the end of the Oort cloud is.--- Good luck with that! I cheer you on! -
As I said it's a tweaked version of Kerbin. For example the sun will always shine. I don't know what other tweaks there are.
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You should think about writing that code in Assembler or C. It should result in a good performance improvement. Also why didn't you use GIF, JPEG or PNG? I'm sure there are some image libraries which can run on that processor. And another idea: You can try to implement interlacing to further cut down memory usage. It should also be easy to implement.
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Cosmic radiation, why is the problem not worse than it is?
*Aqua* replied to PB666's topic in Science & Spaceflight
The answer is probably similar to Olbers' paradox: There are an innumerable amount of stars in every direction. Why isn't the night sky bright? The magnetic field can't deflect all charged particles. Auroras are the proof that they can at least reach the atmosphere. Our atmosphere absorbs nearly all radiation but above it you can measure more of it.Also not every particle has a charge. Neutrons for example aren't affected by magnetic fields and they can be part of the cosmic radiation too. Placing a radiation detector outside the Earths magnetic field doesn't change the radiation measurments a lot. The sun's magnetic field is much, much more powerful than Earth's one. So if you really want to measure cosmic radiation you have to bring a probe into interstellar space. What exotic particles? What exotic matter?Btw, the only known interaction between dark matter and 'normal' matter (including antimatter) is through gravitation but we (still) can't really measure gravity (we can only see the results of gravitational forces and conclude from that what gravitation is probably there). The only thing scientist had done was calculating some properties of it so that it fits in our understanding of the universe. But the real nature of dark matter is still unknown. Btw gravitation always has a positive value. It never 'pushes' away it always 'pulls'. There is no antigravitation or we wouldn't exist because it would rip every matter cluster apart. 1. Antimatter doesn't behave exactly the same as matter: CP violation.2. Also if you have a stuff made of matter and an antimatter particle hits it annihilation occurs. You can detect that annihilation. I don't think that Voyagers sensors are built to detect dark matter. Both probes are 40 years old and they are made for planet observation. And both of them don't journey between the stars. They still have a long way to go until they leave our star system (which is thought to be 1 lightyear in diameter). -
In the VAB & SPH you can see a tweaked version of Kerbin. So if you fire a ball out there gravity will affect it like it normaly does. If you disable gravity the ball will fly straight. But because Kerbin is rotating and moving around the sun it looks like it flys a curve. Actually it's the VAH & SPH which rotates away from the ball.
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It's probably the "crashed into the KSC"-bug which is around for many versions. It's a bug where a part of your plane/rocket/etc. or everything suddenly explodes when flying near the KSC. The flight log then reports that you hit a building - even if you where far away. There were players who lost satellites in orbit(!) due to this bug while they passed above the KSC. I thought it was fixed in 1.0 but it seems it wasn't.
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You want something like automatically repeated action group activations. I can't think of an actual use case for such a thing. Is there one? Your examples can't convince me. You might be able to use two Smart Parts Timers which activate each other to repeate the same actions over and over but I'm not sure if that really works. Try it.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
*Aqua* replied to SuicidalInsanity's topic in KSP1 Mod Releases
I put 4 adjustable landing gears at the bottom. You can see them in the second screenshot if you strain your eyes.- 1,520 replies
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
*Aqua* replied to sirkut's topic in KSP1 Mod Releases
There are still there, in two versions. Select the IR tab and have a look. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
*Aqua* replied to SuicidalInsanity's topic in KSP1 Mod Releases
It's the DeadlyReentry/DRE config file. Delete it in the Mk2Explansion\Patches folder and you're good. Someone forgot to script it so that it only becomes active when DeadlyReentry is installed. It lowers the maximum heat temperatures of some parts.- 1,520 replies
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This additional heat won't pose a problem to the player. It will be radiated away just like the heat from other sources. The ISS and any KSP vessel have one fundamental difference: The ISS will break down or becomes uninhabitable when the internal temperature goes above 100°C or 40 °C. A vessel in KSP will function without problems as long as the temperature stays below 2000°C. To make it a bit more realistic each part needs to have two temperatures: internal and external. When the internal temperature goes above, say, 50°C it will stop working and Kerbals in it will die or become uncontrolable. If the external temperature goes above, say, 2000°C the part will explode. This needs a new mechanic which simulates the heat flow (insulation, heat pumps, etc.) between internal and external heat sources. And somewhere in this mechanic your heat management will make sense. But as you can see it's quite a complex thing to make stuff more realistic.
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I'm very positve about the current version! I never built so many planes before. It's really fun!
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Wheels, tracks and rolly-type things [IDEAS and INSPIRATION]
*Aqua* replied to lo-fi's topic in KSP1 Mods Discussions
I tried to build a Kethane mining truck with wheels & tracks a few minutes ago but gave up using them. They are just not fast enough for my taste. I got a top speed of ~23 m/s (~82 km/h). Ok that's not exactly slow but I want faster wheels. So what about racing wheels that can go up to ~50-75 m/s (180 - 270 km/h)? Of course the player has to think about stabilizing the car himself when racing hills up and down. And give them less grip to allow burn-outs! ^^