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KSP2 Release Notes
Everything posted by *Aqua*
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New simulation takes us inside the Eta Carina nebula.
*Aqua* replied to Aethon's topic in Science & Spaceflight
Stars are giant hot gas balls. You don't push them. You would tear the outer shells off them or force them to go nova especially when throwing stuff with the weight of several sun masses at them. -
How long can the probe observe Pluto and Charon? I'm hoping it's long enough to photograph the complete surface. It would suck a lot if we get only parts of it like we had of Mercury and Venus some time ago.
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New simulation takes us inside the Eta Carina nebula.
*Aqua* replied to Aethon's topic in Science & Spaceflight
I guestimate a force pushing two stars apart from each other so they don't merge would obliberate them. But if one of the stars brought a brown dwarf with it which then collided with one of the stars it probably could cause a nova. -
End over End at Mach 4
*Aqua* replied to Captain Vlad's topic in KSP1 Gameplay Questions and Tutorials
Just place them at the center of the tanks. They align straight in snap mode. Then use the offset gizmo if you want to move them. Or you use the adjustable landing gear mod. You'll need an updated firespitter dll you make it run on 0.90. Your plane will never roll down straight the runway. When physics kick the weight of the center body will bend your plane into a 'v shape'. Even with struts you can't prevent that completely it's just less noticible with them. The bending usually is asymmetrical. Not perfectly aligned gears will worsen it as they will want to move in different directions. -
End over End at Mach 4
*Aqua* replied to Captain Vlad's topic in KSP1 Gameplay Questions and Tutorials
The air intakes could be the reason. They have a lot of drag which could lead to a plane that wants to fly backwards. Additionally there are some only on the top side of the craft which places the 'center of drag' a bit above your CoM. Possible solutions: 1) Close intakes when switching to closed-cycle. This reduces the drag of the intakes. (Could all be done in one action group.) 2) Place the intakes behind the CoM. 3) Distribute intake drag evenly by either placeing the radial intakes on the side of the craft or add additional ones at the bottom. It could also be that the wings are placed too high. Your craft gets lighter when you burn fuel which leads to an increased effect of the wing weight. Your CoM will rise and not be in line of your CoT anymore. Possible solutions: 1) Rotate the wings back to a horizontal angle. or 2) Place the wings a bit lower. To see how the CoM changes as you burn fuel remove the fuel in the editor and watch the CoM orb. It should move around a bit. There are some other things I can see to improve your craft: - Don't angle the gears. It could lead to instable behavior when moving on the ground. - Your yaw rudder is a bit misplaced to the right (at least it looks like that on the screenshot). -
Quick simple math question which I am bad at
*Aqua* replied to RainDreamer's topic in KSP1 Gameplay Questions and Tutorials
Try this web site: http://ryohpops.github.io/kspRemoteTechPlanner/ It doesn't calculate the angles but maybe it can help you a bit with the other stuff. -
I'm not sure if that's possible. During a presentation Felipe said KSP uses a light for heat glow, a shadow mapping technique to figure out where the plasma trails should be and finally a 'fur shader' to draw the plasma trails. If the distance check is within the shader it is basically hard-coded and you can't change it. Shaders are like little programs running on the GPU. They are compiled before use either when KSP is compiled or at startup of the game - I don't know how the game handles that. That means you can't change the way it works afterwards, you'll have to replace the shader. It's not a trivial task. Second, the drawing distance could be set by a LOD (level of detail) system. It's purpose is to replace game objects by less detailed ones the farther they are. This decreases the workload. The physics range is part of this system. Modifying how it works should be doable while the game runs but you'll have to be careful as the increased workload can easily overload your computer. (I would like to see a mod which messes with it to alter the physics range by complexity of your craft. Higher part counts shrinks the range, lower part counts extends it.) Third, it could be just a little value somewhere which tells the game to de-/activate the fx. It could be hard-coded, then you can't change it or it's soft-coded and you can change it as you like. Maybe NathanKell knows something about it. His Deadly Reentry mod changes the behavior of the re-entry fx. Re-Entry FX starts @ 24m 37s.
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Shrouds did not jettison. Now what?!
*Aqua* replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
Everything is alright. Not every science instrument works in every environment. -
Shrouds did not jettison. Now what?!
*Aqua* replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
You can try to rebuild the craft in the VAB and save it with correctly attached engines and up side down. Then open up both save files in a text editor, compare them and you know what to change in your save game file. Probably. -
The new module placement angle thingy
*Aqua* replied to hazarada's topic in KSP1 Gameplay Questions and Tutorials
Shift+WASDQE still works as before. With R you can change rotation mode. That's new. Or you use the new gizmos. -
Here's what I did then: http://www.filedropper.com/akustik (Akustik means acoustic in German.) I used the music from here and here. There's no license for them so I didn't put it into the zip. Get the music from over there, convert it to OGG and rename it so that the file name and the names in the config file are the same (file name with .ogg, name in the cfg without .ogg). Finally put it into the GameData\Akustik\Music directory and don't forget to change the cfg if needed. The plugin is still very simple and far from finished. There are bugs, a debug window which you can't close, no control buttons etc. Don't download it when you don't intend to develop it further.
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It is possible but there isn't much interest. I started programming a music player which uses the game's music system. I thought about adding some more triggers (SOI, altitude, speed, fuel/electricity levels, etc.) until I realized you'll have to come up with a complete new system and disable the current one. I messed around a bit and did some thread programming, tried some community APIs and cried because of the practically nonexisting KSP API documentation. That's when I stopped the development.
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Planar Inclination confusion
*Aqua* replied to Smallish's topic in KSP1 Gameplay Questions and Tutorials
A reference plane is chosen. For our solar system they chose the plane of Earth's orbit. For moons and satellites you usually (but not always!) chose the equator plane of the planet. I don't understand your question.The inclination of a satellite is measured from the planets equator reference plane which itself can be quite different to the solar system reference plane. Think about Uranus. Its rotation axis is tilted 97.7° compared to his orbital plane (which itself has an inclination of 0.77° compared to the solar system reference plane). That means the equatorial plane of the planet is tilted 97.7°, too! -
Extraterrestrial Internets. Yes, plural.
*Aqua* replied to Whirligig Girl's topic in Science & Spaceflight
No. Information is bound to energy or mass which both are equivalent. If you can send information with FTL speeds you can do that with a space craft, too. So far FTL would violate the currently known laws of nature and therefore is considered impossible. I don't expect some sort of unknown 'higher' physics which allow FTL travel. -
Extraterrestrial Internets. Yes, plural.
*Aqua* replied to Whirligig Girl's topic in Science & Spaceflight
We already have laser commuication. The technology just have to be adapted for interplanetary use. I expect sats with high-powered lasers and receivers and some proxy sats at Lagrange points which re-routes the signals when celestials block the line of sight. I even expect whole armies of private com sats if interplanetary communication can be monetized. -
Extraterrestrial Internets. Yes, plural.
*Aqua* replied to Whirligig Girl's topic in Science & Spaceflight
Excellent question! I guess nobody really thought about that in detail. WWW is a service. The internet has more services than WWW.A DNS record usually follows a hierachy: detail-of-service-zone.service-zone.department-zone.organisation-zone.country-zone(.root-zone) The root zone doesn't really have a name. It's the top-most zone and there's only one. In case you've got internets on Mars and Venus, too, you'll have to add planetary zones, again in a lowest-to-highest hierachy (it makes migration easier): detail-of-service-zone.service-zone.department-zone.organisation-zone.country-zone.planetary-zone(.root-zone) So expect something like facebook.co.uk.mars and twitter.co.uk.venus. High-bandwidth connections usually use fiber optics for data transmission using multiple wavelengths in the same cable at the same time. I guess you can do (almost) the same using laser sats to transmit the data from planet to planet. Of course this will be a technological challenge. The DNS covers this already, see above. Good remarks and questions! I bet at least a generation of IT professionals will scratch their heads to find solutions for that.But I guess it won't be that difficult. The internet as it is now can handle low speeds. Timeouts have to be changed though. The standard timeout for a lost connection is mostly set between 30 and 90 seconds. Databases with mostly static data will sync once in a while like they do on Earth. On the other hand there is dynamic data, too (like news, forums, etc.). You just have to be aware that the information you'll get can be 20 or more minutes old. You can cache data which is often requested and sync them more often if needed. That's what a lot of internet services already do. In my opinion the communication between individuals on different planets will lessen but as there are more and more settlers the overall amount will rise.The lag will give old forms of communications a new rise, like bbs which doesn't need real time bi-directional transmissions. Interplanetary user-centric services (like social networks) will be a hassle and the user will switch to planetary ones. So my guess is the behavior of an internet user will change but not his usage. -
Landing leg Pistons?
*Aqua* replied to lukeoftheaura's topic in KSP1 Gameplay Questions and Tutorials
He used landing legs to push the door open. It's a bit cheaty because the door should break off. A better non-stock way is Infernal Robotics which add pistons and hinges. -
They added it? And why didn't I have a clue about that? My bad.
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From the FAQ:
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Afaik it does use multithreading. Sfx, gfx and physics use different threads. But only one for each one.
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I had. Multiple times. I guess the best way to determine that your not a complete noob anymore is when you are able to lift something to orbit with less or equal than 3 tries, put it on an interplanetary transfer and let it land somewhere at your target. This means you have at least basic understanding of rocket building and (inter)planetary navigation (= knowledge of orbital mechanics) because that's what KSP is about.