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KSP2 Release Notes
Everything posted by hcalves
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I've built one too, stock Mk3 parts + Space Shuttle Engines. All I can say is that drag is messed up.
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This UI is much better, Squad should make stock.
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0.90 was a soup, and it was too easy to get to Mach 3 or more in 1.0. 1.0.2 has a good balance. Aerobraking actually pulls some Gs, and if your spaceplane is not well aligned when you hit lower atmo, you flip over.
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The MUN Landing was FAKED!
hcalves replied to Niles_Ferrier's topic in KSP1 Technical Support (PC, modded installs)
Hahahaha priceless! I can see that glitch being a mod itself -
1.0 - Constant crashing on OS X
hcalves replied to shaun3000's topic in KSP1 Technical Support (PC, unmodded installs)
There's a big chance your theory is correct. I'm on a MacBook and lowering texture quality fixed the crashes for me, while with the default texture quality setting I could consistently reproduce the crash after some minutes playing, up until 0.9 (haven't tested on 1.0 yet). -
This. It seems SQUAD had to get 1.0 out and this was a dirt fix. 1) They probably implemented a first prototype, then for Unity reasons had to make fairings panels physic-less parts. 2) Because of that, the mass had to go into the base. 3) Someone play testing noticed having the mass on the base made no sense. 4) Finally they made it have no mass *really*, just simulate the mass to count towards the new VAB mass limit mechanic. 5) Sneak into 1.0 and hope no ones notices I hope they address this in the next patch.
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Ore drilling/fuel refining in 1.0 : a built-in cheat, or not a cheat?
hcalves replied to tjsnh's topic in KSP1 Discussion
This feature adds a lot to the gameplay, but it has to be balanced such that not all planets/moons have resources, or at least not all resources. Otherwise it'll be too easy and feel like cheating. E.g., it would make sense to be able to make fuel on Eve, but not on the Mun. -
I believe the most long overdue feature was the "warp to" button.
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By releasing on a Monday they get extra 5 days to fix bugs before the entire user base discovers
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After 0.90 the game turned into a crash festival. It crashes every time I switch from/to VAB after playing for some minutes. I have a couple mods installed only, my GameData dir is 1.1GB, so I don't know if it's that memory related bug. And even if it's, I don't care. Fed up with Unity excuses, need solutions. How do I debug this?
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Graphics flashing colors issue
hcalves replied to cyoung_mi's topic in KSP1 Technical Support (PC, modded installs)
I have the same bug. It's really new, didn't happened on 0.25. -
Steps to reproduce: 1. Played a mission, splashed down 2. Returned to Space Center 3. Went to VAB 4. Crash to desktop Can reproduce every time I play for a while. Switching scenes beachballs then crashes. Don't remember that happening on 0.25, but I had different/more mods installed. Mods: Hardware: Player.log: https://gist.github.com/hcarvalhoalves/145521db036543e8b5d0
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Does anyone know how I can use an escape tower with this mod? With Procedural Fairings I used to have the escape tower attached to a upside-down base and the fairing naturally curved around the payload.
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Pretty sure this *does not* read as "TAVIO". EDIT: Niemand303 beat me to it!
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- totm march 2020
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Cool mod! I'm liking better than Procedural Fairings, which always breaks with each update... One question: is it Deadly Reentry compatible? If not, how can I make a .cfg for it? Basically, need to add the "coating" to the included nose cones like they do for the stock cones on their .cfg, but I have no idea how to find the part names for your mod.
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Yes, with FAR, and only the two bottom stages, with a standard Soyuz TMA for payload. I fly around Mach 1 for max dynamic pressure until upper atmo, then rev up, drop boosters and start gravity turn. But the boosters are still 1/2 full by then, I'm just carrying dead weight, so I guess the TRW is too high. If I build it with 3 stages, TWR is more realistic but then I have way too much delta V. I guess it's okay for the LV to have a bit excess delta V since we're launching from equator instead of the Kerbin's equivalent of Kazakhstan, but not like double the necessary to LKO! I guess you got the numbers from the real thing? That would make it unbalanced for Kerbin dimensions.
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- totm march 2020
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Nice... R7 was one of my requests! Awesome parts. One thing though: max thrust is ridiculously high! I'm dropping side boosters half full and still making to LKO with a proper ascent.
- 22,678 replies
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- totm march 2020
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[WIP] Nert's Dev Thread - Current: various updates
hcalves replied to Nertea's topic in KSP1 Mod Development
Got it, but it can't be just that. I had the CoL almost on the tail and it would still catastrophically flip over after a certain (small, <10 deg) AoA. What I'm thinking now is that the wide body blocks the air and makes the tail control surfaces stall too easily on pitching. I'll experiment with different designs, the one I was trying was a short delta wing. -
[WIP] Nert's Dev Thread - Current: various updates
hcalves replied to Nertea's topic in KSP1 Mod Development
After playing with it for a while, I must say I'm not a fan of the side bulges. It's serving no purpose and hindering a lot of possibilities. So here's two ideas: 1. What about extending a bit further and adding attachment nodes here (like in the 3-adapter), these would be great to fit custom air intakes, compressors, shock cones: 2. Or keep the same width, but instead of bulges make the fuselage more streamlined like in the Dreamchaser: Right now the bulges are just making it hard to fit either wings or side tanks. -
[WIP] Nert's Dev Thread - Current: various updates
hcalves replied to Nertea's topic in KSP1 Mod Development
I'm unable to build anything that doesn't flip over on take-off with FAR using these fuselages. Once I start pitching up it seems the air hits the flat bottom and the drag increases too much making it flip over, even with a lot of tail control authority. Any ideas how to tweak this? BTW, these MKIV models are awesome! Just need to figure out how to tweak the aerodynamics.