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Everything posted by cantab
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My last mission in 0.90. A probe orbiter and lander reached Duna: I sought to use Ike to capture into Duna orbit, but was only able to get a saving of 60 m/s from a capture burn. With FAR aerocapturing was deemed too risky. Still, I *needed* that 60 m/s saving, and still needed to use the lander's touchdown rockets to finish the capture. The lander came down safely, albeit on its side. The parachute nearly failed to open, I had to hurriedly lower the pressure setting and it opened just in time. The lander did some science but was impaired by the orbiter, needed to relay signals, being in an unhelpful orbit. Then Ike booted the orbiter into Duna's surface. That vindicated my decision to put a barometer on an orbiter though, as it was able to take useful scientific readings before slamming into the ground!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cantab replied to ferram4's topic in KSP1 Mod Releases
Make wing mass depend only on the part and the strength rating, and leave it up to the player to set the wing roots stronger than the wingtips. What, if any, problems would that cause to FAR?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cantab replied to ferram4's topic in KSP1 Mod Releases
The thing is that the same arguments would apply to everything else in KSP. The fuel tanks in the first stage of a rocket "absolutely have to be stronger (heavier)" than the ones in the upper stages. But all that is ignored for simplicity.Put it this way. This whole wing mass business is so contrary to what I expect from KSP that not only did I not know it despite having made a fair few successful FAR planes, but the idea that a part should change in mass depending on where it is on the craft would never even have occurred to me. If I had spotted it by myself I would have assumed it was a bug. Would it not make things behave like the player expects to make the mass of a wing segment constant for a given strength rating, and then it's the player's responsibility to strengthen the wing roots? As indeed I frequently did on my own FAR planes because that to me was the obvious thing to do.- 14,073 replies
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A difficult if not impossible contract
cantab replied to Anquietas314's topic in KSP1 Gameplay Questions and Tutorials
I wonder, for ore mining contracts in general does all the ore have to be mined in one go? Or can it be done in multiple separate ships that ascend into a stable orbit then dock together? If the latter works it would make contracts like this one less processor-torturing. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cantab replied to ferram4's topic in KSP1 Mod Releases
I wasn't aware of that. It may be "realistic", but to me that seems so counter to how KSP in general works that I don't feel FAR should be working that way.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cantab replied to ferram4's topic in KSP1 Mod Releases
On wing strength, should the default not be whatever makes the mass the same as in stock? That seems as good a point as any.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cantab replied to ferram4's topic in KSP1 Mod Releases
Does this mean nuFAR will no longer be modifying the jet engine performance like FAR used to? Or is that just something Ferram hasn't looked at yet?- 14,073 replies
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Benchmarks: https://www.cpubenchmark.net/compare.php?cmp[]=255&cmp[]=1781&cmp[]=1780 I'll admit, the 8350 does seem to fare worse on price/performance. (I've a feeling it took a price hike recently too.) But basically as I see it, 4100 > 6300 not really worth it, 6300 > 8350 not really worth it, 4100 > 8350 over double performance worth it. Of course it's easy for me to spend someone else's money!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cantab replied to ferram4's topic in KSP1 Mod Releases
How was it done in old FAR? Because it seemed to mostly work.- 14,073 replies
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Provided the turbo kicks in I'd expect a small boost to KSP's performance. But to be honest it's a rather incremental upgrade anyway. Can you not hold out until you have the money for an FX-8### processor?
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I'll strike mine and let Starwhip's stand, since mine probably wants a bit more work anyway. Also, I saw a double rainbow earlier
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It usually means something that's like a coin but isn't money. http://en.wikipedia.org/wiki/Token_coin EDIT: Well, sure Deutherius. I was just working on one I thought up earlier actually, so here goes. I am never seen by eye, nor heard however hard you try. Unwritten I am, yet often known, but not in English, nor binary code. You think you'll be the winning solver? I'll be honest, no-one knows the answer. EDIT 2: Struck out for now.
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On which note, is the intended answer a coin flip?
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If coin is close, perhaps a banknote?
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Is it meant to be this: http://dictionary.reference.com/browse/soigne The missing accent combined with the rarity of the word is probably why people have been having trouble looking it up. As for the riddle, is it a DVD, CD, or other optical medium?
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"sionge" - is that intended, or a typo?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cantab replied to ferram4's topic in KSP1 Mod Releases
Did you hyperedit from Kerbin's surface? If so it could be FAR regarding you as having a high-speed through Kerbin's atmosphere, even if very briefly. A similar problem has affected hyperedit and DRE, and the classic workaround is to first hyperedit into a very high Kerbin orbit that therefore has low orbital speed. Alt+WASDQE sets trim, effectively a small constant control input. That's a stock game feature, and in my opinion essential to enjoying aircraft flight in KSP. I can trim my aircraft for level flight, put FAR's wing leveller on, have SAS off, and walk away to make a cup of tea with the confidence I'll come back to find my plane still cruising just fine. Alt+X puts all trim back to zero.- 14,073 replies
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Well I'll give it to Xannari, I think he was saying the same thing.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
cantab replied to ferram4's topic in KSP1 Mod Releases
Considering the change in approach, I think it's fair to say FAR is dead, Long live FAR! And nice example from Nerd1000. I've had my concern that area-rule constraints might be hard to meet with KSP's lego-brick-style craft building, but you seem to have done a good job of it.- 14,073 replies
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To put it more visually, plant one tree on every intersection of a pentagram. (Not just the five pink dots but the other intersections too.)
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Heatshielding is always going to be a bit weird as long as the planets stay small. There are two main directions the game design can go. One is to just follow realistic heating, which is likely to mean heatshields are rarely needed unless perhaps you also make regular parts burn up extra-easily. The other is to try and make analogous heating in analogous situations, ie a re-entry from Low Kerbin Orbit heats like a re-entry from Low Earth Orbit would despite the much lower speeds in the game. I'm not sure what Squad have done. Personally I think the *best* approach would be to enlarge Kerbin somewhat and then go for realistic heating perhaps combined with flimsy parts.
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Rockets fly well enough in FAR, which targets realism without much regard for gameplay impact. The way the fuel tanks are done can be a nuisance but it's not a showstopper issue.Realistic physics is what has made KSP the game it is. In a world full of space games with sci-fi trope flight mechanics Squad were bold enough to make a game where spacecraft fly as much like the real things as practical. I feel that philosophy should be stuck with. As for the size of the celestials, I don't consider an unrealistic solar system in opposition to having realistic physics in that solar system.