-
Posts
1,121 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Kobymaru
-
My Ongoing quest to make a Kraken Drive in 1.0
Kobymaru replied to quasarrgames's topic in KSP1 Discussion
Less talking, more .craft file posting! -
Eve Precision Landings
Kobymaru replied to Hagen von Tronje's topic in KSP1 Gameplay Questions and Tutorials
Yes, there's a secret and it's a mod called Trajectories: It shows you the exact landing position, depending on your crafts AoA. Try landing with this one. It has a few gotchas though: - I think stock wings work - Aerobrakes don't work - The trajectory is plotted for the AoA in the settings (usually 0°) and not the current AoA - It obviously can't know about staging events and deploying parachutes is not considered either. Taking all that into account, I did succeed with a precision eve landing with this Mod. (Ok, precision might not be a 100% true, but I landend on the plane that I aimed for) -
Heat shield exploding before ablating
Kobymaru replied to Kelderek's topic in KSP1 Gameplay Questions and Tutorials
The airbags resource is the gas/pressure inside. If I ram my head in with a certain speed, it will catch me - there was enough pressure. If I ram my head in faster, I might break my head because it the air inside couldn't stop me and my head goes into the car. If it were bigger, with more air and pressure, it would have more head-stopping capacity. (I mean I'd still die from the rest of the car sqashing me, but we don't have thermal analog in this metaphor for that) Now the shields clearly have a capacity which is dependant on the ablator ressource - except apparently, it explodes before it's consumed. In your analagy, the airbag would pop before it is fully compressed, which really shouldn't happen. Just think about how ablative heat shields work in reality: if they are heated very very much, the outermost layer evaporates (slightly cools the rest) and gets blown away. Then the next layer, then the next, then the next. But why would the whole thing suddenly explode or melt, if the heat comes from one direction only? https://en.wikipedia.org/wiki/Atmospheric_entry#Ablative -
Hi guys, I have a problem: So I am trying to fulfil a Suborbital-Sun flight contract, so I sent my tourist with a lander can, ion engines, xenon that I wanted to remote-control. I can not get a connection, and I don't understand why! - The craft has plenty electric charge - The craft has a signal processor (KER chip, Probe core) - The craft has an antenna (Comms DTS-M1) - The antenna is pointed to a relay-craft - The antenna is activated - The antenna is in range (20 Mm) - The relay craft has plenty electric charge - The relay craft has two antennas, - Communotron 88-88, pointed at a kerbin relay sattelite - Comms DTS-M1, pointed at the tourist craft (or to "active vessel" alternatively, but that doesn't work either) - Both antennas are activated - Both antennas are in range (88-88: 215 Mm to Kerbin, DTS-M1: 20 Mm to tourist craft) If I switch to the relay craft, the connection from relay craft to kerbin works! But when I switch to the tourist craft, I don't have a connection although both antennas are pointed at each other, and I have electrich charge. Could somebody hint me what the hell is wrong here? Do I really need to go cheating to fix the situation? - - - Updated - - - Ok folks, I got it now. It was the Active Vessel thing... My relay network satellites were set to Active Vessel, which obviously wasn't the relay craft but the tourist craft - hence no connection. Now that I come to think of it, this was even in the Tutorials. Sorry.
-
Heat shield exploding before ablating
Kobymaru replied to Kelderek's topic in KSP1 Gameplay Questions and Tutorials
Then what's the point of an ablator, really? This does not sound like it has a foundation in reality. If a heat shield with an ablator gets to hot, shouldn't just the ablator get burned off? I think Squad should raise the Heat shield max temperature to infinity as long as there is ablator left. -
Hi! I've been reading this incredibly interesting article from the Blog Wait but Why: http://waitbutwhy.com/2014/05/fermi-paradox.html about the Fermi paradoxon: If there are so many, many Stars and planets, then at least a few should have intelligent life. But so far, we have seen no evidence of them whatsoever. Why not? The article cites some reasons for that, most of which are scary. Hoewever, there is one more reason i thought of, but I can't really tell if it's plausible or not. Is the reason that we haven't heard of aliens simply that they're just way too far away from us, to receive any coherent signals? In order to answer that, I wanted to ask some of you math/physics/engineering experts here the following: What is the weakest coherent radio signal that we could receive today? And assuming that someone from the center of our galaxy (which seems to be a good as place as any too look for signals), how strong would aliens sending a signal have to make so that it arrives with that weakest signal we could receive? Would it require a feasible amount of energy? Is it possible to make an antenna that can send such signals? Can WE currently make such an antenna? I'm looking for discussions and happy for everyone who does the quick (or not so quick) math, because I have very little knowledge about signal transmission and antennas and the likes but this question has been bothering me for a while.
-
Notification when being quoted in a Forum post
Kobymaru replied to Kobymaru's topic in Kerbal Network
A forum facebook feed would be kinda cool actually... Well the notification thing definitely technically feasible. The XDA-Forums (Android/Mobile developer forums) have that feature and I really like it a lot. E-Mail per quote should be configurable obviously. Ok, Thanks. Dear Mods, please move this. Thanks for the info! -
Not sure where this belongs, couldn't find a "Meta-Forum". Is it possible to configure the Forum software to spew notification when someone quotes me in a forum post? I know of the "subscription" option to simply subscribe to a whole thread, but that's a bit TMI for me. Cheers
-
Proof that SpaceX uses KSP to design rockets
Kobymaru replied to peachoftree's topic in KSP1 Discussion
"Several hundred struts fly on every Falcon 9 vehicle, with a cumulative flight history of several thousand." So... where were the guys that said "if you're using struts at all, you're doing it wrong"? -
There's a lot of ways to make money. You can make money the EA way, by ripping off your customers or you can make money the Squad way by making a great game. I just hope the latter doesn't slowly shift into the former.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Kobymaru replied to ferram4's topic in KSP1 Mod Releases
A little hint: look at (archery-) arrows. Where's the heavy part, and where's the part that makes the most drag?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Kobymaru replied to Nils277's topic in KSP1 Mod Development
No, you just have to use one fairing base, and build the fairing to the next part of the stack (like the decoupler). The fairing should "snap" to that part, and you have an inline fairing. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Kobymaru replied to Nertea's topic in KSP1 Mod Releases
Are you trying to tell me this monster needs only 2 air intakes? -
Guys, stop suggesting this. This is plain old cheating. OP accepted it for the challange and asks if anyone actually managed it! I'm curious too. BTW, does it work if you do multiple trips? Like having an orbiter with the Ore capacity and then just bringing up one tank at a time?
-
Putting solar panels radially, maneuvering around, accidentally lining the ships main axis up with the sun, timewarping happily and then ending up with empty batteries and no solar panels that are illuminated. Additionally annoying if it's a remote-controlled craft.
-
I have determined that this game is unplayable.
Kobymaru replied to Xyphos's topic in KSP1 Discussion
This is all the same argument and I'm getting increasingly annoyed by it. It boils down to "well you didn't play the game in a very very specific and undocumented way and didn't work around this and that bug, so CLEARLY this is all your fault" No! If I screw up my ship design, the consequences should be simply a bad ship! Not the game physics glitching out. If I "need to many struts", fine punish me with a lower TWR, punish me with higher drag, maybe even punish me with weird physical resonances within the realms of physics. But do not punish me with Phantom forces! Either part clipping is allowed, then fix the clipped parts physics; or it's not allowed but then fix your editor to properly reflect that. If the Klaw exists, then it should work as advertised without exploding ships or worlds. Giving cute names like "the Krakendevice" to the klaw and the service bay is just not good enough, sorry. I know I mixed community and Squad in my rant, and I'm sorry about it. But I do get quite frustrated that people go out of their way to defend Squad by posting workarounds that shouldn't have to be needed. To all the "it works for me" people: good for you. Really. I'm truly happy for you. But please stop using that as an argument to lower the credibility of people who report of issues and voice their frustration. Cuz there's a lot of em. For example, I hit almost all of the issues mentioned in this thread - Random heat flickering leading to 'splosions - Random heat 'splosions when doing physical timewarp in atmosphere (lemme guess... I shouldn't do that, that's obviously my fault again and there's no need to fix anything) - Phantom torques - Phantom forces So please don't tell me (or imply) that "it's just my install" or "it's just my system" or that "i built the craft wrong". Ok, you're right. But I don't think it's OK to just nonchalantly accept every single bug as "part of the game". Personally, I could go like 3 releases without a single new feature and I'd be the happiest man on earth if they just went on their goshdarn Bugtracker and started hunting down bugs one by one. Maybe the new engine will fix everything magically. Or maybe the engine will fix a few bugs, create a lot more in the same time. I hope for the former. I expect the latter. On a completely unrelated note, praise Claw! He's the kinda guy that goes out and fixes things. (And hey, apparently it's not impossible to fix physics bugs!). BTW, the sole fact that "stock bugfix modules" exists and is a third-party mod that's not stock should ring some alarm bells. -
True. I hope it gets fixed eventually, but since the intent of the contract is pretty clear one would have to actively circumvent it. In that case it's your responsibility. So I'm gonna assume that it's not a very high priority fix for Squad. You have a point there!
-
Sure, or you just open the savefile, increase the number of your funds and mark that contract as completed. The question is, what's the point of cheating or griefing in KSP, really? Shouldn't testing be considered part of the development costs and therefor part of the contract costs?
-
Now do it with a Life Support Mod and RemoteTech! Also, there's the outer planets mod if you ran out of planets. Kolonizing every planet could be a goal too!
-
I'm gonna go with Eve Ascent. Tried with the old aero (11 km/s dv!!!) and with the peak of my engineering capability, I failed. I'll try again with the new aero sometime. That's not hard, that's impossible. I think even mathematically impossible.
-
Thanks, I'll check it out. I'm curious! Do you have a thread link and/or GitHub repo? Is it going to be better than the Pilot Assistant Mod mentioned above?
-
Hi! I am looking for something that makes my airplanes flyable. I would love to see at lest - An AoA limiter - A G-Limiter That would be basics. The Wishlist includes but is not limited to - something that controls deflection based on speed would be nice as well. - Autopilot (Altitude, Pitch) Does anyone know mods which can do one of those things?
-
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Kobymaru replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hi! I have a suggestion: could you please put the Structural Universal-Storage parts into the "Structural" category? The Misc-Category is so overful already, and I think the Quad/Hexa/Octocores qualify pretty well as structural parts. While we're at it, for some reason your "Manufacturer" does not come up in the Manufacturers page of the parts listing. I am asking this, because when you have quite a few mods installed, the part listing becomes really confusing.