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Vaporo

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Posts posted by Vaporo

  1. Not very. I'm kind of a family joke. My sister likes to insult me for putting milk on my bowl of nails every morning instead of nitroglycerin.

    To the Salty Spittoon, you are welcome. Much toughness, do you have?

  2. I found a way that might make Planet Factory and EVE work together for some of you. With EVE and Planet Factory installed, open the Debug Console (alt+f2) while the game is loading. Keep it open until the main menu appears. For some reason, this will make clouds work again on my computer. I can't fathom why this would change anything, but when I open the Debug Console, I have clouds. When it's not open, there are no clouds.

    NOTE: This was with Planet Factory Creator's Edition, not plain old Planet Factory.

  3. I used hyperedit to go to one of Krag's Planets (With Planet Factory Creator's Edition, though), and I was able to land on it and EVA just fine. I would suggest moving Planet Factory up to "has issues."

    Also, I mentioned in my original post that the Editor Analysis in FAR was not working. However, it turns out that it was just a random crash. The aerodynamics simulation seems to work fine.

  4. There are drogue chutes, too.

    Each parachute can have different setting for the height at which it opens

    The moment when parachute is deployed plays role, too. In some times you save your ship by deploying the chute later or even below the full open height.

    The way how the ship is oriented when the chute opens may play important role.

    In the end your simplified simulation isn't that much simpler than full physics simulation.

    Yes, there are drogue chutes, and chutes that open at different altitudes and etc. etc. etc. What you would do is run the simulation (even if unsimplified) for each time a chute opens. However, this system would mostly exist to return spent stages to Kerbin, which are generally just dropped boosters and fuel tanks with one or two simultaneously opening parachutes, not big complicated landers with numerous chute opening altitudes. (People would do it, though.) Also, the system would be there only to potentially make physics on returning craft more lightweight, not guarantee that there will be lightweight physics calculations on returning craft. (if you make a big enough craft *cough*Whackjob*cough*, even simplified physics will lag.)

    I suggested simplified physics so that the return system would be lightweight and usable at timewarp. If the devs can get full physics to work on reentering craft with reasonable speed while the focused ship is at timewarp, and at a very great distance from the reentering craft, then there is no real need for simplified physics, in which case the originally suggested beacon system would probably be better.

  5. Well, I think that there is an obvious solution to part recovery. As aerodynamics stand now there are only three points during reentry when your air/spacecraft is under any real stress:

    When parachutes first open

    When parachutes deploy

    On touching the ground

    What I would do is create a "simplified" physics simulation for any craft containing a parachute to determine whether or not your craft would survive these three points (simplified instead of full so that it can be done at time warp). The simulation would first determine what orientation your craft is likely to fall at, and then uses that orientation for the initial parachute calculations. If the simulation determines that your reentering object is shredded, it would continue to simulate any debris that contains a parachute until it hits the ground. Your craft would then be re-oriented by the simulation to match its new likely fall angle caused by the opening of the parachutes. The "full" parachute opening would work similarly. Hitting the ground would be the tough one to simulate, I think. When your craft touches down, it would, of course, simulate the effects of hitting the ground. If you land on a slope, your craft may buckle and tip over. If the craft has many parts, it could buckle under its own weight. There are a lot of variables in this situation. Any debris that falls off will also have a simulation run to determine its landing site. The simulation would run for each piece of debris until it has reached a "stable" position.

    I know that its probably more complicated than I make it sound, and someone would probably find a way to exploit it. Perhaps the simplified simulation could be made to be a bit more unforgiving than the actual full simulation.

    It would also have to be updated to work with more advanced aerodynamics, when we get them.

    That's how I would try and do it. Maybe I should make a mod.

  6. So far, EVE has not worked for me. Of course, I just got it running, so I'll keep you posted.

    You can add Procedural Dynamic 0.7 to the list of mods that work.

    The most recent version of FAR (0.13.3) works, but if you try to open the simulator in the editor, it crashes the game.

    Planet Factory Creator's Edition appears to work, but I haven't actually gone to any of the planets yet.

    Editor Extensions v1.1 also seems to be stable.

    Kerbal Operating System (KOS) v0.10.0 starts up ok, but I haven't run any programs (or even figured out how to program it yet.)

  7. Well, you have those control surfaces towards the front there. They are your problem, I think. If they catch any air, they flip your craft over, especially above mach one. Remove these, or at least increase their maximum deflection angle. (removal is probably better.) The wobble is probable caused by a combination of the first thing and the fact that you are using such large control surfaces. In other words, too much control authority.

  8. But seasons are caused by axial tilt, not distance.

    I do like the idea of "night science", and agree that it'd be a great reason to stay on a planetary body for a bit longer. I can go to the Mun with a craft full of experiments and be off of it again in about forty seconds XD

    In real life, that is true. However, we don't have axial tilt in KSP(which we should have, by the way). What we do have is elliptical orbits, which can cause "seasons" on planets that have enough eccentricity to their orbits in real life. (Pluto is theorized to have a seasonal methane atmosphere, depending on its distance from the sun.) So, Kerbin would not have seasons, but Moho very well could.

  9. I'm not sure what you want. Are you asking for part placement in midair? Because, to my knowledge, you can already place a part anywhere you want on other parts, so long as the part and the part you are attaching it to have radial attachment enabled. You wouldn't happen to be using the editor extensions mod, would you? If so, you may have vertical snap enable. Press v to disable vertical snap in editor extentions. (actually, if you don't have editor extensions, here's the link: http://forum.kerbalspaceprogram.com/threads/38768-0-23-5-Editor-Extensions-v1-1-2-Apr-2014-%28EdTools-Editor-Tools-replacement%29 It may or may not have what you want in it.)

  10. ^What he said.

    Seriously, I have the same problem. I'll build a humongous rocket, then realize that I have to add two extra stages to the lander. So, I take the whole thing apart, fix my lander, and put it back together, but realize that I now have the stages mixed up because my new stages run into what were previously stages for the transfer vehicle. And that bug where a part gets separated from its symmetry group in the staging setup doesn't help.

  11. Not only do I think that we should be able to get multiple readings (on certain experiments) for both night and day, I think that this idea could be expanded to things such as different seasons (would be caused by distance from the sun) and different weather patterns (for atmospheric planets).

    I think that it would make the game so much more Immersive to be able to get different readings from the same biome, and it would also encourage more long-term missions to evaluate different seasonal conditions.

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