![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
Leszek
-
Posts
490 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Posts posted by Leszek
-
-
Reputation is caped at 1000. As you get closer to that you get less and less.
-
Ah, North Korea... Just, why? They should be smart enough to know that if the satellite failed to orbit, everyone would know it!
Their citizens only know what they are told. Once that rocket is out of eye sight it doesn't matter at all.
-
Hello.
First I would like to say this is an awesome mod, but unfortunately it has not been working for me of late.
After the update to 0.90 (and DRE 6.4, and FAR which is on my second version since BETA than ever.) DRE seems to do less and less. For a while it was ablating 2 or 3 points off my heatshield but has now dropped to nothing. I tried to reenter from a steeper trajectory (250km to a negative PE) and still no ablation.
I tried to delete DRE and re install from the zip package. I deleted MM (V 2.5.6) cache files and tried again. Finally I deleted the career and started a new one. It is like DRE isn't even there.
I am running stock size KSP with DRE currently set to hard from the in game menu. (I used to just leave it on normal.) The last reentry I did was with stock capsule from 85X85 orbit to a PE of -150 KM or so. (Traditionally I aim for a 23 KM PE and am used to some ablation on normal from LKO.)
I have a bunch of mods but the ones that would affect this would be just FAR. (After that I have some parts packs such as Tantares, KW Rocketry, ETC and utils like Docking Alignment, KER, KAC, ETC. Finally Active Texture.)
I am running Windows with 32 bit KSP.
output_log: https://www.dropbox.com/s/oiuazhv78ajoe5b/output_log.txt?dl=0
-
Besides Kerbal joint reinforcement I have noticed that some of the larger rocket motors cause wobble due to over correction by things like SAS. I have even turned off gimbaling on motors and used veer governors instead.
-
I stopped considering myself a noob the last time I had to do an orbital insertion to dock.
I build space stations and also my first Mun/Minmus missions are two spacecraft docked together. I have been getting to the point where even at different altitudes I can eyeball when to launch to get less then 10 KM from the target at apoapsis, so instead of orbital insertion I go right to docking. A few days ago I was 27ish KM's off so I had to do an orbital insertion first. I realized that I couldn't remember the last time I had to do that.
I know Scott Manley is the Chuck Norris of KSP and I am not the awesomest KSP player here by a long shot but I think when you can first try build a single purpose rocket, launch it, dock it, and skip orbital insertion, you are at least not a noob anymore.
-
I assume you reinstalled after updating to 0.90. You need to go into the options and turn all that stuff back on.
ROFL. I forgot this mod even had options. Well issue resolved, the root cause was PBKAC.
-
I have tried the new precise node and I notice that the buttons for snapping to points such as apoapsis are missing and it isn't reporting the stats of the new orbit like it did before. I am in a science career so everything should be upgraded to max.
Is this the way it is after 0.90 or should I be digging out logs and such?
-
All the rocket launches combined are still trivial. At least for the time being. The ozone layer is slowly recuperating after the ban on CFC's. The rocket launches are not likely to make any sort of serious dent.
-
Seems to work in .90 Jolly good.
-
It works for me, however if you don't have conics unlocked yet it will fail to find things like apoapsis. I don't know that that is a bug though.
-
I have suggested that exact same thing in a thread before. (As well as safe staging, where you can setup staging to be a two key process like alt + space instead of just space.)
It seems the most straightforward and obvious suggestion but for some reason people aren't that enthusiastic about it.
-
I will second that. A service module would totally rock.
Speaking of which, which mod does the service module int he picture come from?
-
I noticed during the launch that the rocket was said to do a solar roll. (If I heard right.) The launch was at night and there is no obvious clue from the video to explain exact what that is. I have done some google foo, but I have been unable to find the answer.
I would guess that it has to do with satellite orientation for the solar panels. But then why turn the rocket instead of mounting the satellite already in the correct orientation?
Anyone know what the deal is?
-
Nicely Explained.
Wiki will help with the other forms you mentioned
could you tell the meanings of IAS and TAS
I have a feeling Hodo got it wrong ?
IAS is the airspeed read right of the airspeed dial. TAS is the actual airspeed the craft is traveling through the air.
IAS is useful because the stall speed IAS doesn't change with altitude. (Err changes very little.) So if your aircraft will stall at 150 kts on the ground it will stall at 150 kts at 30,000 feet. Also speeds such as Vne (Never Exceed speed) can be in IAS. IAS changes as the atmosphere gets less dense. You can travel faster in less dense air before your wings rip off, but the IAS will show the same speed. Faster planes also have a Mach speed number as well. Many comercial planes then have a max IAS as well as a max mach. (Say 350 kts IAS or mach .82 whichever is lower.)
However you need to convert to TAS to navigate. TAS vector + Wind vector = path across the ground.
In KSP all speeds are TAS.
-
Isn't there already a mod for this? http://forum.kerbalspaceprogram.com/threads/88604
-
I am fine with reaction wheels the way they are, but they should have a spin up limit just like real reaction wheels.
The reaction wheel is just a flywheel, the torque needed to spin it up has a equal and opposite reaction on the craft. As the wheel spins up its ability to impart torque is reduced until it reaches max spin. All things being equal, at this point you just have to wait until you line up and then slow the wheel down imparting the opposite torque. When the wheel stops there is no net torque. This is fine in space. Once in an atmosphere though you have a problem as countering aerodynamic forces will spin up your wheel quickly. Stopping the wheel now will not help you and you will need RCS to zero out your wheels again.
I don't know if squad will ever do that or if there will ever be a mod, but that is the way I would like to see it.
-
Boosters, use the shift key with the "a,d -s,w - q,e" keys and angle the extendable ladder out more so that it doesn't stick into the ground. That why the kerbals can move away from an otherwise perfectly good lander.
-
I think mods can fix it but I am not sure. Regardless, the contracts in general can contain impossible or otherwise not worth it conditions in stock as well. Best I think is to reject those so that after your next mission new contracts will be there.
-
I hope somebody was recording that. It will go down in history as the worst stream ever broadcast.
I stopped, waste of HDD space. There is no way I am going to post that to my Youtube.
-
Well if the ESA showed us the right way to stream a launch, this would be the wrong way. NASA's suddenly looks pretty good.
-
It is just an animation it looks like.
-
I am going to give it a try, but it will be my first time. So anyone else who can and is so inclined should.
-
10 Minutes, I have garbled sound too but I don't think it will be an issue. I don't speak either language and I don't think the broadcast will be in English.
-
Whether it works or not, thanks for the the heads up.
Make clicking through the HUD in VAB/SPH impossible
in KSP1 Suggestions & Development Discussion
Posted
The click through problem is not only a VAB/SPH issue, it happens during flight as well. It is just that usually items don't overlap and the danger zone isn't as big. But it is still there and shows up when using mods. Really it is a interface wide bug that needs to meet a good can of Raid!