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Spacecraft Engineer
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What about supported APIs? Will it use Vulkan, for example? If KSP 2 will be such a big thing, it will desperately need performance and stability
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[1.3] Community Localization Project (v0.6) - Translators needed
Agost replied to Olympic1's topic in KSP1 Mod Development
I may pledge some time to translate something to Italian, but I have exams on september and it's summer, so it's kinda difficult. Is there any deadline? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Agost replied to ferram4's topic in KSP1 Mod Releases
Sorry guys, I've got a problem I'm copying FAR GameData and Ships inside the main KSP folder (the original steam one) but nothing is showing up, neither with the bundled MM nor with the latest version. I've also installed Trajectories, KER and B9 Procedural Wings. No toolbar (even with blizzy's one), no data, no icons. Nothing, both on 32 and 64 bit. Any possible solution? Ok, ignore this. I thought 1.2 was supported. Sorry.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Some of the SQUAD members also created/maintained some important mods and most of them leaving all of a sudden may be a deterrent for many modders to keep on working... I'm just afraid of KSP being left alone, still with many old bugs and limited performance capabilities ( Vulkan would have been a very nice addition to the game, along with some serious graphics overhaul) I was waiting for 1.2 to start playing again but there's a serious risk I'm not going to find the mods that I wanted to install anymore
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I'm afraid the game and the community will die soon, with many mods left unupdated and all those people leaving Also the long awaited API change isn't going to happen
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Sooo... Is this the beginning of the end?
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MAN Those are some seriously cool X-33 inspired SSTOs. Do you have any kronal vessel viewer blueprints of them? Or a part file?
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Looks like there are some studies about thrust vectoring on toroidal aerospikes; it is achieved by redesigning the combustion chamber and allowing more fuel in one part of it, producing more thrust from one side and less in the others. The cone stays still. Obviously it won't get as much thrust vectoring as normal gimbals, but it's more than nothing. Example: http://enu.kz/repository/2011/AIAA-2011-293.pdf
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IMHO the Aerospike should have a small thrust vectoring capability and more SL ISP (like ~315) And I'd like a stock linear mk2 version of it
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Squad should seriously improve a bit the Aerospike, it makes almost no sense right now related to its cost and position in the tech tree... I'd say 310 sea level ISP would be a better choiche, while keeping other stats the same (well, I'd like to have thrust vectoring too since AFAIK it's feasible with real toroidal aerospikes, although not as much as classic gimbals)
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Wave drag in FAR... what should i be aiming at?
Agost replied to AeroGav's topic in KSP1 Gameplay Questions and Tutorials
You've got a lot of wings bro Try a more streamlined design and look at the stability derivatives I'd advise you to try out a procedural wings mod -
Pronouncing "KSP" in Italian results in the same number of syllables of "Kerbal Space Program" So I usually say "Kerbal"
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Quadros don't have good drivers for games, especially older ones. Again, what's your budget? Do you really need a laptop?
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AFAIK real aerospikes can have thrust vectoring by varying the propellant distribution inside the combustion chamber... and in some other ways Hope it gets added