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Everything posted by Gaarst
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enabling heat/atmospheric damage on 0.9 savegame
Gaarst replied to seyss's topic in KSP1 Gameplay Questions and Tutorials
You can rise heat reentry up to 120% in settings menu (I think, or it may be in the debug menu) -
enabling heat/atmospheric damage on 0.9 savegame
Gaarst replied to seyss's topic in KSP1 Gameplay Questions and Tutorials
It is enabled if you didn't deactivate it in the settings. 1.0.2 reentry heat is far weaker than 1.0 so you may not need a heat shield for LKO reentries, but it is still there -
enabling heat/atmospheric damage on 0.9 savegame
Gaarst replied to seyss's topic in KSP1 Gameplay Questions and Tutorials
If you load any save on a 1.0.2 KSP, all features of 1.0.2 will be in your save. If you want to play with KSP 0.9 and still have heat/atmospheric features, mods are your friends (FAR and Deadly Reentry) -
Yes, a moderator can. No. You don't. Yes, here.
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Please help me save a tourist.
Gaarst replied to Galileo Kerbonaut's topic in KSP1 Gameplay Questions and Tutorials
Using the Klaw is the only way then I guess (and you're right, tourists cannot do EVA). Or you can push your ship using EVA jetpack... -
Why does target tracking option come and go?
Gaarst replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
Yes, it's a bug or a feature (not sure) and there has already been a similar thread about it, a few days ago, here, though no solution has been found And about the fuel line, it sometimes happens when using symmetry with fuel lines, I already had that, but it's no big deal. -
Wow, amazing story, someone could make a movie out of it ! And congrats !
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Rethinking the nuke engine, where can we take it from here?
Gaarst replied to Colonel_Panic's topic in KSP1 Discussion
I could get 8 km/s of delta/v from a 25t nuclear powered ship with a 5 t payload using 6 Mk2 jet fuel tank and the stack tri-coupler, the 6 fuel tanks approximately have the size of a Jumbo-64, height and width. So the LV-N engine can still be used with a little imagination. -
Yes it's suicide burn. And I think there's no need to cancel horizontal velocity, just burn retrograde until your trajectory touch the ground where you want to land and full thrust to cancel all velocity right before touching the ground. EDIT: not sure at all about that It will require several tries...
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It's NASA's Orion command pod
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Need help with a Duna rocket
Gaarst replied to RexProcer's topic in KSP1 Gameplay Questions and Tutorials
It is impossible to execute the manoeuvre exactly as theoretically predicted. You have to first make a general node in the direction with the approximate delta-v needed, then refine it by a few m/s using prograde/retrograde, radial/antiradial and normal/antinormal. Usually, using different directions has following consequences: Prograde/retrograde: moves encounter periapsis left or right when facing target prograde or retrograde (in front or behind planet) Radial/anti-radial: encounter sooner or later (use this if you see that your position will be in front / behind the one of your target at closest approach) Normal/antinormal: moves encounter periapsis up or down And then you will have an encounter but it still may disappear because of the game recalculating trajectories. So after your first "big" burn at Kerbin, you'll have to do a second one, about halfway to the encounter (or closest approach) to refine and to ensure you will actually encounter the target and get the periapsis you desire. -
I also feel like range and strength of docking ports have been improved, but I couldn't find anything in the 1.0 and 1.0.1 changelogs
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Quick question about placing maneuver nodes
Gaarst replied to KingWolfWorm's topic in KSP1 Gameplay Questions and Tutorials
Not without mods, I'm afraid. -
Need help with a Duna rocket
Gaarst replied to RexProcer's topic in KSP1 Gameplay Questions and Tutorials
EDIT: First link was wrong !!! Here it is. -
@itstimaifool (and others) Thank you for your reply I was just telling this as an idea I got spontaneously and I know that in space the only efficient way to cool is through radiation. What I said is not physically accurate as fuel ducts indeed have poor radiating area and would not cool fuel efficiently. FYI: conduction does not involve displacement of matter but collisions between the vibrating atoms themselves, that's why it is more efficient with solids. Convection on the other hand requires matter displacement: hotter particles move around amongst cooler ones and make the overall temperature homogeneous without really transmitting it to other particles, that's why it is more efficient in fluids (liquids or gases). And radiation depends on the area exposed, the emissivity of the material and (a LOT) on the temperature difference between the hotter and cooler materials.
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Need help with a Duna rocket
Gaarst replied to RexProcer's topic in KSP1 Gameplay Questions and Tutorials
Had something in 0.90: 1st stage powered by 1 mainsail with 2xJumbo64 + 2 boosters with Skippers with 1xJumbo64 2nd stage: 1 Skipper with 1xJumbo64 3rd stage (lander + return vehicle): Pod + FL-T800 + LV909 That was enough to get there and back and I usually had enough delta-v with 2nd stage so that it followed me until it crashed on Duna. Not sure about it though, this is an old design. It may not be enough for 1.0 but it is a good start. (I can upload the .craft file if you'd like) -
Mun base with liquid fuel
Gaarst replied to michaelvf's topic in KSP1 Gameplay Questions and Tutorials
Yes you can fill it with only LF but only the specified amount, ie: if your tank is 360 LF and 440 Ox, then you can only fill 360 LF, not more. -
Thank you for this, but I already noticed it myself when there weren't any struts (that did not end well) but the struts and ducts are enough to maintain the tanks or engine in their place. And I prefer the ducts to be from the tanks to the engine directly as it makes the whole engine-coupler-tank link more rigid instead of just coupler-tank link and having the coupler-engine link weaker.
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About multiplayer: doing something in Minecraft doesnt take 3 years of ingame time. Whereas in KSP, going from Kerbin to any other planet and back easily lasts several years. In solo you can always timewarp, and I guess in a private server with only a few friends you could also do it. But if you start considering big multiplayer servers with at least dozens of players at the same time (like there are in Minecraft) then all you can do is launch your rocket and come back 6 months later IRL... Big multiplayer is not possible in KSP for this and all other reasons above, and therefore, it will not get the same success as Minecraft. On the other side, KSP community will never be full of trolls as Mincraft's was (or is, dunno) which is a good thing: KSP players are more mature than Minecraft ones.
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Disabling Engine Heating and Fuel Bars
Gaarst replied to NASAHireMe's topic in KSP1 Gameplay Questions and Tutorials
F10 for the heating bars, but I don't know about smoke effects EDIT: ninja'd