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Everything posted by Gaarst
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Bug? RCS mode changes nothing.
Gaarst replied to Draslin's topic in KSP1 Gameplay Questions and Tutorials
You have to use IJKL for translating in staging or docking mode, or do some overly complicated tweaks (which I don't remember but that you can find in the forums) in the commands menu to separate docking control from staging. -
If you go to map view, while focusing on your ship, click on the button middle right of the screen to display info on your ship, there should a sub-menu there displaying info on Kerbonauts on board. Not sure though if level or career is shown.
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KSP 0.9 is still available on the download page of the official website.
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They just don't realize the amount of work required to develop game updates or mods. Then, according to them, devs are only devs: everything they do should be around their game/mods and they should constantly work to improve their creation. For game updates, everyone that complained assumed that 1.0 would perfect, according to their individual standards and actually no one but the devs knew exactly what was in the update. Therefore, after the release, people realised that it did not fit their dreams of perfect KSP, and emphasized every single issue in the update. This happened sometimes in positive ways: posts made to share issues encountered with the community and to find a solution for these. But sometimes, the feedback from the update was more rude: either literally, with people just complaining about the update; or in a more insidious way, by constantly bringing up the issues with 1.0 in a way that made these issues look like they could have been solved by anyone and that the devs just did their jobs badly (that may also be unconscious, thinking you're just reporting an issue but actually sounding harsh) Now about mods; currently, mods are in a huge majority existing solely thanks to volunteer work by fans rewarded by nothing but by satisfaction of enhancing the game or seeing positive feedback from the community (this has been proved recently by the Valve/Bethesda debate on paid mods, which ended up by removal of these paid mods). From there, one has to appreciate mods for what they are in their current state, bearing in mind that the mod devs are also fans of the game, doing mods in their free time and that one cannot expect from them to spend days and nights on their work. Again, the issue is there are some people (a minority) that expect the devs work to fit their personal expectations for the game. If one of these people find an issue with the game, they will first complain about the game to the game devs; and then even more to mod devs about mods not fixing their exact issue, with often few work on their side to find a cause. This category of people do not like change: change always disappoints because you don't always get what you want. Thing is, things shouldn't always stay the same, constant evolution, for a game or anything else, is the source of constantly renewed experiences. I want to conclude by precising that the people about which I'm talking are a very small minority, but as for everything else in the world, in a community you unfortunately hear only the annoying, noisy minority over the peaceful rest of the group. On our side, I think best we can do is ignore these kind of people, just letting them grunt on their own and not giving them the attention they seek. And on the other hand, watch for what we say, try to be supportive towards the work devs do and greet every update with a big smile thinking about the enhanced content of the game. [Feww, that's quite a long post, but it's over ]
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Temperature and atmosphere on Eve and Moho in 1.0
Gaarst replied to czokletmuss's topic in KSP1 Discussion
I heard that Eve now requires only 7-8 km/s of delta-v to get into LEO Also, I wouldn't go anywhere near Moho with nuclear engines considering their tendency to explode in 1.0. But on the other side going to Moho requires tons of delta-v that was previously accomplished with nuclear engines so I guess Jeb has some tests/exploration to do -
Capsules 'tilting' on re-entry
Gaarst replied to Spenzor's topic in KSP1 Gameplay Questions and Tutorials
The problem is caused by the heat shield having no mass but aerodynamic drag. There has been quite a few discussion about it recently and a bugfix has been made. Just search a little about it in the forums and you will find a solution easily. -
Whats the meaning of Reputation
Gaarst replied to Kettlec's topic in KSP1 Gameplay Questions and Tutorials
http://wiki.kerbalspaceprogram.com/wiki/Reputation KSP Wiki is your friend -
Fuel tank exploding after (radial) decoupling
Gaarst replied to Gaarst's topic in KSP1 Gameplay Questions and Tutorials
Yep, you were totally right Thank you very much But I could never imagine those little TNT sticks could generate so much heat... -
My favorite version will probably be 1.0.1 : I really like the new physics of 1.0, but the heat model definitely needs some fixing.
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Fuel tank exploding after (radial) decoupling
Gaarst replied to Gaarst's topic in KSP1 Gameplay Questions and Tutorials
It is not the separatrons, I had the problem before adding them. I thought there was a collision and this is why I added them at first, but they are definitely not the cause of the overheating. -
Fuel tank exploding after (radial) decoupling
Gaarst replied to Gaarst's topic in KSP1 Gameplay Questions and Tutorials
As you asked, here are a few screenshots: In the VAB, close up of the junction that causes the problem: Screenshot just before decoupling the boosters: And right after decoupling: And then boom... If you want to try and see by yourself, here the .craft file of the rocket: https://www.dropbox.com/s/l105i6vymqs2js2/Heavy%20Launcher%201_0.craft?dl=0 -
About radiation: blackbody radiation depends a LOT on heat difference, actually, radiated energy is proportional to the temperature to the power 4 (3x hotter > 81x more radiation !) In your example of the handshake, the temperature difference between the hand and the air is ~10°C. Just consider a lightbulb which is 3000K: the tungsten wire radiates towards the glass which is boiling hot very soon after turning on, and lightbulbs are filled with insulating gas to prevent as much as possible conduction/convection. Also a wooden door has quite a poor emissivity compared to a metal part so radiates way less. My point is that in space radiation IS the main source of heat transfer when you consider high temperature differences, eg: between a rocket engine burning over 2000K and space at only a few K. And that is only truer when your realise that in space both conduction and convection are impossible as they require a material middle to transfer. Radiation from the Sun is what gives Mercury a heat gradient of ~600K: th Sun at 5800K 55 million km away heats a whole planet by 600K But to come back to KSP, I find it ridiculous that an engine producing so much heat does not have an integrated, efficient heat dissipation system; or even a generic part that would serve to all engines. Heat production is badly managed in KSP 1.0. That's it. I think reentry heat is a good thing, adding to realism, but when a part such as the drill or converter cannot run longer than 10 secs on its own or even with several solar panels, I think something's broken.
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What's wrong with liquid fuel engines?
Gaarst replied to RealDarko's topic in KSP1 Gameplay Questions and Tutorials
Uncontrollable rocket can also be caused by your ascent profile or aerodynamic issues. A lot of things aside from LF engines can be the cause. And for the small lab I suggest using a heat shield below it but keeping SAS on towards retrograde so that your reentry module doesnt flip as it seems to be an issue with 1.0 -
Explosive overheating when decoupling jumbo-64 with Manifold strapped to a Kerbodyne 14400... (I made a thread about it, if someone wishes for more details: http://forum.kerbalspaceprogram.com/threads/117645-Fuel-tank-exploding-after-%28radial%29-decoupling)
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You have to expand the "advanced" categories in the VAB (top left sort of arrow I think) and it is the last category
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How to get good TWR on Eve?
Gaarst replied to HoloYolo's topic in KSP1 Gameplay Questions and Tutorials
I had a pre-1.0 lander model weighing ~60 tons achieving 9k vacuum delta-v that used 3 BACC SRBs and 3 LV-T30 for taking off, hopefully even with thrust downgraded in atmosphere it should be a good start. -
Well, shoot. Help getting back to Kerbin SOI?
Gaarst replied to Starwhip's topic in KSP1 Gameplay Questions and Tutorials
As you are escaping Kerbin, your retrograde relative to Kerbin should be towards it; so I'd say full throttle towards Kerbin. You should probably backup first, in case random assumptions do not fit rocket science (not that it's the case in KSP but...) -
Both the drills and the converter generate heat, seeing that you have 4 drills and a converter running together at the same time, this generates a LOT of heat. The ablator is just doing its job: dissipating heat by slowly vanishing to protect your command pod. Though a shield is quite stupid and does not make the difference between reentry or drilling in terms of heat
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Strange thermometer reading?
Gaarst replied to cicatrix's topic in KSP1 Gameplay Questions and Tutorials
I think that in 1.0 these 200+ temperatures are actually ambient temperatures (maybe in Kelvin) and not heat from reentry, so that makes sense that the lower you go the hotter it gets. -
For vertical pieces I guess it depends on the type symmetry you are using: radial shout generate roll, and mirror yaw or pitch. It may also depends on orientation of the parts. If you launch a balanced plane vertically, lift should generate speed radially and you plane will move in the direction of its back. And I think clipping does not change lift, seeing the number of clipped parts in many creations.
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So I was testing this new rocket I made, and when decoupling the radial LF boosters I used in the first stage, the fuel tank they were fixed on suddenly explodes from overheating (no collision causes the thing). (Layout is: 4x Jumbo64 strapped to a Kerbodyne 14400 with Manifold radial decouplers) Using debug thermal colors: there is no overheating before decoupling (the tank is show red) but right after, the tank suddenly goes yellow and explodes. Am I doing something wrong or is it a new thing from 1.0 physics or a bug ? (I can provide screenshots if anyone asks.)
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I was planning a landing on Eve but couldn't figure out how I could know how much delta v my rocket could provide for take off without using mods. So I made a few equations to calculate delta v, based on the ideal rocket equation for delta v and basic physics, in vacuum and inertia​: For a single stage rocket: Constant Thrust: ÃŽâ€v = 0.2 * F * ln(n / (200 * mf) + 1) / C Variable Thrust: ÃŽâ€v = 9.80665 * Isp * ln(n / (200 * mf) + 1) For a multiple stage rocket: Constant Thrust: ÃŽâ€v = 0.2 * Σs (Fs * ln(ms / (200 * mf,s) + 1) / Cs) Variable Thrust: ÃŽâ€v = 9.80665 * Σs (Isp,s * ln(ms / (200 * mf,s) + 1)) Where : F is the thrust (needs to be constant) in N C is the fuel consumption (needs to be constant) in l/s n is the initial fuel quantity of the stage in KSP fuel units mf is the mass of the rocket when all fuel of the stage is consumed in t Isp is the average specific impulse in vacuum of the stage in s Subscript s means "at stage s" (change stage whenever an engine or a part is decoupled) For a single stage rocket with: Command Pod Mk1 + FL-T400 + LV-909, it gave me a delta v of 3169.4 m/s Does anyone know if these equations are right or can check them ingame vanilla or with a mod ? Thank you for helping, Gaarst