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Gaarst

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Everything posted by Gaarst

  1. Going slower? It's not a bug: your rocket goes fast in atmo, you have shock heating, direction doesn't matter. If this really bothers you, either go for steeper ascent profiles (gaining speed higher up) or deactivate aero effects during your launches.
  2. Here: https://kerbalx.com/Gaarst/RSS-Rocket It's not that hard, just aim for 9.5k m/s of dV and keep reasonable TWR on all stages. The most diffcult part is the ascent profile because you need to get higher in order not to fall back down to Earth. I suggest installing SMURFF (not yet updated to 1.3) which is a mod that balances the parts masses and fuel capacities to make them closer to real life parts. This will make your RSS rockets smaller (closer to real payload fractions) than just building stock.
  3. For a neutron star it's the Chandrasekhar mass limit, about 1.3 solar masses, below which the stellar remnant doesn't contain enough mass to overcome electron degeneracy pressure and therefore cannot collapse to a neutron star. You then get a white dwarf. For white dwarfs, there is no lower limit as long as your initial body is massive enough to fuse hydrogen. Below a certain mass, the star would not inflate like the Sun will (because He fusion will never take place), but you'd end up with a white dwarf anyway.
  4. Thanks, the three mods are updated. Your mod was already listed, but for 1.2; now fixed!
  5. I know that feel, been playing on RSS for too long I can't even get to LKO properly anymore. Worst part for me is designing rockets. I'm so used to building huge rockets for a few percents of payload fraction that whenever I build a LKO rocket I end up with something like a 3 stages design getting to orbit on a single stage. I find LKO rockets way too small and can't build efficiently anymore. And don't get me started on Squad's "one core, one engine of the right size, screw your clusters" thing. Stock KSP is still fun though, being able to launch a Duna mission with a rocket smaller than a LEO launcher feels very pleasant, lots of things not to worry about. But overall, stock KSP does feel underwhelming.
  6. If by rumours you mean that Squad made an official announcement about it, then yes. In case you didn't know there are also "rumours" that the KSP IP was bought by Take-Two.
  7. Space coordinates are defined according to the celestial sphere, ie: they don't change as the planet rotates around its axis or the Sun. A LAN of 36.4° on Y1D1 00:00:00 will be the same as a LAN of 36.4° on Y80D129 01:07:44, or any other random date you can come up with. This means that you need to launch at the right moment to get in the right orbit, since it won't "drift into position" as Kerbin rotates. The easiest (and most efficient) way to do it is to launch when the target orbit is right over the KSC.
  8. You need to enable Advanced Tweakables in the options menu to have access to autostruts. Though that was already the case in 1.2.
  9. If TAC LS works the same way with RO as it does without it, you'll just dump the excess WasteWater/Waste/CO2 out of the ship once you've filled it. W/WW/CO2 tanks are only useful if you want to use recyclers, or if you really care about realism and don't want to magically get rid of some mass.
  10. A couple glasses of vodka and a Russian rocket seems to be all it takes.
  11. Didn't read the whole thread, but I agree with what @juanml82 said about orbital decay: we need a way to automate it, keeping dozens of satellites in orbit would be a real pain. About the engines thing, don't make it random: even though random failures are a thing, you can just revert in KSP; the only error that should cause a mission to fail should be engineering or piloting, not a coin toss. Though I do support more realism in engine workings. About 62.2km.
  12. As long as I still get muh free DLC, I don't really care. I don't know enough about the game industry and TT to have a valuable opinion, so whatever.
  13. Please put your log inside a spoiler. Also, several mods that you have installed are not updated for 1.3, and might not be compatible with the latest version of KSP. Either revert to an earlier version (1.2.2), uninstall the outdated mods, or wait for them to be updated.
  14. KSP has recently been updated to version 1.3. Of the mods you mentioned, 5Dim military contract pack and Contrat Configurator are not compatible with 1.3 (5Dim contract pack isn't even compatible with KSP 1.1+ without editing config files, from the thread). I suggest you either remove these mods, or wait for them to be updated and revert back to 1.2 or earlier in the meantime. Edit: ninja'd by OP
  15. What do you call a real operating system? Because unless Windows, Linux and MacOS are not real operating systems, you do have an output log. Read the thread called "How To Get Support (READ FIRST)" to learn how to find it (clue's in the name).
  16. Not really. A list of your mods and your KSP version (nvm, it's in the title) would be a minimum.
  17. Do you use mods? Do you have anything clipped? What version of KSP are you using? There are known issues with clipping stuff (not necessarily with fairings) but they have got rarer recently. Screenshots or a copy of your .craft file would be helpful here. (For images you can take screenshots with F1 and you need to host them on an image hosting site like Imgur, many don't require an account; for the .craft file you can find it in the KSP main folder > saves > [your save name] > Ships > SPH or VAB)
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