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Everything posted by Gaarst
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Stick an antenna on the hinge part that decouples. But that's in the VAB. For your thing on Laythe, besides deactivating the comm system, I don't see any solution. Never thought about that problem before :/ Frustration foreseen. Edit: oh you actually already have antennae on the decoupled part. The two should be connected then, don't really known what's going on anymore. Edit2: since you seem to be able to control the decoupled part (stage and throttle up), could it be a simple lack of reaction wheels?
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Unlocks manoeuvre nodes. You also need the Tracking station to be at level 2 to have them though.
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Space shuttle really unstable at landing
Gaarst replied to Andiron's topic in KSP1 Gameplay Questions and Tutorials
Fixed it for you -
Space shuttle really unstable at landing
Gaarst replied to Andiron's topic in KSP1 Gameplay Questions and Tutorials
Centre of lift /= center of pressure. The blue vector shows your centre of lift, but it only accounts for wings (maybe body lift but I'm not sure). Thing is, your wings are at the back and most of the shuttle's body is in front of your CoL, this doesn't cause any problem when flying with a low AoA; but as soon as airflow becomes a but rougher (transsonic phase, manoeuvring, or high AoA) this part in front will generate a lot of drag, bringing your centre of pressure (or aerodynamic centre) forward, causing instability and flipping. If you try reentring with a high AoA (like the real thing) you will see this problem a lot sooner and I guarantee you will not be able to bring it down safely. The rolling instability may be caused by too aggressive roll control surfaces: 500m/s should correspond to your reentry max-Q, the point where dynamic pressure (combination of velocity squared and air density) is the highest and therefore the point where control surfaces are the strongest. If you have a bit too much roll control, SAS will cause wobbling pretty quickly (especially in prograde hold, for some reason). Combine this and the centre of pressure issue, and you have the cause of your problem. -
You also need textures for RSS. For RF there's also configs needed. This is what your GameData should look like (for a manual install): Kopernicus is a RSS dependency, included in the main mod file. RealSolarSystem is the core of RSS RSS-Textures is the textures for RSS that you have to download separately SolverEngines and CommunityResourcePack are RF dependencies, included in the main mod file. RealFuels is the core of RF RealFuels-Stockalike is the configs for RF, you have to download it separately ModuleManager is just some stuff you need anyway. (You'll also need Real Plume to get the engines exhaust to appear properly but it's not required to make your game actually work) CKAN is not needed for RSS and RF only (I use manual install to manage my 60 mods), but if you go for RO you will need CKAN because of all the dependencies and specific configs for RO.
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Mun orbit apogee and perigee
Gaarst replied to Ty Tan Tu's topic in KSP1 Gameplay Questions and Tutorials
The "official" prefix is apo- or ap- (we say aphelion and not apohelion); so while apiloon is not wrong, it means ap-iloon more than api-loon -
Mun orbit apogee and perigee
Gaarst replied to Ty Tan Tu's topic in KSP1 Gameplay Questions and Tutorials
Apo- is technically a bit more correct than api- but just choose the one which is more apieel-ing to you (had to do it, forgive me). -
I don't like the adding "k" thing either, but I've seen perikee/apokee used a few times so I figured out I might as well have put it. (Note that all other "k" I've added in these words are because of a (fictive or not) Greek root, not to make them "more kerbal") For Laythe it really depends on how you pronounce it, I tend to say it la-ee-the (the "ay" being two syllabes) but saying Lay-the ("ay" one sound) also works and does make perilaythion more pleasant; I'll add it Sun: perihelion/apohelion Mercury: perihermion/apohermion Venus: pericytherion/apocytherion Earth: perigee/apogee Moon: perilune/apolune, periselene/aposelene, pericynthion/apocynthion Mars: periareion/apoareion Jupiter: perjove/apojove, perizene/apozene Saturn: perikrone/apokrone Uranus: periuranion/apouranion Neptune: periposeidon/apoposeidon Pluto: perihadeion/apohadeion Look a few posts up in your thread, I was the one suggesting names for apses in KSP right before making this thread Adding these. This is more a joke than anything really, I'm not suggesting the game should replace Ap and Pe by things as absurd as perimoeorivicikion or perigyron. I would make the effort to learn them all if it did though
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KSP is rocket science, serious stuff, precise engineering... To match this level of technology, everything must be perfect, and very specific. And we are just sitting here saying apoasis and periapsis in all situations. Enough! Time has come to solve this critical problem and find new terms for the apses of the Kerbin system. I have come up with a few, feel free to suggest your own, so that together we can make Kerbin great again finally say the right things when needed! Moho: Perimoeorivicikion, Apomoeorivicikion (from Mohorovičić, "h" replaced by "e" since eta is historically called heta, "k" added to make it sound greeker, excessive length and unpronounceability is intended) Perimoe, Apimoe [periapsis term not specified], Ramadamadamadingdong (by Aperture Science) Eve: Perievon, Apoevon (pretty obvious) Perieev, Apoeev Gilly: Perigille, Apogille (Gilly doesn't sound Greek at all so no "on" but an "e") Kerbin: Perikeron, Apokeron (because whatever you say, "perikerb" or "perikerbon" just sounds bad) Perikee, Apokee (-gee with a "k") Mun: Perimynthion, Apomynthion (-cynthion with an "m" because we say "munar") Perimune, Apomune (-lune with an "m") Periloon, Apiloon Minmus: Periminimuse, Apominimuse (Minmus sounds like a contraction of minimus, so "i" added; kept the "e" of perimune) Perimuse, Apomuse (derived from perimune, with an "s") Perimint, Apimint (by 5thHorseman) Duna: Peridunon, Apodunon (pretty obvious) Peridoon, Apidoon Ike: Perikon, Apoikon (pretty obvious) Dres: Pericemeterion, Apocemeterion (Dres is supposed to be Ceres, Ceres is a Roman goddess called Demeter in Greek; so if Ceres = Demeter, then Deres = Cemeter) Peridree, Apidree Jool: Perijole, Apojole (derived from -jove, jovian...) Perizoone, Apozoone (from perizene, with more oo) Perijule, Apijule Apojoo, Perijoo (by Van Disaster) Laythe: Perilythion, Apolythion (dropped the "a" because I think it sounds more natural this way) Perilaythion, Apolaythion (sounds natural enough if you pronounce "ay" as one sound, not two) Vall: Perivallon, Apovallon (pretty obvious) Periveikon, Apoveikon (from the Greek word for "wall": "teikos" with a "v" instead of a "t" to make it closer to Vall) Tylo: Perityle, Apotyle (pretty obvious) Bop: Peribopion, Apobopion (pretty obvious) Pol: Peripalion, Apopalion (Greek root of "pollen" is "pale") Perigyron, Apogyron (Google Translate says the Greek for "pollen" is "gyri") Eeloo: Perikelyon, Apokelyon (from "cheli" the Greek for "eel", with a "y" added since upsilon is the equivalent of the "oo" sound) Perilyon, Apoilyon ("ee" replaced with an "i" and "oo" with "y") Perieel, Apoeel
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Mun orbit apogee and perigee
Gaarst replied to Ty Tan Tu's topic in KSP1 Gameplay Questions and Tutorials
Now I'm thinking we really need apoapsis and periapsis names for bodies in KSP. There's one for every object in the solar system and none for the Kerbal system... I'm going to fix it, gimme a bit of time! Also yes, bug. There is a setting that enables or disables the correction for a known orbit wobbling/decaying bug; check that it is on. If that doesn't work and your game is stock then do submit a bug report. -
Built a probe set to sail for Mercury using a gravity assist from Venus, the current mission plan only includes a flyby of Mercury since the probe does not have the capability to capture, but it may be placed in an orbit leading to additional flybys, depending on the transfer conditions. The probe sitting on its ejection stage (the probe itself is 400kg heavy and the assembly is slightly over 4t): The reduced mass allows the mission to be launched using a light launcher (roughly corresponding to a Soyuz 2.1v since it is derived from my crew LEO launcher itself loosely based on the Soyuz launcher) weighing under 150t: I also started designing a rover for Martian exploration, after a couple of probes have landed on it. The rover is over 600kg but since I'm bad with designing interplanetary stuff (especially in saving mass) it has to be launched on a huge launcher weighing 900t. Still working on that. The rover with its reentry and landing modules: The rocket launching it: I also had the second fatal failure of my RSS space program when the Virgo 14 mission capsule carrying 3 Kerbals returning from the lunar space station disintegrated during reentry due to critical damage to the heatshield, despite the adapted trajectory used to reduce the load on it (that's officially; I actually went a bit overconfident and decided installing DRE did not require a redesign of my reentry modules, except the max temp for the heatshield was too low to even hope survive a 11km/s reentry, so boom). As a consequence the Virgo program (lunar exploration, including lunar landings and a LLO space station) was not extended any further (Virgo 14 was supposed to be the last mission but extensions were considered), and all manned programs (including assembly of a new LEO space station) are on hold waiting for all the manned capsules to be upgraded.
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Thank you, didn't even see the thread when I looked for it There is already a thread about it so I don't mind this being locked.
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When were these added? Never noticed them before.
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This thread is full of big things. One noteworthy rocket is @AstraNebula's 1600m tall rocket: He made orbit in RSS with it.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Gaarst replied to Starwaster's topic in KSP1 Mod Releases
output_log here (lots of mods so lots of stuff inside). DRE menu in game says I'm using version 7.4.7, even though I just downloaded and re-installed (completely deleted old folder, not overwrote) DRE v7.4.7.1 from GitHub. I quickly searched through the output_log, and I think the problem is there: [ModuleManager] Applying node DeadlyReentry/DeadlyReentry/@PART[*]:HAS[@MODULE[ModuleHeatShield],~RSSROConfig[*]]:AFTER[DeadlyReentry] to DeadlyReentry/Parts/deadlyReentry_2.5Heatshield/part/2.5_Heatshield (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ModuleManager] Error - Cannot use operators with replace (%) value: @PART[*]:HAS[@MODULE[ModuleHeatShield],~RSSROConfig[*]]:AFTER[DeadlyReentry] This block repeats for every heatshield, maybe some % is used instead of a @, $ or some other random operators which I know absolutely nothing about. Edit: so the % operator is an "edit-or-create" (just looked it), but since the value is modified with a *= there has to be a value defined in the first place, so the "create" case would throw an error. I'll try changing to an @ and see if it works (though in this case skinMaxTemp might not be defined at all). Edit2: so changing the % to a @ removes the errors when loading MM patches, but it also removes the changes to the heatshields (still at 3300K).- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Gaarst replied to Starwaster's topic in KSP1 Mod Releases
@Starwaster Did you change anything else in the custom DeadlyReentry.cfg you gave me? (Compared to v7.4.7.1) I'm having this when I try using it (I haven't tried to see what changes in game): I'm using a whole bunch of mods, but this is the first time I see this, with DRE or any other mods. I tried re-downloading and installing a clean version of DRE, but this still happens.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Gaarst replied to Starwaster's topic in KSP1 Mod Releases
Thank you for this!- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Gaarst replied to Starwaster's topic in KSP1 Mod Releases
No RO. 3300K are indeed the stock temperatures for heatshields, I didn't know more was needed, I did fine until now! Where can I download the updated config? There are some lines describing heatshields behaviour for RSS non-RO installs on the DeadlyReentry.cfg but nothing changing temperatures.- 5,919 replies
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A KSP streamer that has recently discovered an interesting game mechanic allowing to propell a part using landing legs. Right now he's using this to make a stock Orion drive which literally shoots monoprop tanks to accelerate.
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I don't think that is what OP meant when he said using monoprop.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Gaarst replied to Starwaster's topic in KSP1 Mod Releases
It's a stock shield (but I'm using a bunch of other mods, Ven's SR is the only one editing it in any way). Max temp is 3300K. When I hit the atmosphere, it heats pretty quickly up to a bit below 2800K, then it starts stabilising, unfortunately, 2800K corresponds to 85% of 3300K, so even though the shield doesn't heat a lot past this moment it still ends up exploding. Bumping its max heat would probably solve the problem, but I was just wondering if disabling the 85% thing on heatshields would be possible with a simple config. (Reentry is a lunar Earth reentry of a simple Mk2 pod. Periapsis is set around 55-60km)- 5,919 replies
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Deep space propulsion using spring force and kinetic energy
Gaarst replied to vikram_gupta11's topic in Science & Spaceflight
No. A lot of very well known people that know some stuff about physics say no. Some guy named Newton is in these. He's been wrong before but we're pretty sure that part of physics (that is named after him btw) is accurate TBH I haven't really read (or understood for that matter) your entire post, but the first sentence combined with the fact you are not a billionaire are enough to tell me that there is something (or many things) wrong with your design. -
I tried to change the orientation of the pod, but the peak heating occurs really quickly when hitting the atmosphere at 11km/s. Usually I explode before the orientation of the pod has any noticeable effect. I'm not using RO. Normal difficulty, 100% everything, and the only mods affecting reentry that I have are DRE, RSS and Real Heat. The maximum temperature for the heatshield is 3300K but because of DRE it starts getting damaged when over 2800K (I have asked on the DRE thread is there was any way to edit this).