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Everything posted by Gaarst
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What's the fastest boat anyone has built?
Gaarst replied to Foxster's topic in KSP1 Gameplay Questions and Tutorials
Got a thing that went up to 115 m/s before breaking due to water, powered by 2 Goliaths. (I will upload pictures if I remember to) Edit: I am surprised there isn't any challenge on this yet. -
Calculating Delta V Needed
Gaarst replied to sneezedr424's topic in KSP1 Gameplay Questions and Tutorials
[URL="https://en.wikipedia.org/wiki/Tsiolkovsky_rocket_equation"]Rocket equation[/URL]. :wink: -
[quote name='ZooNamedGames']The Agena will launch first, on Monday(?), then the Gemini will come the next day or so. I'd start planning now and making sure it can work.[/QUOTE] I will not be available next Tuesday in the evening (GMT), so we'll have to launch the Gemini the next day if the Agena is launched on Monday.
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Parachute deploying on launch
Gaarst replied to DocFons's topic in KSP1 Gameplay Questions and Tutorials
Check your staging. KSP has a strange way of handling staging in the VAB, things like launch clamps on the last stage or parachutes on the first are common. You should try to remember to always verify the staging of a rocket before launching it. -
Using airbrakes for reentry should not be necessary. Understand that in more realistic conditions, the airbrakes would be ripped off / molten by the reentry mechanics pretty fast. There is a reason why the Space Shuttle did not use airbrakes for reentry. I have not tried reentries with spaceplanes or shuttles in 1.0.5 yet, but keeping a high AoA is indeed a good solution for previous versions, so it should be the same with 1.0.5. Also, I don't remember the numbers, but the Mk1 cockpit has had one of its max temperature (core or skin) reduced. While this, in addition of the new design, clearly show that it is intended for small atmospheric planes; hence, we are now missing a proper 1.25m shuttle cockpit such as the 1.0.4- Mk1 cockpit.
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Steam Workshop support?
Gaarst replied to ZodiaK's topic in KSP1 Suggestions & Development Discussion
I invite you to read this. Also, a lot of people playing KSP do not use Steam, but rather bought it from the KSP website itself. -
What does Fault Vault mean ? And, if I am allowed to ask, why was it "Fault Vaulted" ?
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The thread seems to have been deleted. Strange though: I only asked for it to be closed not deleted.
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Saturn V topped at 4g just before S-IC central engine shutdown IIRC.
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If you mean avoiding high G-force, then yes I do. I generally try to avoid having the crew taking more than 3.5g during ascent as it is about the same for real rockets (this launcher in particular tops at 3.49g), even if it means having to redesign my rocket to a non-optimal but "safe" configuration (I also avoid throttling down cryogenic engines for realism, so that also forces me to pay attention to G-force in the VAB). Most of my manned launchers have max G-force during ascent of 3-3.5g, whereas I usually don't bother doing this for unmanned launchers and they often end up pulling over 5-10g in high atmosphere for quicker circularisation. The thing is, I am not good a non-ballistic reentries and often up having too high G-forces during reentries in RSS (over 8 is high for me); so this kind of makes avoiding high G during ascent pointless... Still, I like this constraint, it makes my game feel more realistic.
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Made a launcher for my "Nix" crew shuttle in RSS, and it has BIG boosters! Booster which provide 90% of thrust at liftoff without crushing the Kerbonauts when almost empty thanks to a wonderful SRB thrust decay config! Here is the shuttle it's launching (waiting for a small 1.0.5-redesign): And here is what used to launch this shuttle: Believe it or not, it never flipped and flew somewhat straight as long as you constantly adjusted thrust on the 2nd stage engines. 1st stage needed a bit of thrust limiting after launch, but flew surprisingly well otherwise. Also, don't make asymmetric launchers, never. Or at least put an engine on your payload.
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Upgrade to 1.0.5 but keep a backup of your 1.0.4 install somewhere, you never know what may happen. More generally, do this for all updates: always have a backup of the previous version with your saves and mods in case an update breaks everything and mods take 6 months to update.
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V774104, the new most distant object in our solar system
Gaarst replied to _Augustus_'s topic in Science & Spaceflight
I wouldn't be surprised if we found out a body half the mass of Pluto out there, neither would I be excited. There are already a lot of these further-than-Neptune-and-whatever-is-there objects, and IMO the only reason why this is the first one we detect so far away is that our instruments are not sensitive enough, not that it is the only one. -
[old thread] Trajectories : atmospheric predictions
Gaarst replied to Youen's topic in KSP1 Mod Releases
Aero has been changed with 1.0.5, so it had to be expected that this mod wouldn't work. Even if it did, trajectories would have been wrong due to the changes. I wonder if it stops throwing errors/exceptions when it doesn't have to predict atmospheric trajectories anymore, ie: does it work on airless bodies ? -
Any luck lifting from Eve since 1.0.5?
Gaarst replied to Foxster's topic in KSP1 Gameplay Questions and Tutorials
As the Vector has the same Isp specs as the Mammoth (and insane thrust), I see Eve ascents becoming a lot easier with smaller crafts in 1.0.5. That is after solving the overheating problem, of course. -
I am having an issue with liquid oxygen boiling off cryogenic tanks way too fast as soon as I launch the rocket; using the latest version: 10.7.1 in KSP 1.0.4. The issue is described in this thread. May be linked to other liquid oxygen boiloff issues I've seen in this thread. Also, I have issues with Real Fuels detecting modded tanks types: all of my modded tanks are set to Default, even while using the latest version (10.7.1, KSP 1.0.4). Sorry if this is not the right place to report this one. Didn't see there was a new release, sorry.
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There is a new Real Fuels release fixing this, so problem solved. I was making a rocket to launch a small payload to orbit with RSS and Real Fuels, when I noticed an issue with liquid oxygen boiloff: Liquid oxygen boiloff seems to be affected by the movement of the craft, and only in the active stage. Here's an Imgur album describing the issue (and before you ask, 1st stage fuel tanks are cryogenic): (Note that the launch clamps pumps are off for the test) As you can see, the liquid oxygen consumption rises when the rocket starts to lift off the pad. This might not seem a lot, but that makes me lose 300m/s of dV with that launcher (and makes it unable to orbit the payload it was designed for). Also note that even though I have liquid hydrogen in the uninsulated second stage tank, its boiloff rate is nowhere near the LOx's (tops at 0.17 in the last screenshot, quantity is only 3x smaller); and the LOx in the second stage is not boiling off at all. While the LOx excess consumption rises with the ascent speed of the rocket (total consumption stabilises around 105), it goes down when I shut down the engines, or when the rocket is falling. The tanks used in the first stage are the stock Rockmax 32 and 64 redesigned using Ven's Revamp. I had the same issue, with the same numbers, using a tank from Procedural Parts (set to cryogenic) instead. I have yet to try this with another rocket or other engines. List of (relevant) mods: Real Fuels 10.7.1 Real Fuels Stockalike configs 2.1.8 Real Heat 1.1 Real Solar System 10.3.1 SpaceY 1.4 Ven's Stock Revamp 1.8 (might be 1.8.1) Procedural Parts 1.1.7 (I'll add the complete modlist if asked to)
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It depends on the type of radiator used: In 1.0.x, static radiator panels used to passively drain heat (so just normal heat conduction) from the part they were attached to, while the deployable radiators drained heat actively from the whole craft. In 1.0.5, the deployable ones still behave the same, while the static panels now drain heat actively from the part they are attached to and one part away (this allows you to drain heat directly from drills by attaching a radiator panel to the same part they are attached to). (I haven't checked it by myself, I heard it during the 1.0.5 KSPTV streams, probably from NathanKell himself)
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Skyrim is a good game, Fallout 4 is Skyrim with better textures, then Fallout 4 is a good game.
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1.0.5 is out!!!!! post your fist craft here.
Gaarst replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
The "Reverso" jet, and BTW, thrust reversers are cool: -
I personally find the Kiwi extremely useful: it is the only engine with thrust around 400kN. I usually use it single or two at a time under 2.5m first stages boosted with SRBs, for rockets around 100-150t. - - - Updated - - - There you go: Really simple rocket design, 115t on the launchpad, puts 5.8t to LEO in RSS with Real Fuels, TWR ranging from 1.4 to 3.3 at full thrust (using the Kiwi was actually the only way I could get that balance for this rocket). First stage is 2 Kiwis and 2 Kickbacks.
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Decimals of seconds in F3/debug mission times
Gaarst replied to Gaarst's topic in KSP1 Suggestions & Development Discussion
Yes you're right, now that I think about it, there is a setting in the options menu which determines the time between each physics calculations (can't remember the exact name). IIRC, it is set at 0.04s by default. Maybe you can't get time intervals smaller than this setting ? Anyway, tenths of seconds would be better than whole seconds IMO.