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Everything posted by SchweinAero
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In general, a Terrier will do better for Delta-V if you have less than about 5 tons of fuel. The Nerv is also 25.6 times more expensive than a Terrier for the same vacuum thrust.
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Weaning us off reverts and quickloads
SchweinAero replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
One consideration on top of those: many people's greatest moments in KSP are first landings on a particular celestial body. But if the player has already accomplished such a feat in a simulation, is the actual landing anything new? For this reason I wish a (meta-)simulator would feel very distinct from other gameplay. A monochrome or wireframe shader would do just fine. Maybe planets could just be perfect spheres with appropriate radius and gravity. This would be a fine gameplay mechanic as well: players could develop different behaviors for "testing" and "the real deal". Edit: how about presenting cheat commands as an official part of the simulator? If anyone wishes for an in-universe justification, here it is. -
Enable target selection in the VAB/SPH
SchweinAero replied to John FX's topic in KSP1 Suggestions & Development Discussion
Can't see this being useful, unless you're trying to do a direct ascent to a moon in an unusual angle. What purpose do you have in mind? Moreover, current build scenes don't seem to access time information. The sky stays lit even at night. -
Isn't this how to capture from a hyperbolic trajectory? But yes, there aren't really all that many choices.
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Hydrazine abuse. (The years of Hohmann transfers have taken a toll on Jeb.)
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Hatch Blocked?
SchweinAero replied to MrWolf83's topic in KSP1 Technical Support (PC, unmodded installs)
The "hatch blocked" hitbox is surprisingly big on some parts. You can confirm this by building a copy of the craft at KSC and looking for warnings in the wrench icon tab. No cure for this, except maybe rotating the modules sideways. -
To everyone interested in or concerned about future KSP multiplayer: please, come visit us on the servers we have now. All the necessary things are at http://d-mp.org/: just install the mod, pick a server with players on it, join, and say hello. There aren't too many of us. You'll fit right in. We love to colonize planets together. We love to fly in formation, or have a picnic at Kerbin's south pole. We also (rarely) love to laugh our helmets off at glitchy airplanes spazzing into and out of existence in the trans-Joolian void. I personally find current DMP massively enjoyable even without any added game elements. The simple feeling of being in a populated universe is wonderful. That, and lazily chatting with your buddies while building a lifter for everyone's joint expedition to Eve.
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Slight correction: mach 1 in Earth's atmosphere is fairly close to 300 m/s. Kerbin air acts a lot like Earth air, it's just that the planet is smaller (and aerodynamic heating is buffed to compensate). Still, Rapiers can get closer to the local orbital velocity than any working real-world jet engine. This somewhat undermines the need for more advanced (sc)ramjets.
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Wide pelvis and wobbly gait say they haven't stood on two legs for long. Lack of eyelids suggests a dark habitat. Underground tunnels all the way.
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This, a thousand times this. In an ideal world, we could also switch between "old-relative" and "new-relative" on the fly. No more guessing just how I must mix retrograde into into this plane change to stay circular. It'd be fine if the retrograde adjustment didn't in turn affect the magnitude of the desired normal burn, but orbital mechanics says it must. Might as well have the node look the way it acts.
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The "You know you're playing a lot of KSP when..." thread
SchweinAero replied to Phenom Anon X's topic in KSP1 Discussion
JT531 is probably counting the flight from ground level, fighting gravity and aerodynamic drag. I know I'm playing a lot of KSP when I feel it is my obligation to inform people of this sort of thing whether they ask for it or not. -
...with Siberian tundra inside, and wooden floor outside stretching for hundreds of miles. The building is a Viking mead hall...
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The "legendary space kraken" was a very specific glitch caused by decreasing floating point precision as your ship flew away from the world origin. For all intents and purposes, that one is no more. What you describe sounds like this instead: http://forum.kerbalspaceprogram.com/index.php?/topic/87315-random-destruction-of-wings/&page=3#comment-2186851
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To space and back, 1.3 km from the pad. Simple sounding rocket.
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If we escape Kerbin and never come down, we get disqualified, right? I'll be attempting shortly.
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Hate to be that guy, but could you correct this to avoid the confusion? SSTO is to spaceplane as car is to electric.
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Maybe this is an irrelevant detail, but what about height? If you're planning a land circumnavigation, some hills can add quite a bit of distance.
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Eeloo Mining Base Challenge
SchweinAero replied to CatOfSpace's topic in KSP1 Challenges & Mission ideas
I am interested in this. You should really specify a way to tell who did best, so there can be competition. -
We have many challenges about reusable, single-staged, and/or airbreathing vehicles. This one is about the viability of reusable multistage transport on a non-atmospheric body, the Mun. Create a lander consisting of two parts A and B. Part A must hold one or more kerbals, all in pressurized modules. Part B must contain some fuel and at least one engine. Neither A nor B may disassemble themselves any further. There are two ways to perform the mission, "ascent first" and "descent first". Ascent first: Launch from the Mun. While suborbital, detach part B and have it land back at the launch site. Reach a 10-km circular orbit with A. Demonstrate reusability by landing A at B's location and docking the parts back together. Descent first: Deorbit your lander from 10 km over the Mun. Detach B and have it reach a stable orbit. Land with A. Demonstrate reusability by taking A to a rendezvous with B and docking the parts back together. Screenshots of the following are required: initial orbit, if Descent first craft's initial mass situation just before splitting the craft part A after circularizing or landing part B after landing or circularizing craft's final state after docking final orbit, if Descent first Your score is the whole lander's full mass (tons) divided by the number of kerbals transported. Lower is better. No refuelling, teleporting or cheat menus during the mission. Information mods are allowed, active autopilots are not. Only stock parts or their equivalent rescales. My attempt: Leaderboard 1. SchweinAero: 1 kerbal, 1.76t, score 1.76
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adding multiplayer
SchweinAero replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
Independent timewarp for different players should need no more rationalizing than there being timewarp in the first place. It is just accelerated waiting. The big thing about DMP's current system is that Delta-V requirements and travel times are exactly the same as in singleplayer. You cannot make space travel any easier by using such a system. How limited a multiplayer mode would you like? If two vehicles can perform maneuvers simultaneously, then that is already impossible on one machine, correct?- 367 replies
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adding multiplayer
SchweinAero replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
For what my opinion is worth, I urge everyone to try out DMP if you haven't already. I have used the subspace system for a year and I love it. You can fly to Jool while a friend flies to K2, and still interact later with the push of a button, plus orbital mechanics act as they always do.- 367 replies
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Renaming Kerbals: What did I miss?
SchweinAero replied to MrOsterman's topic in KSP1 Gameplay Questions and Tutorials
A kerbal's name is used as a reference in many places throughout the file. If you change some but not others, the game will lock up over missing kerbals. -
[quote name='FCISuperGuy']Not really. Trajectories plots the course of an aerobraking or reentering spacecraft while taking into account the rotation of the planet and atmospheric drag.[/QUOTE] Let's try again. [URL="http://forum.kerbalspaceprogram.com/threads/49216-0-23-Persistent-Trails-record-share-and-replay-track-data!-%28Dec-19-V1-1"]Persistent Trails[/URL] is what I was looking for.
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[quote name='Lohan2008']*brake, to slow down.[/QUOTE] See title. Has someone made a tool to calculate burn start height based on vessel mass, thrust and aerodynamics? If the air drag equations are available as KSP models them, it wouldn't seem very hard.
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This is a good idea. If memory serves, there is a mod called "Trajectories" which does something similar. I don't think it draws orbits, though, as drawing in space is troublesome. What body should the completed path be drawn relative to? If it's relative to Kerbin, it won't hit the Mün most of the time. If it's relative to Mün, it won't hit Kerbin most of the time. If it's relative to the Sun, it will be left behind pretty fast. If it's anchored to Kerbin but rotates to track the Mün, it will work with Mün, but not Minmus or any planet.