Postron
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Posts posted by Postron
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Granted. Delivered by Hyperedit set for your current coordinates and 10m above terrain, better not catch it.
I wish I was motivated.
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Granted. There will be 3 new gas-giants with complex moon systems. However due to the additional textures KSP loads now to 3.3Mb in the main menu so whenever you try to launch a rocket ksp crashes after 2 minutes, reaching the memory limit. Also these new planets and moons use a file-format that is completely incompatible with any form of 64 bit processing.
I wish for cake.
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Granted there was a pizza. I ate it, it was delicious.
I wish to be more intelligent.
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Granted. However it kills you too.
I wish I could stay up to watch that cool live stream tonight and still get up early in the morning to go to uni.
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Granted. But you can't tell anyone since saying "I'm lying" would result in a paradox, so everyone hates you.
I wish I had better internet.
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Granted. As someone whose name I don't remember once said, magic is but science we don't yet understand.
I wish I would understand.
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Granted, you are stuck in orbit around Jool in a small capsule with only 200m/s of dv.
I wish I had the time to read this entire thread.
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Granted, but someone robbed a bank and since you can't explain how you got all that money you go to jail.
I wish I found this thread sooner.
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Hi, I just wanted to say that ckan doesn't know this depends on modular flight integrator (although reading the OP certainly helps
Anyway thanks for the great mod.
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Right, but I cant save the drone as a sub assembly because it has no free attach points. I was planning on holding the drone in the closed shuttle bay with a hydraulic decoupler, would that work?
Try using the re-root function to change a part that has a free attachment node to the root part (for example the engine). Then you should be able to save it as a subassembly.
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.... Sigh
At least there won't be forced integration with facebook, twitter, etc.
Now this is a good april fool's joke.
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I'd have to go back and check my notes to see how much the atmospheric pressure of Kerbin's atmosphere changes with height and how it compares to Earth's atmosphere in that regard. I do know that on average the atmospheric pressure on Earth at 10 kilometers up is roughly 100 hPa (roughly 0.1 atm). There may be a difference there that also contributes to differences in how the atmosphere behaves.
Actually atmospheric pressure at 10 km is roughly 26 kPa. As a rule of the thumb you can say atmospheric pressure halves roughly every 5500m.
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So how long are these sounding rocket contracts supposed to continue ? I'm getting to the point where I need more dV than I'd need to put these things into orbit (15Mm contract). Am I supposed to just stop doing these on my own ?
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I believe the upgrading cost is tied to the contract failure punishment slider (the monetary one) so if you set that to 0% you should be able to upgrade them for free (and get out of bad contracts for free).
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You could actually thrust limit the liquid engine. But usually solar panels + girders will be far more weight efficient than liquid engine + liquid fuel at providing electricity and the amount of additional dv you'd get out of the liquid engine would be negligible compared to the ions dv (unless that would have been ruined by all that additional weight from the liquid engine).
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Just give it parachutes, you might need 50-100 m/s to get out of orbit though.
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I request CKAN integration. It should make everything easier for everyone. http://forum.kerbalspaceprogram.com/threads/97434-The-Comprehensive-Kerbal-Archive-Network-Call-for-mod-participation
It already is available via CKAN. It's called "Trajectories" there. If you don't see it make sure you have ksp updated to .90 and try refreshing your repository. If you still don't see it then you should post this in the CKAN thread.
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trajectorie ART!
why? how? Is that trajectory due to some other mod?
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I think it should be possible to extract any stage during flight, by looking at the staging actions, and cutting parts of the vessel graph where things are going to decouple. I think Kronal Vessel Viewer does exactly this. The user could then be proposed a field to type the stage number than will reenter (by default the last stage?). But that would not help for manual things you are planning to do (such as decoupling docking ports before reentry, etc.)
Once this is done, the mod could simulate only the remaining parts. This could be slightly wrong for FAR that makes more complicated things (parts interact with each other, wing cross winds, etc.), but I don't know how inaccurate (or not) it would be.
In my opinion, such an automatic system would be better than adding more user interactions towith the mod. Otherwise, each time you change your ship design, you would have to click the "Save aerodynamic profile" again, which means you'd have to remove the staged parts first, click the button, and re-attach the parts. Also, if you forget to do it, you may get inaccurate results, not be able to fix it while in flight, and don't know if you have to blame the mod or yourself for forgetting an update. The developpers who get bug reports wouldn't know either ;-)
Having the player plan ahead was actually part of my intention, since it would be unrealistic to be able to simulate even for configurations that weren't even intended for reentry, that being said right now the mod can simulate for any possible configuration as well as long as that configuration is actually physically (in game) present, so it would make sense to be able to simulate any stage from how the mod works right now.
That being said I believe FAR actually needs a craft to be physically present in the game in order to determine its aerodynamic behavior so if we wanted to auto predict for every stage we'd probably need to replicate the part of ksp.exe that turns a craftfile into an 3d KSP-ingame model, which is probably against the rules. Therefore it'd be far easier to save this aerodynamic behavior at that point of time when the configuration is actually present in game which will usually be while building the craft. (Usually you start to build your crafts from the top stage, don't you) Also regarding reattaching everything after stripping it of, you can just reload the finished craft provided you saved it earlier.
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For the amazing shrinking predicted orbits on aerobraking on FAR issue:Just switched to NEAR from FAR. Using NEAR the prediction is spot on. So, whatever is causing more drag to be experienced than expected is something that FAR is calculating that NEAR is not. No idea what that might be, but if predictions were working well for people in FAR pre .90, then it's one of the new features that's not being read in or accounted for.
In one of the last updates Ferram introduced an concept called Reynolds-Numbers which drastically increases drag in low pressure, high velocity situations. Therefore skimming through the upper atmosphere now alters the orbit far more than before.
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You could try starting a new game and copy everything related to jool from it's persistence file into you current save (overwriting the respective sections in your current save), but you probably also have to edit anything else related to this jool-pass you did (like for example kerbal-logs) since the persistence file seems to auto complete it self correcting any inconsistencies.
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A puller design is definitely superior to a pusher design because the pusher tends to make your ship bend (and break) while the puller pulls your ship straight (imagine trying to push/pull a spaghetti from its ends).
Regarding SAS modules, I'd try to use as few of them as possible, sure it's gonna make turning excruciating but at least you won't have to worry about your falling apart due to too much torque applied from digital on/off buttons (maybe that's a different story if you use a stick to fly).
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I love this idea, but I have no clue how to implement that. I don't think it would be impossible though. Feel free to poke your noses in the code! There's a new section in the OP, called "Contributing", you might want to flick through it. First sentence: "This mod is a community project!"
I feel that this is not something a user should "work around"
TBH, I think that's the smallest problem of all Teaching FAR to temporarily calculate only one stage however, ...
To my understanding FAR is able to see the aerodynamic properties of any craft in the editor. So it should be possible to take these readouts for any given physical construction and save them as in file somewhere. Now I think (hope) it should be possible to tell FAR later on to do it's simulation not based of the readout from your current craft but instead based upon the file you created earlier.
The way I imagine it to work is, that while building my rocket I strip everything that's supposed to be decoupled before reentry from my capsule and hit a button "Save aerodynamic profile". Later on in flight then I would be able to tell the mod to use this saved profile instead of the profile FAR is currently reading, so the trajectory would actually match that of my next stage instead of the current one.
Looking for a contract mod
in KSP1 Mods Discussions
Posted
Hi there,
I vaguely remember a mod that changed all the main story line progression contracts (such as "Explore the Mun" etc.) to work like these small speed and altitude record auto-contracts. So you could just play the game and would get the appropriate reward whenever you fulfilled the conditions. I do not however remember what the mod was called.
Can anyone maybe tell me the name of the mod?
Thank you very much in advance.