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Everything posted by Goddess Bhavani
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That doesn't work, the significant other gets addicted too. And then the children. And the relatives. And the in-laws. All talking about dV and TWR and murdering Kerbals.
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Parachute Failure, PLEASE HELP
Goddess Bhavani replied to justmeman117's topic in KSP1 Gameplay Questions and Tutorials
That's wonderfully effective! But airbrakes don't appear yet for those in ultra-low-tech career progress. Maybe I'll try sticking girders to the outside -
Radiators also help protect craft from overheating and exploding during re-entry. In case you don't want to put a heatshield on the ship for aesthetics reasons (or if you just can't, because its a spaceplane), then radiators help control temperature buildup during re-entry sequence. If you spam many, many radiators all around a craft you could even nullify re-entry heating to some extent - tested by Facebook KSP groups lol
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KSP is the only game in the universe where you can both have your cake built and fly it. I was about to say, eating, which is now physically possible, but I don't think I can eat a 3D printed model. It would be the most expensive cake and sandstone-tasting cake ever.
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I love the pirates of the karibbean feel of the scene! And the boat looks like a toy, which is definitely intended in the design That poor lonely kraken looks cute, like she needs a hug or something. Bad idea, I know lol That image has become my wallpaper now.
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Whoops I might be mistaken - anyway I simply launch the KSP.exe directly and I play from a copy of the Steam installation, so no concerns about sudden updates breaking anything. I manually backup each version as well.
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I saw this issue when testing another mod (Procedural Parts); I would recommend to update TweakScale to the latest version. That solved the disappearing scale bar issue for me. If it still persists, do a search in KSP/Gamedata for the KSPAPIExtensions.dll - if there are multiple versions it tends to conflict somehow and break things. The 2nd May version of that file is the outdated one.
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Parachute Failure, PLEASE HELP
Goddess Bhavani replied to justmeman117's topic in KSP1 Gameplay Questions and Tutorials
I've had V-2 range sub-orbital missions end up not bleeding enough speed off and lithobraking; it depends on the craft characteristics and shape, which is the point of my entire posting. Certain shapes will literally just spear right through the atmo without slowing much, like aforementioned ballistic missile. -
Parachute Failure, PLEASE HELP
Goddess Bhavani replied to justmeman117's topic in KSP1 Gameplay Questions and Tutorials
The reason why there are no problems with earlier versions - Steep re-entry will always be cushioned by the 'souposphere', which is some sort of transparent cream of mushroom that stops any and all objects from impacting the ground at any more than 100m/s in freefall. Not really an accurate description but you get the idea. Now, in 1.0.4, if your object/vehicle/rocket is aerodynamic enough it will simply, well, rocket through the atmosphere and not slow down in time to deploy parachutes. 45 degrees is a very, very steep angle and requires a blunt body ballistic re-entry at high Gs, meaning, something like a Mk. 1 command pod and heatshield. That shape creates enough drag that it will slow down in time pulling upwards of 7Gs and slowing down enough to deploy your parachute safely at about 5,000m. The re-entry flames dissipate way before that. I suggest to re-enter at a shallower angle and with a 'blunter' craft, Mk.1 pod creates enough drag on its flat side to slow down automatically. A long stick with an engine at the back may re-enter back end first, but a long thin rod is considered an aerodynamic, roughly bullet shaped object and will not slow down in time for you to deploy chutes. Also, don't enter the atmosphere at 45 degrees. Start your re-entry maneuvering by decreasing your periapsis to the planet's surface, i.e. 0m. This ensures a gentle re-entry allowing you to get used to handling thermal stresses of re-entry. If you do insist on re-entering long, thin objects, stick a few wings on it and see if you can make a micro-shuttle like that. Then, instead of re-entering nose first (and losing little speed while heating up to catastrophic levels), fly it like the Space Shuttle at 30-45 degree angle of attack. This way, you are exploiting blunt-body physics to increase drag and decrease thermal heating at the same time, just like how real re-entry vehicles work! -
Just a simple design to get things started. I'll have to learn how to manipulate parts, materials and import my own background in there. Is it possible to manipulate the deployed state of ladders and landing gear, or is this done in game? Example: TB-3 Heavy Bomber replica, which should have its landing gear permanently extended.
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[1.0.x]Contract Pack: Base Constuction [v0.2.3]
Goddess Bhavani replied to CosmoBro's topic in KSP1 Mod Releases
I'm definitely going to add this to my 1.0.4 career. There are contract packs for station construction and upkeep but strangely nothing on the bases, until now! -
Yes you can disable auto update and better yet, keep multiple copies of KSP, one folder for each version. Leave the default game folder stock and use it as a backup For downgrading, I'm afraid Steam only allows you to revert to 0.90!
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Multiple Curious questions, first playthrough.
Goddess Bhavani replied to GarrisonChisholm's topic in KSP1 Discussion
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Using a mod that shows detailed thermal data and experimenting with yet more low tech micro-shuttles, I completely agree the new thermal model is loads of fun! Constructing craft just got a bit more challenging with the need to ensure that the craft can re-enter safely to the limits of the current career tech level. The new stock aero model appears to make aircraft behave much more responsively and pull Gs in a more realistic manner than before too, no longer does it feel like flying through cream of mushroom. Aircraft can also get to higher dive speeds than before.
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Oh forgot to mention this, as it was past midnight local time when I discovered the oxidizer issue - I appreciate the chance to test stuff and also for getting the fix in a remarkably short time ProcParts is definitely essential for low-tech aircraft aesthetics and non procedural aircraft look like flying lego bricks by comparison! Regarding ProcSRB balance - I think it's somewhat reasonable that a customized, and more expensive 'modular' SRB tailored to a mission's precise requirements would perform better than a standard off the shelf stock unit. I made a comparison between standard RT-5 and 10 and while ProcSRB blows them out of the water it's easy to see why - the ProcSRB can be made bigger than the starting RT-5/10 units, allows for custom nozzle and thrust values, but I think also costs more than the standard units. Should one need to balance the ProcSRBs for career start I believe just a simple more restrictive size limit should do. Or just leave it as it is... I don't think it's a major problem since with the new thermal model and 1.0.4 flight model it is very, very easy to design a ProcSRB rocket / ICBM that goes so fast that it becomes impossible to recover safely. There's no SAS, no control surfaces, no airbrakes, and in the first few missions, not even decouplers. An over-ambitious two-stage launch can very well end up in fatality - that's sort of an interesting balance mechanism there. In any case the slightly OP ProcSRBs are outclassed by classic LF rockets very soon in the tech tree, although the ProcSRBs are very useful for constructing little kick-stages for early satellites and probes. Flying with SRBs alone is quite challenging, so in my opinion an OP ProcSRB is somewhat "self balancing" due to the risks and challenges involved.
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Hitting CapsLock enables Fine Control, allowing me to fly rockets into orbit without use of SAS. The utility of Fine Control is not readily apparent and the indication that FC is enabled is very little (the arrows on the pitch/yaw/roll rate gauges change color), but anyone with a few days of gameplay experience will appreciate being able to maneuver their craft without it vibrating like a floppy noodle
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The Oscar-B Awards! (Results Are Out!!)
Goddess Bhavani replied to BagelRabbit's topic in Kerbal Network
RE: Video Awards I hope the video awards will be posted soon, while the hype is still high I found the individual video awards interesting to judge as smaller channels with innovative solutions (or big explosions!) could have a fighting chance. As I've mentioned in Bob Fitch's YouTube comments, I enjoyed judging the Oscar-Bs as it allowed me a broad overview of the entire KSP YouTube community and there's a lot of genuinely impressive productions all around 10/10 will meow again -
Simple 1940s monoplane built with KAX and Procedural Parts.
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Redownloaded the 1.0.4 compatible update of PP. Having same problem with being unable to select texture, shape and tank contents of parts. KSP32. http://i.imgur.com/U6u3Qz0.jpg EDIT: Issue Resolved by downloading 1.0.4 version of TweakScale! http://forum.kerbalspaceprogram.com/threads/112693-1-0-4-TweakScale-v2-2-1%28Jun-26%29-Drag-cube-scaling
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Do you have a screenshot that makes you laugh every time?
Goddess Bhavani replied to Randazzo's topic in KSP1 Discussion
Bob what are you doing in the service bay again!? -
How long is your initial load time ?
Goddess Bhavani replied to Josson K.'s topic in KSP1 Discussion
I am a fellow laptop user and my play time is horribly convoluted and drawn out because I like arranging all my little subsystems to minute precision and spam early career space with dozens of cute little spacecraft that go nowhere before a major KSP update comes and forces me to start anew. So yeah, I just savor a cup of coffee and amuse myself with cat related literature for 5 minutes before Jeb's merry gang appears on the screen with that nice welcome music on the menu -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Goddess Bhavani replied to Halban's topic in KSP Fan Works
Hi :3 I used to make a lot of mad prototype craft in beta but I've seemed to have mellowed a bit lately, and find some fascination in making little things, like light aircraft and primitive orbital stations.. Speaking of primitive orbital stations I seem to have a lot of endless fun making them every time I restart a career after a major KSP update. Lots of stuff goes wrong, like cutting off electrical supply to crewed transports leaving the passengers screaming (not that anyone can hear, being space) and docking them by going EVA and shoving them around. And trying unorthodox methods of soft docking like stuffing a KIS cargo container into the side of an open service bay because it looks like it could fit nicely across the hinge part. So it would seem that simple short videos are going to be on the menu in my channel, at least until I get a computer that doesn't start to choke on itself when given any more than a hundred parts. ps, I might frequent this thread as I have garnered a liking for poking around peoples' youtube channels after my Oscar-B experience