Jump to content

Old Foxboy

Members
  • Posts

    87
  • Joined

  • Last visited

Everything posted by Old Foxboy

  1. Hi there, I build a vehicle with a horizontally flipped Lab (just above the ground, just the standard gear below it). When EVA-ing a Kerbal from it and releasing the ladder, he fell down (as expected) and exploded besides the vehicle (as not expected). (The Hatches were to the side of the Lab, not towards the bottom). So i guess there's still the Bug in there that made Kerbals explode when dropping small heights out of an unusual position. And to add to the party, Kerbals EVAing sometimes start their EVA floating (ungrabbed) in low gravity, sometimes leading to very hillarious situations like being cannon-shot from the vehicle into open space or simply encountering funny unexpected situations. Could you check the code? I guess this isn't intended at all. IMO, EVAing Kerbals should spawn grappled to their craft no matter what, and Kerbals dropping to the ground should not explode at such small heights.
  2. I didn't kill her, but she stranded on the Mun trying to rescue a fellow Kerbalina. I had to send Jeb with two additional Pods to finish the Job and get the girls back. However, i killed Bob when he let go of the ladder EVA-ing from a research lab that was standing horizontally 3 metres above the ground. Bob gently bounced down, and then POOOOOOF!!! Now come on Squad... i thought this silly bug was fixed.
  3. Ooookay, now i finally got the medium heat shield to shed some of it's ablator. In a standard reentry, i can do the reentry even without the shield. The craft (MK I-2) will survive easily, even if the parachute will slightly overheat (but not be damaged). With the heat shield attached, one has to fly a very brutal reentry to make it ablate some. I guess if you don't have "strings attached", namely a lot of heavy stuff (and not only a capsule...), the reentry is finished before the ablator even reacts... strange. The Mk I pod heat shield (the small one) loses between 25% and 75% of it's ablator (depending on reentry). So maybe the difference between the two heat shields was the reason i was so confused about the heating. And maybe the med sized is a bit overpowered.
  4. Okay, that changes the drag modifier from 10 to 1 on semi deployed. I fiddled with that number, too, didn't seem to do much, though. Don't know where the other numbers reside they played around with.
  5. Okay, let me get more precise I am a long term Orbiter player (if you know it) and have lots of experience in X-Plane, too. I am into realism, as far as it makes practical sense for a computer game like kerbal I don't have any issues with a real flight model. So, of course i played a modified version back in 0.9. I don't mean a simple LKO return. Of course i've done that. Dozens of times, and never ran into issues - and i popped my chutes very low, like they should (immediate hyper high G force stop nevertheless, as you all know). The heating in LKO reentries shouldn't be a problem anyway. But: When returning from the Mun, you have about 800 -900 m/s more speed. A "shallow" reentry will end up in a bounce back into space, followed by a dangerous steep reentry if you aren't able to do corrections. A steep reentry - well you all know.... So i aimed at about 25k-28k, and the capsule followed a nice Apollo-style flight profile. Oops i forgot to mention i had a stack of 2 capsules and a service bay (they used up all of my heat shield). On the parachute, and later on the ground, the attached thermometer didn't measured a falling temperature, but still rising. My question is if this is through belated conductive heating or if it's a bug. Another thing i did see was that the mk 2 heat shield didn't lose any ablator when i tried to do a reentry with a hitchhiker container. But that's another story. Maybe it's just that the Kerbin atmosphere resembles the earth's atmosphere, but it only reaches to 70km - and the planet is significantly smaller while having the same gravity. Coming from Orbiter, i am used to other dimensions. On Earth, you need 7000 m/s to reach LEO, as you probably know. So breaking this speed with Earth's atmosphere is a whole different story in terms of heating. With a real Apollo capsule, you brake with a maximum of 6g during reentry when coming from the Moon. You won't reach that value in KSP (without popping your chute, of course) I think that the relation of deceleration to heating is too far off in KSP.
  6. Hello, 1. As most of you already found out, parachutes are, well, powerful. Too powerful even when half opened. However, does anybody know how to modify the parts database drag cube of the chutes to make them a little more realistic? The numbers in the part configuration file don't seem to do much. 2. Heating up is easy. Losing heat isn' t. Even when the craft has touched down and is sitting still (or floating in the ocean), the temperature still rises happily. Any ideas? 3. Atmosphere pressure curve: below 25k, it's definitely there and will kill you when going > mach2+, and above, it's nearly gone, leaving your capsule returning from the moon with > 3000 m/s nearly untouched. Meh. Any quick fixes for someone like me who doesn't hesitates to edit a cfg file?
  7. Just for your information: multiply m/s speeds by 2 and you roughly got knots. (well, exactly 3.6/1.852, which would be 1.94). So a touchdown at 50 m/s resembles a touchdown at 100 knots, which is quite realistic for a faster aircraft. Fighters or large Jets touch down at 150-160 knots, and a Cessna might get as slow as 40-50 knots. However, the Kerbal Spaceplanes still tend to glide too well IMHO. I guess the wings don't have induced drag calculated (drag induced by air streaming around the edges of the wings and creating those huge turbulences behind heavy Airliners). That's the reason planes don't seem to slow down below 150 m/s very well. There also still seems to be no difference between straight and swept wings. And yes: The low altitude acceleration is "a bit" exaggerated. All in all not bad for a Lego Game.
  8. Dunno if it has been mentioned elsewhere, but i encountered a major bug in fuel flow: I had 4 tanks + engines attached with vertical separators around 2 centre stages, so 5 engines in stage one, and 5 in stage 2 (if you don't count the separator's stages as well). In the second stage, somehow the fuel consumption went crazy, where two of the 4 outer engines consumed fuel out of the center stage instead of their own tanks, leading to a massive disbalance. I don't know if this only was a contruction issue (which i don't think, because i made everything as usual) or if it's a bug. If anyone encounters a similar issue, it's on my list of bugs that must be fixed ASAP.
  9. I cannot post - i am new to this forum and not yet activated I cannot speed up the train
  10. Europe 12:55 CEST chiming in. No update yet. My desk is dissolving from tears of despair...
×
×
  • Create New...