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Everything posted by Evanitis
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Confirmed. I also spotted a few bugs too.
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Indeed it's totally bogus. Noone uses yahooanswers, but even if they did, they wouldn't type the the whole address. Also Half-Life 3 is overrated.
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Not even close. 3-4 Mun-Minmus tourism runs + quick science landings were enough to unlock docking ports and MPL. That allows fruitful, reusable interplanetary missions - and I kinda' need those as science in Kerbin SoI is very low. Sent two probes to Eve, and started to assemble a complex but minimalist Duna team for a nearby launch window. Damn, I should unlock patched conics by than... Cash kinda' goes to building upgrades and future projects - I only keep 30-40k to launch a quick tourist flight when needed. If some ugly thing happens, I still have the plane to do a contract or two. Anyways, what I disliked in my previous career games is that money got irrelevant pretty fast, and I could unlock the whole tree with one interplanetary lab, or even without leaving Kerbin's SoI. The above solution feels fun up to this point.
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I wasn't aware of this function.
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I suspect that it's a multidimensional entity that's drawn by velocity, time-distortion and part clipping. Maybe it materialized in avian forms because of the atmosphere.
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I was playing with G's image psychedelifying neural-network, and added a few KSP pics too out of curiosity. The results were relatively dull compared to what it did to other source materials, but it revealed the otherwise invisible kraken as it tears a ship apart. Thought I share it with you.
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I actually play with 30% incomes, because I love to be limited trough the whole career. To take the edge off the grind, I edited in a high-tech SSTO plane and a truck to refuel it (once fuel transfer is unlocked).
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Good luck! I started such a hard~ish career game lately (with a highly customized difficulty to keep both the grind and resource income low). What really helped me in playing this way was the Kerbal Construction Time mod. I don't care much about it's main feature, but it also has a simulator-mode. That's lovely, because you can test the crafts before actually building them - it's useful, for eliminating launch-problems with possibly catastrophic results, while still keeping the edge of -actual- missions.
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It's definitely an option, a faster and more dynamic one. In my experience, most planes are resistant enough to allow such flexibility in deorbit trajectory. And coming in nose down looks cool. Others even say that a steeper curve with negative PE is preferable, as the craft spends less time in the upper atmo gaining heat while only bleeding speed slowly. I doubt that this matters - I had no heating problems when I did many aerobraking passes on 55km - that kinda' results in the shallowest possible trajectory. Though when someone asks how not to burn up, I'm 90% sure it's an AoA problem - but just to be sure, I mention a safe deorbit PE.
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Evanitis replied to EnzoMeertens's topic in KSP1 Mod Releases
But of course. It's mostly your work anyways, I'm just a user.- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Evanitis replied to EnzoMeertens's topic in KSP1 Mod Releases
Someone mentioned pictures? I have a few at hand. I think this has become my favorite KSP mod.- 735 replies
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Low-tech gliding re-entry ehicles
Evanitis replied to stormdot5's topic in KSP1 Gameplay Questions and Tutorials
@stormdot5 Sure thing. Here's a very-basic five-seater: It can't really be the tip of the rocket - even if you turn off all control surfaces, it'll still be wobbly. Today, I'd launch it upside down at the end of the main fuselage. Or multiple ones radially attached to the bottom of a bigger (higher tech) rocket. An there's also this: Eight tourists + pilot to orbit and back with 29 parts. The highest tech in it is the long mk1 fuselage. Though having wings in the middle makes the launches hairy. 2-3 flips on the way to orbit is calculated in the dV costs, and I never managed to get it even close to an equatorial orbit. Though none of the above craft has landing gears. Both are quite capable of water-landings (though the longer one needs some expertise in such). I didn't feel that runway landings would pay for the added difficulty, weight and most importantly part count of wheels. One can still aim for the shore next to KSC for a good recovery percentage. -
Top Speed Challenge (STOCK, 1 engine)
Evanitis replied to He_162's topic in KSP1 Challenges & Mission ideas
1 s/s is my standard time-travel speed. -
Only you can tell. Who else could estimate how much do you want to own a moon-rock, or how much money does worth for you. It's irrelevant if I say that I wouldn't pay €4.5 for it.
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You are going too fast. You need to slow down before you hit the thick, lower atmosphere. First, your initial trajectory needs to be shallow. Lower your periapsis to ~40km, the friction will do the rest. What's more important, is to not face prograde during the descent. To bleed the most speed, you must present your widest profile to the airflow as soon as you reach the air (70km). Imagine throwing an umbrella closed vs. open. A forward facing aircraft is like the closed one. Pitching up to 90° is overkill in most cases, 30-40° should be enough. You can even trim the desired landing spot by holding a specific angle of attack (AoA). Illustration: It's possible that you can't pitch up. The most common reason for that is the CoM shifting behind the CoL while the tanks run dry, messing up your aerodynamic properties. There's not much you can do in this case besides redesigning, unless you have well placed control surfaces. In this case, you can try landing backwards. Sounds silly, but it's totally possible.
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Why we say 'www', when it has three times the vowels than what it abbreviates? Why the sun shines during the day when it's already warm and light? It would be more useful during dark and cold nights. Also... where do we store the daylight saved by daylight saving times? Where is Old Zealand?
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Better Failure Analysis
Evanitis replied to almagnus1's topic in KSP1 Suggestions & Development Discussion
Well, I like field testing until I find the problem... But... replaying the explosions in slow-motion from various camera angles? Good idea. Yes please! -
Impressive! I'm tempted to save the craft to look at it in times when I feel I'm not doing a certain task efficiently enough.
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What's that exhaust on the left? Is it leaking?
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"Dun' worry Mr Musk, we're only here to see the fireworks. We totally don't want to salvage the first stage ourselves."
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Alien Space Programs - Dev Thread
Evanitis replied to Whirligig Girl's topic in KSP1 Mod Development
@MalfunctionM1Ke- 170 replies
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The Amfibie Challenge.
Evanitis replied to Chocolat Oreos's topic in KSP1 Challenges & Mission ideas
Guess it's time for The Leapfish! It's designed to reach orbit from underwater, but it functions as a car too. Full stock. -
Alien Space Programs - Dev Thread
Evanitis replied to Whirligig Girl's topic in KSP1 Mod Development
Probably. Though I'm genuinely clueless what's going on at your install. I never had such problems.- 170 replies
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Alien Space Programs - Dev Thread
Evanitis replied to Whirligig Girl's topic in KSP1 Mod Development
That's where it should be. Did you install Kopernicus and the Module Manager? The op states that both are required too. Download links there.- 170 replies
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