Jump to content

wrcsubers

Members
  • Posts

    77
  • Joined

  • Last visited

Posts posted by wrcsubers

  1. 12 minutes ago, 322997am said:

    All this is great but this is what my brain thinks when it sees that:Eww Eww plane asymmetrical Eww Eww.

    I totally agree, although it is quite funny to see... It's weird how symmetry is such an innate part of us.

    Humans can tell very small differences in symmetry, especially in other humans.  Symmetry is actually one of our built in standards to tell us wether someone is beautiful or not.

  2. 2 hours ago, Piberius said:

    This is precisely what I needed, child locks.

     

    I have kids, 7 & 9 that play Kerbal and I accidentally hit the EVA button once.  Because that was one of the things they saw when being introduced to the game, they have turned it into a Felix Baumgartner simulator.  I was not able to teach them anything.  This can help me to kindly beguile them into learning. Thanks so much.

    That is absolutely awesome to hear! I'm glad I could help you out =D

    Just don't tell them that they can override it =P

  3. Let's continue to move forward.  Yes, I think there are some pain points here after the change, but I don't think it is anything that can't be fixed.  How about everyone vote on a new color theme instead of something that isn't going to/shouldn't happen. 

    And also, let's not complain about the game no being 'Indie' anymore if that is the direction it's going... Squad deserves every bit of success they have earned by making this outstanding game, if they want to blow up the way Minecraft did and sell themselves to Microsoft for gobs of cash, I say good for them.

  4. I think there are a couple points most of us could agree on:

    • Up-time and Stability are more important than a slightly better UI.  I personally haven't seen any issues with KS, but it seems like they do exist.  Up-time and Stability are more important for the developers, users and community as a whole, as well as improvement of the game.  If higher availability of mods = more players = more $$ for Squad = better game, well we should all be on board with that.
    • While Curse isn't great, it's honestly not terrible.  I really can't see the motivation to switch being based on 'People prefer KS to Curse'.  If it's like the old forums where there are security/stability risks, then that is another story, but that doesn't seem to be the case here.

    Perhaps there is a third option.  Maybe KS can become more of a community involved site instead of just one person.  Who isn't to say we couldn't have a community of Admins who run it and get some community funding to help pay for server costs.  Hosting a site is really not that expensive...like at all.  I'm not sure what KS needs as far as that goes, but from a provider like Bluehost, we could have unlimited everything on a non-dedicated server for $7/month... That's nothing divided by 10 people, let alone hundreds or thousands.

  5. Do you have a Screenshot?

    If you're using the Tri-Adapter plate and trying to attach engines to it in 3 way symmetry, I don't believe this will work.  You will have to place all three on their own.  Sometimes I've seen a weird bug that won't let you go back into a symmetry mode once you attempt to do 3 on something like that.  Best thing to do is reload the craft and try again.

  6. Landing at high speed is not impossible.  Wheel brakes obviously do quite a bit, but they can make your craft quite unstable, like others said, set the front brakes to about 30% or less of your rear brakes values.  One of the biggest things you can do is enable a bunch of Aero parts to deploy during landing.  I've had successful landings with wheels touching down at 295m/s and being able to stop just past the 1/2 way mark of the runway.  This high speed is certainly not the ideal way to do it, but it can be done...

    Here is just that landing...
    YouTube

    The problem with approaching at this speed is everything happens VERY fast.  You're kilometers out and before you even know it you're at the end of the runway.

  7. 6 hours ago, cephalo said:

    EDIT: I wonder if the RAPIERS sweet spot in terms of speed/air density is in a band that is too dangerous in terms of overheating. 900 kN of thrust is only useful if it doesn't fry your plane.

    RAPIERatmCurve.png

    RAPIERvelCurve.png

    These are (roughly) the Velocity and Atmosphere curves that the RAPIER in Air-Breathing Mode uses.  How you calculate Thrust output goes like this:

    Engine Max Thrust * Thust Multiplier(at given velocity) * Thrust Multiplier(at given atmosphere density) = Actual Thrust

    So for the RAPIER: 105 * 8.5(maximum thrust multiplier velocity value) * 1 (maximum thrust multiplier atmosphere value) = 892.5KN of Thrust

    Keep in mind that this is with the maximum atmosphere multiplier which starts to decrease above ~600m in altitude.

    You can kind of see where the engine works best and for the RAPIER it's very dependent on your velocity.

  8. As a mod user, I much prefer KerbalStuff.  They layout/design alone is worth the switch... So much nicer to look at and interface with.

    As a mod publisher, I much prefer KerbalStuff lol.  Same reasons above, the layout is much easier to deal with.  Simple. Instant uploads, no waiting for an admin to verify your files. 

    KerbalStuff all the way!

  9. 10 hours ago, Padishar said:

    Basically, yes.  The whole of the KSC model is on a flat plane and is tangent to the sphere somewhere among the buildings (I believe the VAB is probably the center).  This also causes the runway to effectively slope to the right all along its length.

    Consider this extremely crude and highly exagerated Microsoft Paint rendition...


    KSCLaunchAngle.png

    The circle is Kerbin, The flat horizontal line is the Launch Pad(or runway).  The line coming out from the middle of Kerbin is a tangent line.  The arrow is your rocket(or plane).  While in the game these dimensions are much larger making the angle much smaller the idea is still the same.  Your craft is going to point slightly West when sitting on the Launch Pad.

    Another Example is if you take a plane from one end of the runway to the other, you'll notice that the altitude is lower in the middle than at the ends by about 1.5m; this happens for the same reason as above.

    As for your craft 'dropping' I'm guessing that it has something to do with the physics being suspended while you are building your craft in the VAB/SPH.  The physics engine does a whole bunch all at once when your craft loads.  The Launch Stabilizer Clamps really do help a lot, but if you have a really heavy craft or funky design, it still might not do the trick.

  10. 36 minutes ago, davidy12 said:

    Really nice but, if you just made it for this reason, there's something called the "C" for IVA.

    True, although I think we can all agree that the EVA button is dangerously close/similar looking to the IVA button on a Kerbal's portrait.

    This mod is tiny, <150 lines of code and the compiled DLL is a puny 5KB.  Why not have it? Better than accidentally ejecting your Kerbal at the exact wrong time. =)

  11. Introducing E.V.A. OK!

    Atmospheric Re-Entry... Ahhhh your ship bathed in the warm glow of super heated air, sweat dripping from your brow under the sweat of anticipation.  Such a beautiful site to behold.  Let's see what all this fire looks like from inside the cockpit...

    CRAP! AHHHHH! I hit EVA instead of IVA!!!!!!!!!! Noooooooo.....

    Now Thomgard Kerman is really sweating as he burns up tumbling through the atmosphere at mach 7. Poof... Vaporized.

    EVA OK! is here to prevent that from ever happening again.  EVA OK! is like automatic child locks for your space capsules, locking and unlocking the cockpit doors under certain circumstances automatically.  What's that? You WANT to burn up Thomgard on Re-Rentry... If you insist, you can EVA anytime you want by holding down the right CTRL button and clicking EVA.

    Let's prevent the thousands of accidental EVAs that happen every year.


    Features in v1.1:

    • Automatic Unlocking of cockpit doors under the following situations:
      • In Atmosphere: Your ship must be landed (land or sea) and be traveling less than 10m/s.
      • In Vacuum: Your ship must have the Throttle at 0%.
      • All other times the doors are automatically locked.
    • Bypass mode:
      • Map-able bypass button.
      • EVAOK_SettingsWindow.jpg
        • Access EVA OK! Settings while in the Space Center view.
          • Map any keyboard button (unmodified only, ie Shift+H WON'T work).
          • Setting is saved externally and loads automatically across sessions/flights.
      • Hold down your mapped button on your keyboard to EVA at anytime.
    • Fixed issue with naming and cross-platform compatibility (removed '!' from name).

     

    Next Update:

    • Suggestions are very welcome!

    Known Compatible Mods:

    • All at this time. 
    • This is an extremely basic mod with low overhead. 
    • Please report if you have any problems!


    Download:
    You can download EVA OK! from Kerbal Stuff here
    or
    You can download EVA OK! from Curse here

     

    Source:
    Source code can be found here
    License:
    EVA OK! is released under the MIT License


    If you have any questions, comments or suggestions; I am wide open =) I appreciate any help with my code and ideas for improvement.

    Thanks for Looking!

  12. 2 hours ago, Snark said:

    Your ship is going to slow down to 250 m/s when the air resistance reaches a certain level, and that level will be roughly the same regardless of whether you're on Duna or Kerbin.  So the minimum chute deployment speed shouldn't matter between the two places.

    I agree with Snark.  The altitude that this happens at will obviously vary on planets with differing air density/pressure.  But all things being mostly equal (trajectory, ship orientation, etc), a ship being slowed to 250m/s should occur at the same same air pressure as anywhere else.  If you're chute works at 250m/s in one place, it should work in another.

  13. 8 hours ago, Gaarst said:

    Really nice mod, pretty useful even for rockets.

    I have two questions:

    1. Is it compatible with 1.0.4 ? (I know I could just drop the files in my 1.0.4 install, but if anyone knows, that'd be quicker)
    2. Does it work with modded engines and Real Fuels ?

    Hi Gaarst! To answer your questions...

    1. T.I.M. should be compatible with 1.0.4, I don't think you should have any issues.  Most of the mechanics should be good for anything after 1.0.
    2. Yes! This mod is simple in the fact that it doesn't change any values.  As long as people are integrating engines with stock part modules (most are) everything should work fine.  I've tested a few mods and added the to the Original Post.  If you run into any that aren't compatible, please let me know.  Also, if you know some that I can add to the list, I would like that information as well.
  14. Bump for v1.1 release.

    Please read over the new Thrust Calculation method and let me know what you think.

    I chose this method for two reasons. 

    1. I didn't like that the values would exceed 100% and your indicator wouldn't be able to show this.  I originally changed it so that the indicator constantly evaluated the AtmCurve and VelCurve and got it's max capable thrust from those combined.  While this worked fine, you didn't get much movement in the needle as your engines always run, pretty close to this amount. 
    2. I liked the fact that you could see when you were really getting poor performance out of you engines, which was really the original reasoning for this mod. 

    I think that this method of calculating thrust is a nice balance between the two.  If anyone has any comments or suggestions I would enjoy hearing them!

    Thanks!

×
×
  • Create New...