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Blaarkies

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Everything posted by Blaarkies

  1. Is it ok to just set the kerbal's max temperature to 2700k ? Its not real ablative, but the effect should be the similar. It can be done with a simple MM cfg file
  2. Thats why we are posing these massive lists of questions. At first it does seem that easy, but the more you think about edge case situations, the more you realise there are a lot of new things to implement before balloons are a stable feature....get it, stable?
  3. That might be a good idea to not dismiss arguments from others that know how to code, that know how much effort it takes to add something this simple. Its all good to have cool stuff in the game, but the majority of the players want other stuff before they want balloons
  4. You haven't answered half the questions yet, and these things need to be defined in code as exact values before it ever gets into stock. Will the balloon be bouncy or hard like a steel shell? Are players really going to enjoy sitting at 4x physical warp, waiting at least 20min for this balloon to reach it's max altitude of 10km (or 30 000 feet)? How does it act when on-rails warp like @FireKerb pointed out?
  5. That will completely break KSP realism without considering at least these: Does that rate change with atmospheric pressure? Does it change with the make up of the atmosphere, Jool giving less buoyant force to balloons than Kerbin? How does it affect aerodynamics, can it be used for extremely gentle aero breaking? How much mass do they have, do they need a new fuel type to fill up like helium?
  6. Yes of course they are great for science, and so are submarines in the oceans of titan. No rover or probe on a rocket will ever compare to them being in the element, or the balloons only costing a fraction of the price. My point is that launching a balloon is far less appealing to players willing to spend money on this game, so why would squad implement balloons while there are still so many more attractive features not yet developed?
  7. You won't need a "kick" or a higher thrust to rendezvous with an asteroid...just the same thrust as you used to leave kerbin would suffice.
  8. Great attempt at moderating "your" thread. I can guarantee you that balloons will not become stock, since it is even more out of scope than submarines...which had multiple threads dedicated to it. But it is definitely worth a learning experience to continue trying to get balloons into stock. The realistic suggestion is to use the mod posted by @The Aziz . It also still functions correctly as stated by @Mark Kerbin . The other option is to get into modding yourself, these modders aren't special gifted beings, they are people just like us...you can make great mods as well, it just takes practice
  9. modding it yourself is the only option then. It is a space sim famous for launching rockets after all, not balloons
  10. Look at the input dials in the bottom left of the screen. If you do not touch the controls, and have SAS off, those dials will show the current amount of trim
  11. Grabbing units won't work, there is no stock way in which to lock onto the surface of any planet/moon. Gilly has gravity, all you need is patience. Point you base upright, slow down to 1m/s near the surface, then try not to touch the controls too much...just let it settle in/onto the surface, no need for downward pushing rcs thrusters and the like, patience is a much lighter resource
  12. Mind having having a look at this?
  13. Cannot leave Kerbol's SOI, it is infinite (or as far as computer memory can go though) You can however reach Kerbol's escape velocity, meaning you will never drift closer to Kerbol again in the future, a hyperbolic trajectory that keeps going further out
  14. I have seen this topic before, maybe there is some ancient wisdom in old threads
  15. Smooth, simple, small ships yes. Massive payloads on rockets that use Mammoth engines as side boosters? No Players want to build BFR-like rockets, but with only stock parts one needs a bit of creativity. Auto-strut was added as a quick-fix because even the devs agreed that the wobbling is just too much
  16. main menu > settings > advanced tweakables In editor mode, right click a part, toggle auto-strut
  17. Press and hold the "F" key Press "T" to toggle SAS on and off Or do you want to switch between Prograde-ON-SAS and off-SAS ? (Without SAS reverting to default stability mode when you press these keys)
  18. Be careful with that wording. Doubling the fuel will never double the range, even if you are using ION drives. So if you meant that it will give you enough dv to land AND take off, it won't
  19. The science lab is way overpowered for collecting science points. Without any science lab: -If you collect everything, you will max out the tech tree before leaving Kerbin's SOI. -If you play on hard, you will do that by catching a few extra samples around Eve/Duna. -If you play it on super-duper-hard, you will max out the tree without needing Eeloo/Moho My point is there is a ridiculously large amount of science in Kerbin's universe. I know the urge of maximizing everything, therefor i decided to never use the science processing ability ever again. If using the Science Lab still tickles your fancy, look into DMagic's mods orbital-science, i hear great things about it. * i am not trying to prevent you from using the science processing...just warning you about the consequences: you will max out the tech tree before landing on the Mun if you maximize the data processing
  20. That moment when you collect more science on splash down than you did on the Mun's surface...knowledge is power Reminds me of Archimedes' Eureka moment, but in a high tech craft this time
  21. Thats a very loose analogy you got there buddy Can't we explain it in a more correct way? What about a rubber band? (except that elastic rubber has a force profile that increases with distance)
  22. I think bounce/collision might be confusing for readers here, since a bounce in an orbital mechanics scenario would not be able to slow down the craft.
  23. The trajectories mod now has that. You see a line from prograde, following your trajectory down to the surface. There really isn't much to see, it's not useful at all since the perspective from the craft shows a mostly straight, short line. The landing/impact marker on the surface in flight mode is somewhat useful though
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