Jump to content

Kergarin

Members
  • Posts

    586
  • Joined

  • Last visited

Everything posted by Kergarin

  1. The convection factor workaround does not really solve this. It definitely looks like heat and drag changes. I've loaded some savegames parallel in 1.7 and 1.8.. It's significant. Example: a booster reentering from almost orbital speed: At 30km: 1.7: surface speed 1.872m/s, drag 25,730 kN, convective heat 707.852.000kJ 1.8: surface speed 2060m/s, drag 11,861kN, convective heat 2.040.896.000kJ That's almost 200m/s more. Almost like it didn't loose any speed since reentry at 70km. Less than half the drag. Three times the convective heat. Also the booster explodes on touchdown in 1.8 while it stays intact in 1.7. What's going on there? It's nothing in the changelogs related to all this Another funny thing: the booster from my 1.7 savegame nevertheless survived reentry in 1.8.. Building exactly the same in 1.8 from scratch and it explodes.
  2. It's on the bug tracker. There is a workaround of setting convection factor from 7 to 1. Seems to work so far. Can anyone tell, if this now is the desired heating, or does 1 make the game easier than it should?
  3. Yes, getting to orbit and launching SSTOs was already way to easy. A solution to make both - reentry and ascend - harder and more realistic, would be a bigger kerbin, leading to higher orbital speeds. Something around 4.000m/s to stay in orbit just above the atmosphere would fit ksp parts best. It feels verry real in terms of burntime, reentry and SSTOs are barely possible to LKO. But that's on another paper and would change to much. Back to the topic. This behaviour feels weird. There is almost no heating and drag now in the upper atmosphere, and then at 20km everything burns up. If this is intended to make reentry harder, why not just set higher heating in the entire atmosphere? This would feel much more realistic, and wouldn't make the easy ascend even easier. In fact this way it would make also ascending harder. The optimum flat gravity turn ascend path actually covers rockets in plasma. Didn't see this irl by now on ascend.
  4. I would be ok both ways. I like challenges. On the other hand ascending now became even more easy with this less drag. Eve ssto again possible? Do we know by now, if this change is intended? Don't want to spend weeks to change all my designs if this is just temporary
  5. But I guess the difference is too big, to be just the engines calculation differences. Did you check the atmospheres pressure? Did there change something? I'm on the run and can't test right now
  6. I was just logging in to post the same. All my "on the edge" designs which barely survived reentry in previous versions, now explode around 30-20km due to overheating. It seems there is way less drag. Also adding one or more opened mk1 cargo bays, which were a great early game aerobrake, doesn't provide enough friction to make those designs survive again. I didn't find anything in the changelogs. Maybe it's relatet to the new unity engine?
  7. They look nice! but... Do they create the same drag as the old versions when open? Cargo bays were a verry good early career airbrake And could you please make them open at least as far as the old ones? The angle looks smaller than before, limiting usability. Better would completely open (eg 180degrees to each other when open) I also like the ideas to open only one side and have adjustable angles, as well as stackable open variants. The game is really missing round large cargo bays.
  8. Like eve SSTOs or going reusable to everywhere or single stage to Tylo and things like that. The rumors about the near future engine specs seem to make these things trivial.
  9. I'm really worried there near future engine eliminate all challenge from the game..once you unlock them. One of the most challenging and motivating parts of KSP is, that so many things are just so barely possible
  10. Great! Will those new shaders also have atmosphere improvements? Like clouds or so?
  11. @jmark1213 cograts! you are now leading both classical walker leaderboards Like that smooth stop at the and
  12. I have read soothing about rebalancing in the change log. Had no time to test by now.
  13. @SuperHappySquid I don't know why I didn't feel this earlier, but somehow I would now like to see a super fast running squid
  14. @jmark1213 wow, you have broken the walk-barrier of 20m/s! And it looks so smooth by doing so. Do you actively steer the tail and neck? Added to the leaderboards! Now next up t-rex?
  15. thanks! What? Isn't that intuitive self explaining? Maybe I should add that to page one
  16. @SuperHappySquid I'm just speechless. Those two are more than I have expected. Such smooth and fast running. And I love those flips The first one somehow reminds me of Armored Core and the second one of the Metal Gear Rex Added to the leaderboards. Lookig forward to see you breaking 20m/s! Have splitted the Classical Walkers into biped and and more than 2 legs Walkers.
  17. Well, Maybe you are Right, that's not really what I had in mind. I guess I need to rethink this Wow thats absolutely brilliant would love to see a video of this!
  18. @Klapaucius that is absolutely brilliant you are again topping yourself @Teilnehmer a crazy fast time! but it's 0:18 if i get this right? 0:10 was one marking to early. Still the fastest time by far! Those grip pads will come handy, im curious how good they will work
  19. I guess it was related to this fix in 1.7.2, even it appeared a Little later in the game. My crashing vessel had a rotor an wheels * Fix NRE when starting a mission with Making History and Breaking Ground installed and vessel contains rotor and wheels.
  20. I also did, but somehow there was no response since two weeks What's wrong?
  21. That thing got style @Jett_Quasar would be cool to see your entry here. Or maybe I should allow walker entry's which don't participate in the race?
×
×
  • Create New...