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Everything posted by sal_vager
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How hot do you get? I'm only checking with the Aeris 3A currently but the internal temperature seems to stabilize just above 900k and skin at 720k at 8km and 330m/s.
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Fairings destroyed the 4th set of my rover's wheels
sal_vager replied to More Boosters's topic in KSP1 Discussion
Were they stock or mod fairings? Concave colliders don't work anymore apparently, so a faring needs to be made with [U][URL="http://forum.kerbalspaceprogram.com/threads/140093-Tutorial-Fairing-colliders"]multiple convex colliders.[/URL][/U] -
Fix those darned fairings!
sal_vager replied to Tex_NL's topic in KSP1 Suggestions & Development Discussion
This issue is known and it will be fixed in the next update, but demanding a fix in large bold capital letters is not helpful, not appreciated and will not get this fixed any faster. Thread closed. -
KSP failing to load
sal_vager replied to SecurityAttack!'s topic in KSP1 Technical Support (PC, modded installs)
Okay it looks like it is active texture manager, there's lots of errors in the log relating to it, so please test with ATM removed. Also you have put KSP in Documents, Windows may prevent it from working properly (prevents KSP writing new files), it's better to unzip a new copy of KSP to a folder such as C:\Games (you make this folder). -
[quote name='Slothception']How do you solve this? ;d[/QUOTE] Well that is going to depend on what broke it, as this isn't normal and isn't known. We must have your output_log.txt, it's in KSP_Data and you can upload it to dropbox. Also it would help to have the save file, and the steps that were made before this happened. Or you could just restart KSP and see if it goes away.
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I tested reducing the mass of the heatshields, and they work much better to slow the vessel. In GameData/Squad/Resources/ResourcesGeneric.cfg I changed the ablator density to 0.0001
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Need your own thread moved or locked? Post here.
sal_vager replied to Rich's topic in Kerbal Network
All done for you stevehead. -
Convert-O-Tron 250 "missing ore"
sal_vager replied to wreckreation's topic in KSP1 Gameplay Questions and Tutorials
An ore tank. -
Can anyone find what the Mercury, Gemini, Apollo or Orion heatshields actually weigh compared to the total mass of the capsule? I have been looking but not finding any numbers. It probably doesn't matter, there's no reason to reduce the pods mass, but also no reason for KSP heat shields to be heavy. I'll take gameplay over realism.
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It doesn't matter that is is not a pod Majorjim, what matters is that we need a workaround for the pods being too small in the Kerbal universe to have sufficient drag for their mass. The Mk1 heat shield adds slightly over one third of the Mk1 pods mass, that isn't changing without addons, cfg edits or giving Squad feedback on the public tracker and waiting for 1.1 ROXunreal, you get a lot of drag from a flat back, this is modeled by KSP now.
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As you did, and I will update the known issues list, but it's not very useful information for this discussion. Edit: Updated, the [U][URL="http://www.jpl.nasa.gov/video/details.php?id=1109"]NASA Curiosity rover[/URL][/U] dropped its heat shield during the descent on Mars, so we can emulate :)
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[quote name='obsidian_x']I thought in a previous thread someone mentioned (might have been you actually) getting double drag by doing it like that, you get the drag of the pod + separated heatshield because occlusion isn't modelled in that situation. I don't really mind the explosion, just the first time was unexpected, actually made me jump lol.[/QUOTE] That's true in a way, if the decoupled heatshield is in contact with your vessel then it'll be pushing against it, as aero forces act on it and it acts on your vessel. It'll slow you sooner, might be useful if you come in too low....
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[quote name='obsidian_x']Every time I stage the heatshield, it immediately crashes back into the pod and explodes the shield and sep. (I guess I need to turn down the separation force, so it doesn't move that far away before bumping back into the pod)[/QUOTE] I find if I tilt a bit it's fine, the Apollo command module was tilted a little due to its offset CoM, so when it dropped its heatshield it wouldn't hit it. [URL="https://en.wikipedia.org/wiki/Apollo_Command/Service_Module#Command_Module_.28CM.29"][quote name='en.wikipedia.org/wiki/Apollo_Command/Service_Module#Command_Module_.28CM.29']At 24,000 feet (7.3 km) the forward heat shield was jettisoned using four pressurized-gas compression springs. The drogue parachutes were then deployed, slowing the spacecraft to 125 miles per hour (201 km/h).[/QUOTE][/URL] [quote name='A_name']I think the reason it's being called a bug or an issue is because the un-shielded capsule has more drag than the shielded one. Of course it makes sense that the weight of the heat shield will make you drop a bit faster, but the problem is drag.[/QUOTE] Actually this is incorrect, it really is just the difference in mass. The combined pod+heatshield has a slightly larger drag cube from the sides of the pod, the pods top and the heatshield on the base. The heatshields only occlude heat, while a detached heatshield has a lot of drag from the flat rear side which the pod doesn't have due to its taper.
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It's a known [I]issue[/I], rather than a bug, [U][URL="http://forum.kerbalspaceprogram.com/threads/138802-Kerbal-Space-Program-1-0-5-New-Issues-Repository#heatshield_drag"]which you can find more info on here.[/URL][/U] Though even with dropping your heatshield I'd not reenter too low, a Kerbin periapsis of about 30km works for me for most situations.
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Post in Suitable Area of the forums ;) Moving!
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[quote name='ThePrometheus']Guys, I have no more patience left! I read you guys were able to help a fellow kerbonaut by PMing two neccessary files, via dropbox or whatever, so can I ask humbly for someone to share it the same way? Stupid Unity stops downloading after 30-40 MB, every time, and to download 1,4GB just to get two files is insane. Does anyone have it on hdd, so he can share it with me? BIG THANKS![/QUOTE] Anyone doing this will be breaking the Unity3D license. [URL="http://unity3d.com/legal/eula"][QUOTE]1. Grant of License. Use Rights. Conditioned upon your compliance with the terms and conditions of this Agreement and payment of all applicable fees, Unity grants you a non-exclusive, non-transferable license: (a) to install and execute the executable form of the Software, solely for internal use by a single person to develop Licensee Content during the applicable license term; and (b) if you have licensed a version of the Software other than a trial or educational version, to distribute the runtime portion of the Software, on a royalty-free basis, solely as embedded or incorporated into Licensee Content and solely to third parties to whom you license or sell Licensee Content pursuant to an agreement that is no less protective of Unity and its licensors as this Agreement. You may not sublicense the rights granted under clause 1(1)(a), but you may sublicense the rights granted under 1(1)(b) solely to third parties to whom you license or sell Licensee Content to act as distributors thereof pursuant to an agreement no less protective of Unity and its licensors as this Agreement.[/QUOTE][/URL] Anyone found doing this via these forums will be subject to moderator action, sorry guys.
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parallel installs
sal_vager replied to Clear Air Turbulence's topic in KSP1 Technical Support (PC, modded installs)
Yeah but at least it saves it as shut down, not part way through a game. -
As it does not have a license it is a legacy mod from before licensing was introduced, and as such it is considered "all rights reserved" by the author. It is fine for a modder to make a [i]new[/i] WEKA however.
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I'd say this thread is answered, and as it only existed as a vehicle to complain about current aerodynamics I am closing it.
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PSA: I found a fix for the new atmosphere problem
sal_vager replied to Xyphos's topic in KSP1 Discussion
Closed thread to prevent further argument. Xyphos, the changes made to aerodynamics and the addition of thermal effects is welcome by the majority of players, continued griping and claims that these features make KSP unplayable are however not supported by the evidence of others successfully playing with these features and are not welcome. -
parallel installs
sal_vager replied to Clear Air Turbulence's topic in KSP1 Technical Support (PC, modded installs)
There should not be any problems if you copy the other version of KSP to a new folder. The Player.logs will be written to the same place, and you will see one version try start in the others screen resolution if they are different. But please close KSP properly so there is no saved application state, as this feature of OS X will cause problems. -
MaGicBush, please try a [U][URL="https://support.microsoft.com/en-gb/kb/929135"]clean boot[/URL][/U] to eliminate conflicting software and drivers. Also, please try copying KSP to C:\Games if it's not there already, as the location of KSP on your file system may be a factor. And upload your output_log .txt from KSP_Data to dropbox. Most likely it [I]is[/I] the [U][URL="http://answers.unity3d.com/questions/623448/www-class-for-loading-local-texture-is-very-slow.html?sort=oldest"]Unity bug here[/URL][/U] for all three of you, please check for and disable any software that uses a virtual network connection. KaiserMagnus, for you it looks to be the Nvidia streaming software.
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Bug Report: Science Jr.
sal_vager replied to Jonney5's topic in KSP1 Technical Support (PC, unmodded installs)
Yeah this is a new issue to 1.0.5 [U][URL="http://bugs.kerbalspaceprogram.com/issues/5909"]SC9001 Science Jr. (Materials Bay) causes infinite fuel for Jet engines, in certain configurations.[/URL][/U]