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KSP2 Release Notes
Everything posted by maltesh
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As I recall the inside of the bay doors is where the Space Shuttles kept their radiators.
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Once I started using windows computers, I started out with Internet Explorer. It may have been 5 back then, I don't recall. Then Mozilla. Then Firefox. I donwloaded Chrome when the Scott McCloud comic came out, but was using it as a secondary browser. When Chrome OS was annouced, I set it up i n a couple virtual machines and toyed with it for a little while, but went back to Firefox as the primary. When the CR-48 machines were announced, I started using Chrome as a primary browser, though I used XMarks to sync my bookmarks. When I wound up being sent one of the CR-48s, Chrome became my main browser. I haven't run Firefox seriously in years. I used to keep tertiary browsers such as Opera and Safari around, but I haven't installed either one on my current machine, and I'm significantly more likely to wind up using IE11 at this point that Firefox. And that's because I've run into an order of magnitude more sites that require IE explicitly than I've ever seen that require Firefox explicitly. Chrome's the browser that works in all the devices that I own and am likely to use to get online, so I use Chrome.
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Optimal TWR for Hybrid SSTO
maltesh replied to kinnison's topic in KSP1 Gameplay Questions and Tutorials
Offhand question: Although the jet in question is stock...do you have B9 Aerospace installed? It includes a modulemanager config that nerfs the stock jets. -
Longitude Numbers Greater than 360
maltesh replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
Yeah, the failure to rectify longitudes has been around since longitudes started being reported in game, if'n I'm not mistaken. Also, the map screen will claim that anything in the Southern Hemisphere, but less than 1° from the equator (like everything at KSC, for instance) is in the Northern Hemisphere. You can verify this by comparing the lat and lon coordinates in the persistence file to what the map screen claims. -
POLL : Have many active vessels do you have in tracking station?
maltesh replied to lextacy's topic in KSP1 Discussion
In my current 0,25.0 career save, 88 flights in progress. Haven't left the Kerbin SOI yet. AMD FX-6300 6-core/3.5GHz, 8 GB Ram Gigabyte R9 270 2GB, WIndows 8.1, 64-bit. 32-bit KSP My peak was in 0.23.5, where fleet missions to Eve, Gilly, Dres, Pol, Bop, and Eeloo layered on top of a save that I'd been playing since 0.22 resulted in 218 flights in progress. -
Stock. If Stock changes, then I'll change. I'd rather learn from Oldstock to Newstock than unlearn from FAR to Newstock.
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For me, there are enough stock parts without IVAs.. If a Kerbal-containing mod part doesn't have an IVA, it would have to provide something pretty darned significant for me to want to install it.
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Rescue mission contract...
maltesh replied to The_Rocketeer's topic in KSP1 Gameplay Questions and Tutorials
One of the requirements of a rescue mission is "Get [Kerbal] aboard a vessel." Even external seats don't count for this. If you recover him without putting him inside a crew-carrying part, I expect you'll fail the mission. -
Help me catch an asteroid!
maltesh replied to GamerMitch's topic in KSP1 Gameplay Questions and Tutorials
In rare cases, it's apparently possible for an asteroid to be /generated/ inside the Kerbin SOI with an elliptical orbit that doesn't leave the SOI. That's apparently what happened in one of my Sandbox saves. The save is only 12 hours into Earth day 1. There hasn't been enough time for AST DUQ-171 to encounter either of the moons of Kerbin since the start of the new game, or to get where it is from periapsis. Its Periapse is at 69.238 km, but it has never been there, and the object was in orbit, almost exactly where it is right now. when I created the save. Even if it had been at periapse, being an unvisited object, it would move through periapse on-rails unless deliberately approachd. -
I usually don't do part-clipping that requires the alt-F12 menu unless I've taken apart a spacecraft and the editor won't let me put it back together the same way, primarily because it's kind of a pain to invoke. On the other hand, the part-clipping that the editor allows me to do, I'll use whenever I feel like. It's been a feature of my Cheddar-Class landers since 0.18, and many of my other designs do it.
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For what it's worth, Mythological Norse Thor would probably not be judged worthy to lift Marvel Thor's hammer, assuming the Marvel Mjolnir rules applied. Such is Viking Space Magic.
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Why is Mech jeb's Rendezvous so slow?
maltesh replied to lukeoftheaura's topic in KSP1 Mods Discussions
Because you put yourself into an orbit pretty close in period to your target's orbit, and the closer in period the two orbits are, the longer it's going to take your target to lap you, or vice versa. Resulting in extremely long tomes before both you, and your target are in the position where a Hohmann transfer will take you to your target's orbit at a time when the target's there. -
Over Kerbin, any object that is flying or falling through the atmosphere, is below an altitude of about 21 km, and more than approximately 2.5 km from your currently-active vessel, is going to be autodeleted by the game. In the stock game, this means that an ascending spacecraft will almost never be in a situation where dropped stages will be able to safely reach the ground before being deleted. There are a number of mods that find ways around this; the one I use is Stage Recovery, which calculates whether or not a dropped stage would have survived if you'd chosen to ride it to the surface, and recovers funds based on the value of the dropped stage and the calculated eventual impact point.
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[1.8.x] Contracts Window + [v9.4] [11/1/2019]
maltesh replied to DMagic's topic in KSP1 Mod Releases
One Request: Can it have the option to show the name of the contracting entity, possibly its flag, too? Sometimes, I want to have the mission flag match the flag of whichever organization is footing the bill for it, and in the stock game, I have to go back to Mission Control to get that information. -
From Wikipedia: "Although the novel and film were developed simultaneously, the novel follows early drafts of the film, from which the final version deviated.[6] These changes were often for practical reasons relating to what could be filmed economically, and a few were due to differences of opinion between Kubrick and Clarke. The most notable differences are a change in the destination planet from Saturn to Jupiter, and the nature of the sequence of events leading to HAL's demise. Stylistic differences may be more important than content differences. Of lesser importance are the appearance of the monolith, the age of HAL, and the novel giving names to various spacecraft, prehistoric apes, and HAL's inventor."
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Wherever your tug is going to be departing from most often with something to push or pull. If your tug's going to be moving things from low Kerbin orbit to elsewhere, you want your refueling station as low as you can comfortably rendezvous with, to save on launch costs.
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Basically, you're confusing Delta-V and Specific Orbital Energy. They're not the same thing, nor do they scale linearly with each other. But honestly, if you don't want to go through the equations of it, you've presumably got access to Kerbal Space Program. You can pop a spacecraft into LKO, and put some maneuver nodes down, and take the measurements yourself.
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Because delta-V isn't Specific Orbital Energy. Specific Orbital Energy is the sum of your per-unit-mass Kinetic Energy (proprotional to the /square/ of your velocity) and your per-unit-mass Gravitational Potential Energy. How much Specific Orbital Energy you get out of expending a quantity of delta-v depends on where and how you do it. And it's your specific orbital energy that determines exactly how fast you wind up moving at any point in your orbit. And yes, if you just burn to just escape Kerbin, you wind up at rest (or almost at rest) relative to Kerbin as you cross the SOI. The more velocity you put on at LKO, the larger the fraction of that velocity you still have when you cross the SOI boundary. Which is why burning in LKO is so helpful, especially for distant destinations
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I wound up putting together a Desmos graph a couple years ago about this. This graph shows the difference in delta-V when departing Kerbin to various destinations. The x-axis is the sun-centered semi-major axis of your destination in millions of kilometers, and the y-axis displays required delta-v in km/s. v_lko [Green Curve] is the delta-V required to burn from a circular orbit around Kerbin at an altitude of 100km directly into an hohmann trajectory for the destination, and v_2step [Red Curve] is the delta-v required to burn from that same 100km orbit to just escape Kerbin, and once outside its SOI, burn to a hohmann trajectory. The various vertical lines mark the semimajor axis of several of the bodies orbiting the sun, with the blue vertical line being the orbit of Kerbin. The original graph, with its formulae, is here: https://www.desmos.com/calculator/0gebxscf2t For any of the worlds in the Kerbin system the two-step method of burn-to-escape-Kerbin-then-burn-to-transfer in solar orbit, is always a significant wastage of delta-V over burning from LKO, and that fraction tends to get larger, the further your destination is from Kerbin, the larger that fraction becomes. For the interplanetary transfer, you're spending about 80% extra when going for Eve or Duna, about 90% extra when going to Eeloo, and about 95% extra when going to Moho by using the two-step method.
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For every one of Earth's orbits, the Moon makes about 13 orbits around Earth, that's true. For every one of Neptune's orbits, Neptune's moon Neso only makes a little over 6 orbits around the planet. That said, Neso's orbit is also retrograde and elliptical, and I'd guess it probably doesn't wind up entirely convex for those reasons.
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I generally land the rover separately from whatever is bringing the astronauts. While that isn't what was done with Apollo, it's pretty much the kind of thing a space agency would /want/ to do if they were planning to stay long-term. If the lives of your astronauts are valuable, you want as much stuff as they need to live waiting there when they get there, possibly even waiting there before you send them. As a result, I tend to have small rovers land under a craft capable of bringing them down , and depending on my purposes, may be able to take them back up again. Larger rovers tend to pack enough fuel (and possibly drop tanks) to land themselves.
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What he's referring to is the way that the game auto-deletes /anything/, ship or not, that's flying in Kerbin's atmosphere below an altitude of about 21 km, that is more than 2.5 km from your active craft. The similar kill line for Duna is about 8km altitude; I don't recall what it is for Eve or Laythe.
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Time warping in orbit around Bop vs Pol
maltesh replied to James_Eh's topic in KSP1 Gameplay Questions and Tutorials
This is partially because Bop has ridiculously high areas. The highest point on Bop is over 21 km above the datum, as a result, the game bans timewarp out to 24.5 km so it doesn't have to worry about working out collisions while you're warping. -
Humanity's seen supernovas. There just hasn't been one in this galaxy visible from Earth since the invention of the astronomical telescope. That last one would have been Kepler's Supernova, in 1604.