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KSP2 Release Notes
Everything posted by MechBFP
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*assumptioning intensifies* Hopefully we don’t have to wait too long.
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Landing Legs and Critical Damping
MechBFP replied to MechBFP's topic in KSP1 Suggestions & Development Discussion
Fantastic stuff. I ran out of likes today but I wish I didn’t. @SQUAD *hint* *hint* -
So as everyone is well aware, landing legs don’t work properly. As far as I can tell, I believe the problem is that there is no automatic function built in to find the critical dampening point for each rocket, leading to either an over damped system, or much more commonly an under damped system leading to oscillations. The following website gives a quick overview of these concepts: http://hyperphysics.phy-astr.gsu.edu/hbase/oscda2.html Now solving these problems isn’t entirely difficult, but it does require somewhat complex derivative based math/equations. What I am wondering is if anyone (modders or Squad) has looked at solving this problem using the correct mathematical method? Perhaps it is too CPU to do such calculations on the fly, but it would be the ideal solution as long as the existing physics system didn’t have some wonkiness to it that prevented this from being implemented. Let me know your thoughts.
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Pretty much guaranteed to come to console, as that is likely a rather large chunk of their user base pie. Hopefully it doesn’t take as long this time, but I guess that depends on how difficult the robotics interfaces is to use and if it could be ported over without major changes.
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So basically you only support them selling stuff that no one actually wants then? Because that is exactly what would happen.
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You start it, make sure it has enough power, then wait. Once it is done the data can either be picked up manually or submitted via comnet if the base station has an antenna in range.
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That is a really good thought. Hopefully Squad reads this and fixes this “bug” before it gets released, if they haven’t already.
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Kerbal Space Program DLC: “Breaking Gound” Grand Discussion Thread
MechBFP replied to UomoCapra's topic in KSP1 Discussion
That’s a bad example because in a lot of places that is actually a legal requirement saying they have to serve food with alchohol. -
They are putting together “KSP Loading” articles. Patience. I am sure many questions will be answered by those.
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Kerbal Space Program DLC: “Breaking Gound” Grand Discussion Thread
MechBFP replied to UomoCapra's topic in KSP1 Discussion
Multi core support and optimization as a DLC? Wow that sounds like a bread winner for sure. -
What do you mean?
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I honestly can’t. If you don’t like the new versions, then stick with the old ones with the old versions of the mods then. No one (not Squad, and not the modders) is going to cater to your incredibly specific needs here.
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There is no way that thing has enough dV to reach Eve orbit.
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@CobaltWolf Now I understand why you discontinued SEP. Overall I have to say I am impressed by this DLC. This is exactly what the doctor ordered.
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That makes perfect sense now. Thanks for the details!
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Thanks, no idea I had free will. Still doesn’t answer my question.
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That didn’t actually answer my question at all. Why would I choose to use this instead of KJR Continued?
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What is different between this and KJR - Continued?
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A weapon is so unlikely to succeed, and so costly, that I would put those resources into hacking the satellite and use its own thrusters to put it into an atmospheric burn up situation. Clean and effective.
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Kerbodyne Engine Cluster Adapter...Balcony!?!
MechBFP replied to Serenity's topic in KSP1 Discussion
Now if only it had magnetic floors so you wouldn’t float away in space. -
Personally I find that if you design it properly they are useful, but if you already know how to design a ship properly then you can make a ship that is just as useful (and significantly faster) using chemical engines. So really all they do is waste your time.
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I’m Canadian and can confirm this is our fault. Sorry!
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
MechBFP replied to Kobymaru's topic in KSP1 Mod Releases
Can confirm this appears to be working fine in 1.7 for me as well once making that new bin file. Its terribly inaccurate on Eve still though.- 985 replies
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