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Everything posted by Xurkitree
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What is the Hardest Planet to get to
Xurkitree replied to Little Kerbonaut!'s topic in KSP1 Challenges & Mission ideas
Why is this here, Shouldn't this be moved? Hardest planet to get to is Moho. -
Will you boycott KSP 2 if T2 throws it under the bus?
Xurkitree replied to Bej Kerman's topic in Prelaunch KSP2 Discussion
Boycott is too strong a word per se. Its more of a personal decision - if it looks good and sounds good, I'll take it. We have plenty of time till then. -
New Parts to reduce part count
Xurkitree replied to KerikBalm's topic in KSP1 Suggestions & Development Discussion
More 3.75m parts would be great and give us the option to toggle fuel types for a given tank. -
Put the altimeter at the top again please, its important and should be centered. The navball is okay at the side, but i hope we can shrink it since I play with a lowered UI scale and the navball at maximum left. I wonder if they'll put a compact UI mode or something?
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https://youtu.be/iZEYY3TwU9Y Second Video!
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Clipable fairings
Xurkitree replied to Random Annoying Guy's topic in KSP1 Suggestions & Development Discussion
Yeah, a nice little toggle to switch between clippable and non-clippable fairings would be nice. It could be under advanced tweakables. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Xurkitree replied to Thomas P.'s topic in KSP1 Mod Releases
You're best off asking the Discord. -
So the new Drain Valve produces thrust ... and is quite broken.
Xurkitree replied to Xurkitree's topic in KSP1 Discussion
Quick note: The reason I ran a test while overclocking the drain valve was to show that ISP could be affected by drain rate - my initial assumption was that it was not affected by drain rate and any loss was due to gravity. -
So the new Drain Valve produces thrust ... and is quite broken.
Xurkitree replied to Xurkitree's topic in KSP1 Discussion
Oh i did quite quickly after i realised the bug. -
drain valve altitude record.
Xurkitree replied to Flying dutchman's topic in KSP1 Challenges & Mission ideas
Threw this together and used the thrust overclock bug to get to 1600m/s quickly enough. Idk if this is even legal, since it uses a stock bug, but eh. -
drain valve altitude record.
Xurkitree replied to Flying dutchman's topic in KSP1 Challenges & Mission ideas
I think there's a setting that switches the drain mode from part to vessel, try that? Also, I have a few tricks I want to try, let's see. -
So now that 1.9 has dropped with the new Drain Valve, I found out and experimented with a few settings with it. Here's what I found out - The Drain Valves can run on air. No joke, if you can attach them to an intake, you can drain and produce thrust magically. The Isp of the Drain valve is independent of atmosphere, so its the same on Eve and Vacuum. The Isp is dependent on the flow rate, but during normal operating ranges, it doesn't vary much. The thrust generated is dependent on the fuel tank attached, so if you want a higher thrust you need to attach them to larger tank. When I attached just 2 to a Kerbodyne large tank, it shot up in the air, and built up massive acceleration towards the end. So, to pass the time, I did some tests to prove that the Isp is dependent on the flow rate, by creating a craft to test stuff out. There are two versions. Both comprise of a Kerbodyne large tank, a Remote Guidance unit and 2 drain valves at the bottom of the tank. The second version also included a KAL-1000 controller, the use of which shall be seen below. The first thing I did was to teleport them to Minmus's flats to test their DV (The new position cheat is very very good, 10/10 Hyperedit actually is worse) and fired the drain valves with a drain rate of 20 (Corresponding to a drain time of 5 seconds and a fuel flow rate of 2880 units/s). This resulted in a delta-v of 107.78 m/s (used F3 and crosschecked using KER and math). Running the numbers (Wet mass - 81,120 kg, Dry mass - 9,120 kg), I found the Isp to be about 5 seconds (5.027s), which matched up with reports from other players I talked to over discord. I then lowered the Drain rate to 10, which created a marked difference in max altitude(14.7 km to 14.2 km), which I initially attributed to gravity losses due to the increased drain time (10 seconds). The second thing I did was I took the second version with the KAL-1000 editor, and overclocked the Drain rate to be 98161.52 (The track editor has no cap on the curve, so by changing the tangents of the curve, an arbitrarily high parameter can be attained. This bug is stock, no File editing or craft editing was used to change the drain rate, and the same trick can be used to get negative drain rates, or overclock any other parameter like the thrust limiter for example), and fired the drain valves again. This time, I managed to get up to 387 m/s (I used F3 only since I got up to Escape Velocity and hence wasn't able to cross check). Running the numbers on that (Wet mass - 81,130 kg, Dry mass - 9,130 kg), I got an Isp of 18 seconds - a marked improvement. Of course, in normal ranges, the difference in Isp isn't probably great, but useful to know. Ofcourse, these results look trash, but considering their powerful exhaust (do you think 2 Ant engines could lift that tank?), their independence from Atmosphere and the fact that even ignoring the overclock boost, they can be used to run on air (apparently the thrust is about 2.5 kN) by draining the intakes, I'd say the new Drain valve is quite OP. You could say its Krakentech, but eh, that's for you to decide. What else is there to know of the new part? Is there something wrong with my math by any chance, or have I interpreted the results incorrectly? Have I made any other mistakes? Discuss!
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Why didnt this exist earlier urgh! Thanks a lot! I always wanted to know how badly my laptop plays KSP!
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Pressurization device
Xurkitree replied to Mortimer Kerman's topic in KSP1 Suggestions & Development Discussion
Something like FAR would be necessary here... -
Will the Mohole be around in KSP 2?
Xurkitree replied to Bej Kerman's topic in Prelaunch KSP2 Discussion
They might recreate the Mohole for fan-service/nostalgia/homage purposes, but it won't have the kraken sitting in it. -
[EE] Allow for a time slow-down option.
Xurkitree replied to Arch3rAc3's topic in KSP1 Suggestions & Development Discussion
A stock slow Mo option js very useful in PC as well.Currently using BTW, but still. -
Will KSP 2 be released to mobile?
Xurkitree replied to The quantum physicist's topic in Prelaunch KSP2 Discussion
The game you're looking for is SimpleRockets2 then. -
Will KSP 2 be released to mobile?
Xurkitree replied to The quantum physicist's topic in Prelaunch KSP2 Discussion
That's just SR2. If you want a mobile space sim, that's the game for you. The desktop release is just a testing ground for bugs and features tbh, and its UI reflects that. -
LT-3 (Very large) landing legs
Xurkitree replied to PositronLance001's topic in KSP1 Suggestions & Development Discussion
Yeah definetely. A hack for this is to use Landing Gear, since they can take waaaay more weight, but they look off. As for the obligatory mod post, I'd recommend Lithobrake Exploratory Technologies. Excellent selection of large ladders, service bays, cargo bays and landing legs. -
Whoms'tdve summons? The user below me can't wait for 1.8 Kopernicus.
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Are you sure they weren't talking about the ocean? Because if that's the ocean, it's true! Citation: Go look at a beach at night and all you see is the void.
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This talk about delaying stuff just reminds me of the rushed released schedule Pokemon is currently under, and every game is now rushed, with the worst effects being in Sword and Shield. Game development i.e actual coding apparently started around 2 years ago. And now these games look nice until you realise they actually look trash.