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DVQuill

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Everything posted by DVQuill

  1. Amazing, thank you for the quick response. Looks like I will be diving into the guide to get those up. Thanks again!!
  2. Just curious to know if anyone is aware if there has been any word with regards to parallax scatter being at all the Kerbin Side Remastered locations. As I was digging through the various posts, I saw that this was a pretty huge undertaking; and noticed that solutions were proposed but I couldn't find any indication that they had been applied. I figure it's a long shot, but it can't hurt to ask. Maybe I missed something in my search. ______________ Editing to add additional information I found in the Parallax thread: So the removal of scatter is working perfectly. Thank You. The grass cover is, as you mentioned not removed, however the effort to adjust to compensate is not very great on the side of Kerbal Konstructs. A simple elevation in the Group Center of the location by 3 meters will place the KK statics above the height of the grass, removing it from runways, and building statics that have some kind of ground level base around them. I have also done some testing with the effects this change might have on navigation and autopilot tools and the effect of a 3 meter variance does not prove significant. So the feature would be a nice to have, however I wouldn't say it is desperately required. Removal of the large scatter for the KK user was previously cumbersome, but removal of the grass level is sort of trivial. _______________ I imagine this is where we stand right now.
  3. Those crater lakes look great. Also couldn't help noticing the orange bits looking suspiciously like volcanic activity.
  4. I posted this in a different thread in the modding section, but think it might be worthwhile to add here: So out of curiosity, I did a quick comparison of the stock Transfer Window Planner (TWP) and Kerbal Alarm Clock (KAC) implemented in 1.12, against the modded versions of the tools (also by TriggerAu). I figured some of you might be interested in the information, so I figured I would share. As expected, there is very little difference in the TWP tool from stock to modded. Granted, the modded version provides a bit more information and flexibility, but its great news to see the numbers line up. The KAC tool on the other hand, provided much more interesting results. While the modded version of the alarm tool provides a transfer window to Duna that matches those provided by the TWP tools, the stock version of KAC gave a departure date which was about 20-25 days sooner. Hmmm... It's hard to tell what this means, given that we don't know if the tool has a preference for travel time or dV, but it stood out as being quite different when compared to the other 3 tools. Interesting to wonder what could be accounting for the difference here.
  5. In the real world, rockets use Reaction Control Systems, which include both thrust engines and reaction wheels to orient the craft. While thrust engines obviously use thrust, reaction wheels use the stored momentum from the wheel, or a gyroscope system. KSP mimics these systems in that almost every command part (probe or pod) has a built-in reaction wheel system of some sort, called SAS (Stability Augmentation System, Stability Assist (System), Sickness Avoidance Scheme, or Sickness Avoidance Solution). In KSP this system allows for control of RCS (of active), engine gimbaling, control surfaces and craft torque. You can also add parts to your craft which increase the amount of SAS control you will get. As your craft gets heavier, the standard SAS that comes with the Mk I Command Pod for example, may not be enough to reliably adjust the attitude of a ship, so adding a reaction wheel (from the Command and Control section in of parts in the VAB) may help quite a bit. For example, if you right click on the Mk I Command Pod, you should notice that part of the description says it has a torque of 5, whereas the Mk2 Lander Can has a torque of 15, meaning the Mk2 Lander Can will provide more SAS control overall. The reaction wheels I mentioned earlier also come with a torque value that can be found in the VAB parts list. Stock KSP currently has 3 different variants of the reaction wheels, ranging in torque value from 5 to 15 to 30.
  6. I did some testing on my end, and also compared against the modded version of TWP/KAC and got similar results. I posted my findings here in the modded discussions section: I don't have an answer to your question unfortunately, but definitely noticed some differences as well.
  7. So out of curiosity, I did a quick comparison of the stock Transfer Window Planner (TWP) and Kerbal Alarm Clock (KAC) implemented in 1.12, against the modded versions of the tools (also by TriggerAu). I figured some of you might be interested in the information, so I figured I would share. As expected, there is very little difference in the TWP tool from stock to modded. Granted, the modded version provides a bit more information and flexibility, but its great news to see the numbers line up. The KAC tool on the other hand, provided much more interesting results. While the modded version of the alarm tool provides a transfer window to Duna that matches those provided by the TWP tools, the stock version of KAC gave a departure date which was about 20-25 days sooner. Hmmm... It's hard to tell what this means, given that we don't know if the tool has a preference for travel time or dV, but it stood out as being quite different when compared to the other 3 tools. What do you guys think could account for the departure date difference here?
  8. So KSP2 release confirmed for June 24th 2022 then! Got it! On a more serious note, like many others have said, I see this as a step to more of the greatness we've come to love. To everyone on the SQUAD team, thanks for all the hardwork!
  9. There is also this interactive version, which is pretty nifty and adds a visual element to the planner: https://ksp.loicviennois.com -Credit to Loïc Viennois (https://ksp.loicviennois.com/about).
  10. I'm starting a new career, and wanted to play around with different options for the skybox and sunflare. I've got it down to the 2 options posted: 1. Nebula Skybox + Blue Sunflare: gives it a neat look, feels very different, but I like it. Milky Way + White Sunflare: a classic look, but spruced up, feels comfortable. What do you guys think? I'm still not sure which one to go for, and would love to hear your input. Apologies if this is not the best spot to post this kind of thing. Feel free to move the post to the correct forum section.
  11. Love it! I wonder if the music also gives us an idea of things to come?
  12. I'm excited. I've been looking for something like these for a while now!
  13. I'm assuming you mean the first few missions a person can get from mission control where you need to launch your first ship, escape the atmosphere or conduct your first science experiment, rather than the world first achievements/milestones that are added automatically. The way I see it, these missions are akin to the very first missions flown on Earth, where technology and limitations were being tested for the very first time. Given that we know Kerbal technology always works, I see these missions as a way to RP those first (major) leaps towards reliable space flight. I like them personally. They give a small sense of progression, cost virtually nothing to complete in a career mode, and can help write the story of your space program. Ultimately, to me, these missions are Gene's way of asking me to get a space program started.
  14. I'm not sure exactly how the community works, but if my understanding is correct, the folks over at /r/KerbalPowers (https://www.reddit.com/r/KerbalPowers/) have an RP world thing going on, and may be able to point you in the direction of some like minded people. I believe it was created after RP stuff was banned from the KSP forums. I assume they have some sort of discord or other forum that they use to coordinate everything. I also can't speak to whether or not they feature space wars per se, but it could be a good place to start.
  15. This is my initial thought as well. Maybe even some sort of feature where throttling can be automated and done on an alarm system?
  16. What do you guys make if the final shot they called "Something More?" where buddy is grabbing food from his fridge while a rocket launches? Hmmm....
  17. Right?? This feels like the most we've gotten to see in....well ever. I'm pretty pumped right now. Best way to start a Friday.
  18. DVQuill

    Primes

    4349 This thread reminds me I haven't seen Contact in a while. I should watch that again.
  19. The shine on that command pod looks great! It all looks great!!!
  20. This is amazing. Great work! Thank you!!!
  21. I'm not sure if this quite answers your question, but there is a mod called Transfer Window Planner, and you can set it to display the ejection angles on you orbital map, based on the parameters you type in. See below:
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