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Everything posted by Aelipse
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Alright, so playing KSP got me interested in basic principles of aerodynamics and aviation, and while the most basic things like production of lift or flight stability are easy to look up and learn, I haven't been able to find anything comprehensible on Krueger flaps. In case of slats, I understand their function to be redirecting the airflow above the wing and forcing it along its upper surface at high angles of attack, thus preventing a stall (without the help of slats, the air stream would just separate from the wing and create turbulent flow). Please correct me if I got this wrong. When it comes to Krueger flaps though, I am lost. Their design in my mind doesn't allow for the air stream to be forced anywhere even close to the upper surface of the wing. I remember some sources claiming the extended Krueger flaps increase the apparent camber of the wing, which I understand to be the wing's "thickness". How that increases the critical angle of attack and prevents stall, however, is still beyond me.
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Or rather, do KSP planets have different viscosity? Some time ago I was flying a test spaceplane in Eve's atmosphere, and even when I reached altitudes with pressure below that of Kerbin sea level, the handling still "felt" different compared to the home planet. Among other things, the ship would have a tendency to slip sideways, whereas on Kerbin it has always been perfectly stable. I was wondering if there is a hidden parameter like atmosphere viscosity which differs for Kerbin and Eve, if different temperature might cause different flight behaviour or if it's just the higher gravity at work.
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Galatea: Mid-early game exploration jetliner (stock) Required technology: General construction (Mk1 crew cabin) Aerodynamics (Wheesley engine) Advanced landing (Medium landing gear) Basic science (Science junior) other less advanced aviation related tech nodes Properties: Standard cruise altitude: 12,000 m to 14,000 m Standard cruise speed: 400 m/s to 480 m/s Range: Over 2,800 km Carries one pilot and 2 passengers Small cargo bay suitable for science experiments Controls: 1 to toggle engines on / off 2 to toggle reverse thrust 7 to take scientific measurements (crew report, temperature and pressure) 8 to delete all scientific data and clean up experiments Advantages: Easy to fly, long range, perfect for those early-game survey missions (on the ground or below 15,000 m), cool box-wing design! Disadvantages: Cannot reach high altitudes, doesn't have any ice-cream on board Download: Galatea
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The Effects Of Diamagnetic Launch and Reentry
Aelipse replied to Spacescifi's topic in Science & Spaceflight
Strong electric field (high voltage) is the only way to ionise the gas I can think of. Otherwise, plasma is almost always hot (it takes a lot of motion for the electrons and cations to remain unpaired). -
The Effects Of Diamagnetic Launch and Reentry
Aelipse replied to Spacescifi's topic in Science & Spaceflight
OK, let's assume that a magnetic field strong enough to repel air molecules themselves could be produced, hypothetically. Other than liquifying the crew and everything else on board, I would be actually quite concerned about its interaction with the Earth's magnetic field. The hypothetical device that would produce such a strong field would probably flip the ship, or whatever is left of it, and bring it soaring towards the closest magnetic pole of the planet. -
The Effects Of Diamagnetic Launch and Reentry
Aelipse replied to Spacescifi's topic in Science & Spaceflight
Interesting idea, but my first concern, which has been partially voiced here by others, is that A) air itself is not magnetic, or not magnetic enough to be affected by your magnetic "bubble", and B) while plasma consists of electrically charged particles and is therefore subject to magnetic forces, how do you hope to produce it without having the air touch your ship in the first place? -
[1.7.x] ReCoupler - Monocouple your bicouplers!
Aelipse replied to Booots's topic in KSP1 Mod Development
Apologies for practicing the dark arts of necromancy on this thread, but I just HAD TO extend my gratitude for this mod! Not only does it solve structural integrity issues, it also completely tackles the aerodynamic issue of two touching parts not being connected in the stock game. It opens up whole new world of possibilities! I'm running a heavily modded game 1.7.3 with both expansion packs and ReCoupler seems to be working like a charm. This really should be part of the stock game. Thank you! -
Wow, that blur effect is really cool. Is that from a mod?
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Hello everyone, I was thinking about setting a production chain from lithium-6 to helium-3 in my KSP build. In real life physics, lithium-6 would be irradiated with neutrons, possibly in a fission reactor, and broken into helium-4 and tritium. Tritium is unstable and decays spontaneously into helium-3 with a half life slightly over 12 years. I was wondering, purely out of curiosity, if it was possible so set a converter module of whatever tritium / helium-3 holding tank in such a way that it would permanently convert tritium into helium-3 without the option of stopping it. I suspect the conversion rate will have to be constant and not exponential like in real life, but that's fine. Still, having radioactive materials that spontaneously decay into other materials with no way of stopping or preventing that would be a nifty mechanic to have that would open doors for some fresh in game obstacles to overcome. Would such a process be possible in the game mechanics?
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This looks really great. Is it compatible with 1.7x version of the game?
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Aelipse replied to Poodmund's topic in KSP1 Mod Releases
I want to extend my gratitude to the creators of this mod. I just visited one of the smaller planetary systems and I still can't believe how masterfully it is done. From detailed and interesting, yet realistically crafted terrain all the way down to witty descriptions of science measurements. Thank you! I cannot wait to visit other planets and their moons. -
Squad: a very VERY important (no its not....) question about the Mun
Aelipse replied to Anth's topic in KSP1 Discussion
I have always pronounced it 'Moon' with an 'uuu' sound, only shorter and more pungent. -
In my game, only one freezing device seems to work correctly at any given time. When I freeze kerbals on multiple ships, all but one crew are lost as the freezing devices on all the other ships pretend to be empty and no option to thaw kerbals even pops up. Is that a bug, am I doing something wrong or is that something I just have to learn to live with and only have frozen kerbals on one ship at a time? Otherwise, I am completely loving the mod. Especially the parts are beautifully done. EDIT: Not sure if this helps, but I searched the save file and found this: -> The first one is from the ship that was launched first and in this case, everything works normally. The second one is from the ship launched second and there I am unable to thaw out the crew.
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What is the name of this mod
Aelipse replied to I likeOxidizerrfuel's topic in KSP1 Mods Discussions
Who in their right mind would like the game to call them a retard? I have enough of that at work. O.o -
I would probably try installing this mod, then opening the .cfg files of the parts that already have the warp drive capability, and copy-pasting the relevant MODULE {} into whatever part's config your heart desires.
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Looking for recommendation for Exoplanet mod
Aelipse replied to Raven.'s topic in KSP1 Mods Discussions
I really fell in love with Event Horizon. It provides many new planets and moons, a white dwarf, a main sequence star and all of it is rotating around a giant (and totally beautiful) black hole. You can get to the system via tiny worm holes, which is a really interesting way of dealing with the otherwise thousands of years long interstellar journeys. And what I love the most is the quality with which the celestial bodies are made. Each and every planet (and most moons too) is interesting and unique in one way or another and the level of detail is almost stock quality. -
1) Before launching a rocket, I always turn the vehicle 90° in the VAB so that when I'm slanting the rocket onto orbit during the ascent, I am not yawing to the right but instead pitching down. 2) Any part that can be put inside a cargo bay I always put into a cargo bay a never ever attach it to the surface of the vehicle - especially in a space plane build. That sleek aerodynamic structure is everything! 3) When I'm deorbiting and going for a landing with a space plane, I do all I can to avoid using engines during the descent, even if I have plenty of fuel left. Just gliding all the way to the runway. <3 4) I never reload a quicksave. When the mission goes horribly wrong, even due to a bug, I just roll with it and pretend it was a mechanical failure of some systems. Jeb will be missed (and those hundreds of other kerbals). 5) No clipping parts!
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What a marvelous mod! Exactly what I have been looking for a few months ago. Shame on me for not discovering it any sooner. Thank you for making and maintaining it. <3
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[1.7.3/1.8.1] Extrasolar v1.9.2 [24/01/2020]
Aelipse replied to Andi K.'s topic in KSP1 Mod Releases
Wow, this mod looks fantastic. Before I download it and try to run it, I was wondering if it's compatible with the Outer Planets Mod.- 132 replies
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Ohhhhh, that'S a very cool mining rig actually! I love how you used wings as structural pylons.
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making money from mining
Aelipse replied to Callmedave's topic in KSP1 Gameplay Questions and Tutorials
Reviving an old thread. I do find it quite intriguing to make funds by mining for various resources on other celestial bodies and bringing them home - that is outside of contracts. Being able to mine pretty much everything, or at least everything important, on Kerbin - and right on the runway, the need to take your mining rig to space becomes quite pointless and the whole concept feels a bit like a cheap exploit. Is there a mod or a way I could disable specific materials being mine-able on Kerbin? I'd like to keep the ore I need for refueling my long distance aircraft, but other expensive materials like uranite or rare metals used in and provided by various mods should be either absent or extremely rare on Kerbin. -
Hello and thank you for this tremendous mod! Other than being really cool and adding some neat parts and technologies, it's really handy when one uses a life support mod and wants to travel further than Minmus. Today I encountered a peculiar bug. Sent three space ships of the same type (and the same name) to places, and each ship had three kerbals on board that I froze. Now I was trying to unfreeze them, but the freezing modules pretend they were empty. When I open the in-flight deep freeze menu, all those kerbals are there, but they're not assigned to a vessel - the vessel name field is empty for them (as opposed to some other kerbals on a totally different ship - unique in name - that are thawable). The KSC deep freeze menu gives me the option to actually thaw the kerbals in question, but all it seems to do is withdraw 10k from my account with the kerbals still in limbo. I do not use and have never used the EC requirement to run the freezers, nor have I ever activated the max temperature limitations in the settings, so I know for a fact the frozen kerbals have not died. Has anybody encountered a similar issue? Is there a way out of it? Does it only happen when you use multiple vessels of the identical name and type? Thank you! EDIT: Correction! I have just now tried freezing and thawing in a different save and it turns out that duplicate vessels are completely irrelevant. The unthawable kerbals just appear to be a thing no matter what. I think I actually updated the mod to 1.7.2 since the last time DeepFreeze worked correctly. I have been playing on the game version 1.7.3 and all the freezing / thawing have been fine with the older mod version. Now I am even more intrigued!
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Aelipse replied to Nils277's topic in KSP1 Mod Releases
Hello! I am having a problem with some parts from KPBS. When I was running a previous version of this mod (1.45 I think), after updating the game to 1.7.3 the deployable parts ceased to deploy: the greenhouse, the habitat and science lab. Kerbals could get in, but their IVA was all clipped and glitched. Everything else worked fine. Now I downloaded the newest version of the KPBS mod (1.7.2), the deployable parts deploy again (yay!), but everything else stopped working. The recyclers don't recycle, the algae farm doesn't algae anymore and all the greenhouse modules from this mod decided to take a permanent vacation from all that food growing stuff. I'm using USI Life Support, which has been working brilliantly alongside KPBS' older version. -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Nope, I found the source of the problem and the solution before I finished writing. Versions of Kerbal Planetary Base Systems and USI Life Support have to match in order to be able to cooperate. My USI version was outdated, that's why the recyclers and greenhouses didn't work. Perhaps this will help other people who are as dumb as me. Allow me to take this opportunity to thank the creators and maintainers of this mod. I use a bunch of part mods, but the parts provided by Kerbal Planetary Base Systems are definitely the most beautiful and fun parts to play with. <3