DA299
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SSTOs and FAR
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Thanks for the quick response. I apologize if my tone was rude or if I offended you. Its just been a while since I was into KSP. I have a i5-12450h laptop processor with around 8 cores. Also, another thing I wanted to ask is does Principia model tidal effects. For example, in Earth orbit, a satellite which is very long (mass concentration like a cylinder) will tend to orient itself in the radial direction due to tidal effects. So, if I were to make such a satellite in KSP, and then turn SAS off in Earth orbit, would it also do the same over a long enough time-period? If I understand correctly how Principia works, in that it models n-body gravitation on each of the parts making up a vessel; in theory it should be perfectly capable of modelling these tidal effects.
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Nvm I got it. This is a truly awesome mod, perhaps the best if I'm judging by the sheer technical/coding ability required to make one. I'm playing with this mod in KSRSS, with BetterTimeWarp, and Kerbalism. Few questions I wanted to ask the good people here: 1) I managed to send a probe to Earth-Moon L2; and the orbit seems to be unstable? It requires course corrections roughly every 14 days... I remember reading that orbits around the Lagrange points are very stable orbits, so I'm not sure what gives? Is this a problem because of the rescale of the real solar system or is it because of something else? 2) The game seems to hang when I warp. It does so for a second or two and then returns to normal. Is this because of the vast (I presume) number of calculations going on the backend? I do have a fairly modern processor (12th gen i5) so I thought it should run smoothly... or is this to be expected? 3) When making a new flightplan and adding maneuvers; the framerate drops for ~30 seconds or so before returning to normal. Not sure what is causing this. Again, not meant as a knock on the mod creators, I actually love this mod, but I just want to understand a few things. https://imgur.com/a/0gQPIGi https://imgur.com/a/cRtdGii https://imgur.com/a/mmM9HFZ
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Hello guys, I've started playing KSP after a while now, and I was just wondering whether this mod still has support for BDB or not?
- 232 replies
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- stockalike
- configs
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With Principia and the latest version of KSRSS(from gitlab) it should be fairly easy to replicate this in KSP. In RSS, people have already done this(see the "Reach" YT channel for some amazing examples). Principia models all the relevant n-body perturbations as well as axial tilt, so you can try it out and see if it works for you. It isn't easy though, there's quite a steep learning curve, as there are no assist planners in Principia; everything has to be done manually.
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DA299 started following [WIP] Neist Airliner parts and KSP2 Aero-model discussion thread.
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So, I haven't bought the EA yet, but here's my question to the people who have already played it for a while: what changes do you see in the aero-model? I'm a huge plane/spaceplane guy, so naturally I would be interested in knowing the state of things. Do parts still have drag-cubes, or does KSP2 finally use a holistic voxel approach to calculating drag, like in FAR? How do airplanes stall? and is ground effect being modelled? Anything other that is remarkable in the new aero model, please do enlighten us all.
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How much dV do you need to reach orbit? Also, the current KSRSS is 2.7X stock scale, maybe that's messing with your ascent in some way? I personally have never followed any specific ascent profile(s), I just do what 'feels' ok to me. Mostly that involves pointing the ship vector at the lowest point of the prograde 'circle' , waiting for it to drop down, and then repeating the process.
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Yes, I've installed B9partswitch and I'm playing on KSP 1.12
- 373 replies
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- passenger
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I installed this mod, and none of the parts except curvy tail 18-06 show up.
- 373 replies
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- passenger
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Hey does NeistAir support FAR?
- 373 replies
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- passenger
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