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They are planned, but no estimate on an ETA at the moment.
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Oops, I meant burn at periapsis to raise apoapsis. Basically, at higher than 100x timewarp, any heat flux kind of gets smeared over the whole craft, and conduction is no longer calculated. However, solar heating is still computed via the area exposed to Kerbol. The way to survive at higher warps like this is to make a craft that presents a narrow enough profile to Kerbol, with enough surface area behind, so that it can radiate the heat away while staying under the temp limit you are targeting (for example, 1200k for science experiments). Alternatively, it's possible to change the point at which KSP swaps between the two variants of thermal computation, by changing the thermalMaxIntegrationWarp key in the physics.cfg file.
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It's possible, but very difficult, for two reasons: Equilibrium temps in orbit very often (deppending on craft design) get high enough to destroy some of the weaker parts (IE, parts with 800k-1200k temp tolerance). Anything with a tolerance of 2000k or higher should be totally fine, as even peak dayside temps max out around 1800k. That in between range of 1200k-1800k is where craft design is most relevant, as careful use of radiators, strategic use of parts to shield from solar heating, etc can push temps low enough to open up part selection a bit. Getting to Cind is very, very delta-v intensive. Even making use of assists off of Jot, you will need around 4km/s just to capture at Cind (totally ignoring the pile of delta-v needed to reach the inner system in the first place). It is possible to reduce this further using V-infinity leveraging manuvers (often also referred to as Messenger assists). The basic idea here is chaining multiple flybys of Cind, with deep space maneuvers in between. Each time you flyby, your orbit gets bent slightly radial in/out, which reduces your Kerbolar periapsis and apoapsis a little bit. At/close to Kerbolar periapsis, you perform a small burn to raise your periapsis a little, and encounter Cind on a nice tangent trajectory again in a few orbits. The long and short of it is that in the majority of circumstances this reduces your relative velocity to Cind (and this is generalizable to any body) by an amount several times greater than if you spent that same amount of dv slowing down at the periapsis of your Cind flyby. This can slash the capture cost of 4km/s at least in half, probably more, but because your relative velocity to Cind is so high, it can't bend your trajectory very much on each flyby, so it takes a LOT of flybys, which costs a significant amount of both real and ingame time. All that said, Cind has been reached with stock parts by a number of folks, and even with an SSTO, the video for which is posted upthread.
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QuackPack v1.3.0 Jot Gets Hot Changelog Jot New texture and normals New cloud textures New emissive effects added, using VertexColorMapEmissive Full support for EVE Volumetrics added (Github release only) Subon Surface brightness massively increased Installation Remove any prexisting QuackPack installations (QuackPack folder within GameData folder in KSP directory) Install ALL listed dependencies, following the links bellow Download and extract the QuackPack zip file Place the GameData folder into your KSP directory OPTIONAL (Github release only) Download and extract the Volumetrics zip file Place the GameData folder into your KSP directory Download Github CKAN Gallery Licensing QuackPack is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0)
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Not fast enough for them to be usable on this kind of craft sadly, their dynamic pressure limits are just too low. Most Eve SSTOs seem to centralize around a peak altitude figure of 16km, give or take 1km or so, at a speed of around 130 m/s, give or take 5 m/s. Generally, the most efficient designs then enter a very shallow dive in order to trade 0.5-1 km of altitude for another 20-30 m/s of forward speed, which doesn't sound like much, but really does help, since that 20-30 m/s is cut off of the most inefficient portion of the flight, where the Vectors/Mammoths (the only real choices for this sort of craft) are sucking down large amounts of fuel for very little acceleration, since you are still fully loaded down at max weight. This is a common misconception, the high drag people anecdotally see with open service bays is from the stuff inside the bay. The only additional bay drag is from the frontal cross section of the doors, which is minimal. The trade of completely removing the drag and CoP effects from the props is extremely worthwhile. Fuel cells are a great option (and what I generally use) but I have also seen a successful SSTO design that powered the props with the large OXSTAT panels placed inside the service bays and arranged for minimum drag at the fight regime for peak altitude/speed (counterintuitively, if you rotate the panel so that the long side is facing prograde with an AoA of near 0, it's quite low drag). The drag penalty was surprisingly small, and it gives you the benefit of not being on a timer for ascent.
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FTLparachute started following Lt_Duckweed
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It is not designed to be used as a part of Eve city lights, it needs to be added directly to the planet you are trying to modify as part of a Kopernicus config. In your above example, you would need to create a config file to edit Kerbin using Kopernicus, and have it set the VertexColorMapEmissive in the ScaledSpace node and the Mods node in the PQS and/or Ocean nodes.
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Couple of things: the scaled space mesh for your planet (which is used in map view, or when far away or zoomed out in standard view) is stored in the cache file at BeyondJool/Cache/Kotta.bin. Anytime you change the PQS (such as by adding the oblate PQS mod) you must delete the cache file, so that Kopernicus will generate a new one. Secondly, your current period is too low. Using this google doc https://docs.google.com/spreadsheets/d/1QSUjAmyAIACKAFSL_C8qv5GxYc4YTB1eDBRP4TTUl5A/edit?usp=sharing, I input your body's radius and the shortest possible stable period is 6877 seconds. Any faster than this, and the body, if it were actually being physically simulated, would tear itself apart.
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I have not tested with a heavily clouded planet like that but it has seemed to work fine with my planet Cind, but Cind only has very faint clouds. I wouldn't be surprised if dense clouds like you show have a similar issue to KopEx.
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It does support both triaxial bodies, and prolate bodies. If you use UniformEquipotental with energyMode High, then for appropriate periods you will get triaxial bodies. For prolate bodies, or in an instance where you don't want to faff about with period for a triaxial body, you can simply use the CustomEllipsoid mode and specify the a b and c ratios.
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Yeah with how close the three planets are to Kerbol and to each other, I doubt any orbit for any moons could ever be stable around any of the three. The existence of Geet and Subon are ultimately concessions that deviate from realism for gameplay purposes. Subon exists because otherwise Jot can feel empty and a bit pointless, and to serve as a staging ground for inner system infrastructure. Geet exists to ease the delta-v challenge of leaving Blas, via ISRU (for those who chose to do so). Out of curiosity, what happens to Geet and Subon? I assume Geet is ejected, does Subon also get ejected or does it collide with Jot?
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It is very difficult to safely reach and land on Cind, but it is just far enough from Kerbol that with very judicious part selection it is possible to stay within thermal limits and pull off a landing. Here is an example of a successful mission pulled off by @JeDoesStuff
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Lt_Duckweed changed their profile photo
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QuackPack v1.2.0 Dead Worlds Changelog Dependencies KopernicusExpansionContinued-er dependency removed VertexColorMapEmissive added as bundled dependency VertexHeightOblateAdvanced added as bundled dependency Blas Dimmer, more transparent rings Redone, less saturated colormap Add height noise for more varied, bumpy terrain Add terrain scatters Tweaked, less saturated Scatterer atmosphere Stock atmosphere redone, will look nicer when playing without Scatterer Jot Tweak Scatterer atmosphere slightly Stock atmosphere redone, will look nicer when playing without Scatterer Subon Use VertexHeightOblateAdvanced instead of oblate heightmap Updated normalmap Add terrain scatters Cind Scatter atmosphere redone, now purple to represent the high concentrations of disulfur gas Stock atmosphere redone, will look nicer when playing without Scatterer Add height noise for more varied, bumpy terrain Add terrain scatters Ocean texture redone, now looks more like lava and less like orange juice All emissive effects redone, using VertexColorMapEmissive Download Github SpaceDock Licensing QuackPack is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0)
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Changelog v1.1.0 New photosphere texture for Kerbol. Brightness curves and optional rescale replaced with configurable options New configuration file at GameData/BetterKerbol/settings.cfg useBetterSize Default value: false Expected values: true, false Effect: Reduce Kerbol's radius by a factor of 4.24x to match scale with the stock system. useProximityBrightening Default value: true Expected values: true, false Effect: Increasing brightness curve when closer to Kerbol than Kerbin SMA. useDistanceDimming Default value: false Expected values: true, false Effect: Decreasing brightness curve when farther from Kerbol than Kerbin SMA. Download GitHub SpaceDock Licensing BetterKerbol is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0)
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I am actually getting ready to push an update to BetterKerbol pretty soon. I can add an optional patch to revert to the stock light curve behavior.
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As of the latest version, the folder should be 001_DuckweedUtils anyways, so you are all good there.
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