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Everything posted by moar ssto
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totm may 2020 [1.8.1] Real Exoplanets v0.9.6 [04/03/2020]
moar ssto replied to Andi K.'s topic in KSP1 Mod Releases
It should be, though you need to manually adjust the scaling to match the JNSQ scaling.- 354 replies
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totm may 2020 [1.8.1] Real Exoplanets v0.9.6 [04/03/2020]
moar ssto replied to Andi K.'s topic in KSP1 Mod Releases
Are you viewing this in the tracking station? If so, it should be fine if you see the planet when you are in the system.- 354 replies
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totm may 2020 [1.8.1] Real Exoplanets v0.9.6 [04/03/2020]
moar ssto replied to Andi K.'s topic in KSP1 Mod Releases
I will try to get a position when re-installing the unaltered version. The good and broken patches are very close together btw, only couple hundred meters ussually.- 354 replies
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totm may 2020 [1.8.1] Real Exoplanets v0.9.6 [04/03/2020]
moar ssto replied to Andi K.'s topic in KSP1 Mod Releases
I don' think you need a specific coordinate to see these problems. For trappist-1 d, I tested couple of islands near the west coast of the ocean, close to equator, and many of them have the issues. For e, I observed this issue on 3 very different locations, all showing this problem. For h, I need to comfrim wheter this is something that happens in many places or not. I recomend just randomly drive along the surface using a wheeled vehicle, especially with jet engines, in the case the wheels are stoped by one of the terrain bugs. I am claimming this is distance related since I moved the system 10^6 times closer to sun and the bug disappeared, moving the system 10^5 times closer also makes the bug diappear, but the terrain is still shaky. I didn't see these bugs with 1.7.1, while see this on two seprately installed 1.8.1 ksp.- 354 replies
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totm may 2020 [1.8.1] Real Exoplanets v0.9.6 [04/03/2020]
moar ssto replied to Andi K.'s topic in KSP1 Mod Releases
Probably working exoplanet in 1.8 onwars is no longer a thing, it seems like the terrain is very sensitive to the distance the body is placed at. It would be sad if this is really the case.- 354 replies
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totm may 2020 [1.8.1] Real Exoplanets v0.9.6 [04/03/2020]
moar ssto replied to Andi K.'s topic in KSP1 Mod Releases
This was the original state before any modifications.https://imgur.com/a/X7cP6Os. Many of the trappist planets have the problem shown in the second image, though not that in the first one. Hyperedit is not working for me, so I debugged into a low orbit and glided down. Also, the problems presist even after saving and loading midair. I resolved the issues, kind of. I first swithed to another installment of ksp which made the terrain less jagged, but the explosion above terrain is still present, some patches of land are safe to land, but the wheel physics is completely broken(wheels clip into terrain and don't function, including not working suspension, steering and no rotation, essentially sliding with a lot of friction). Then I decreased the distance of Trappist-1 to the Sun by a factor of 1million(now between mars and jupiter), which fixed the wheel and explosion issue, though the terrain will still occasionally cause a plane taxiing to bounce into air. I am using ksp 1.8.1 with REX 0.9.6- 354 replies
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totm may 2020 [1.8.1] Real Exoplanets v0.9.6 [04/03/2020]
moar ssto replied to Andi K.'s topic in KSP1 Mod Releases
Encountered a serious bug on trappist-1 d. There is an invisible surface couple hundred meters above the terrain that makes every part explode, even with no crash damage enabled. When approaching this surface, the altimeter flickered between 2 numbers, and when the smaller number hits 0, the craft explodes. Neither disabling VertexHeightNoise nor re-installing the mods in a new copy of the game solved the issue. Also the suface looks very jagged with a lot of sharp ridglines. From my experience with some RSS bodies, these sharp ridges will make wheel physics freak out and will tear apart a craft taxiing through these rides even at low speeds and cheats enabled.- 354 replies
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Just landed my stock part ssto on Titan.
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Taking away the oxidizer form lfo tanks and just use the lf space will tank hurt mass fraction alot.
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Is there any reason for using lfo tanks for the nerv stage?
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Maybe, but you will not reach high speed if you climb at 45degrees, unless you have a superhigh twr, which will result you having a lot less dv to workwith, and you will need a lot of lfo mix in the closed cycle phase, which will eat away your available dv. By the way, stock parts work best with stock physics probably, with far, when making ssto you really want something like smurff to buff your parts since air is helping you a lot less.
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No, due the excessive dv requirements, craft will have a horrible TWR when nervs ignite, so they fly like ordinary planes and purely uses lift to maintain altitude. Stock aerodynamics will give you reasonably good L/D ration once passing the transonic regime, so the craft will have enough dv left after taking away aero losses.
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They work in stock aero only, there are tricks you can do in FAR, bu the problem is in FAR, wings have rubbish hypersonic L/D ratio compared to wings in stock aero, so you will end up with far more drag with far, no matter how much magic you do.
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Possible if you accept aerodynamic trickery, it uses rapiers and nervs and only uses the open cycle of rapier engines.
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You mean an ssto?
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I haven't seen any stock part rss ssto challange so far, hmm.
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That's a whole lot efficient than my rockets,I only get payload fractions close to 2.2%, if not counting those practically useless creations. I think FAR will flavour a steeper ascend since staying in the low atmo at high speed is dangerous. How much dv did you put in the LVN stage?
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I got that, since you are factoring in cost, moar twr isn't an option.
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Just exchange dv for twr, most of my rockets have initial twr of not less than 1.5, the heavy stock tanks and low isp of lower stages means its usually better to give the vehicle less fuel and more engines. This way, you can still reach close to 3g when the core burns out and overll dv to reach orbit is usually between 8.8 to 9.4km/s. And while for stock part rss, moar approach is only true for launching, anything starting from leo will require up to orders of magnitude less mass than in RO depedning on the mission. (with stock part rss, I do every interplanetary mission with single launch and rocket not bigger than 5400t(enough for landing on and returning from venus and moon), while in ro I barely see people doing single lauch interplanetary manned missions.
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I guess you can improve a lot if you stage using asparagus staging and making the first stage smaller, so that when you reach a reasonable altitude, you can use vacuum engines such as rhino. Also, gravity turn should happen a bit earlier.
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For rss, principia does consider the oblateness of earth by using higher order spherical harmonics.
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I mean just the transfer stage alone, with payload its more than 80t. I don't think the low isp os solids will give you any advantage in terms of efficiency, I use LFO for strap on boosters exclusively, which also help you to create asparagus staging.
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Staging should be very frequent, if using frequent asparagus staging and high initial twr, you can get a payload fraction of 2%-2.2%. But if you mean 30t into geo, that's really good.
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About 67t, assuming using single wolfhoud. Though for chemical stages I usually never do one with 2000m/s of dv(my rss conventional rockest are all heavily asparagus-staged.)