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Everything posted by ColdJ
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KSP2 are looking for part makers. Maybe you should apply?
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Yep. 99% self taught by looking at configs that already exist and learning from them. Still many questions. Hopefully somebody will eventually give me a clear answer on the Buoyancy parameter. I appear to be strange as I will share any info I glean, rather than hoard it for myself. Like I found that you can have node directions that are less than 90deg by putting in a number between 0 and 1 or 1 and 2. e.g 0.5 will give you a 45 degree node.
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Yeah. I tend to ask those sort of questions. I joined the forum to ask questions and ended up answering myself and creating an underwater mod pack. Some simple answers from experienced people could have made things so much easier. @Zacspace I retract my Rhino statement. My engines are far more efficent to counteract the rapid fuel drain they used to have. atmosphereCurve { key = 0 4200 key = 1 3650 key = 9 0.101 } Decent people will always appreciate coherent answers. Any body else is a jerk. And don't bother with stratenblitz , he shows off but doesn't answer questions.
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I wish that were true. I originally posted the question in May, and only after saying not to bother, that I have tested it did I get a sensible answer. I have other questions on other things still out in the forums, waiting for proper answers. My engines aren't magic. Yes I can make magic engines if I choose, but I like them to be realistic. So my ISP is about the same as Rhino I think, would have to check. I did use the Fuel generator that came with it originally, because I wasn't sure how long I would have to use the rockets for. I find the fact you could use parachutes interesting and bizarre.
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ME. I like your new avatar @Admiral Fluffy
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How do you run out of likes? Owing to the loss of control at around 5 km out from the surface. I guess you have to calculate how much thrust you need to stop you in time, beforehand?
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If I write a message here. I wonder where it goes?
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Nope, He is reluctant to play. As sometimes is @Spaceman.Spiff
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@eddiew@herbal space program@Bej Kerman@Dientus I had already popped this on another thread. I did teleport my Eagle to about what the game considered a stable orbit around Jool. I moved in that orbit till I was in sunshine and then started my descent. The parts of my Eagle have a 5000 crash tolerance (it is from a time of much more advanced engineering) I had set it up with the lightest pod I have that has rocket thrust and attached the heavy lift unit to it as I didn't know what to expect when it came to gravity. My Eagle is not what comes in the mod pack, it no longer has unrealistic levels of thrust, weight and crash tolerance. It came originally with 9999999999999 crash tolerance. I slowly descended in, and once the gravity well had me, I kept the VTOL rockets on at a low level so that I didn't get too fast, It took a fair while. Unfortunately at around 5km from the surface the game takes away your ability to adjust thrust. I had already turned up the thrust before that to slow me down but I was still going about 60m/s when I exploded at 374 meters below sea level. As you can see from the second screen shot. When I visited the lowest point on Kerbin, The game sabotaged my Submarine as soon as I touched down, I was able to walk a Kerbal with a weight belt around till I found the lowest point. So I think there are coded in parameters to stop you from achieving certain things. I can't say if a Kerbal would have survived being on Jool or not. This was all done in 1.9.1 Here is the link to in my thread when I walked to the lowest point on Kerbin.
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Nope. Good Morning you three. Tis Goodnight for me. Time to go @CollectingSP.
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Excerpt from an article in 2015. Buoyancy and Water: Displacement is now calculated per part using dragcube information to estimate total actual volume of the part. Bodies now have an ocean density: Kerbin/Laythe is 1 tonne/m3, Eve is 1.5. The lowest and highest points of parts are calculated with respect to the water, and a submerged fraction of volume is calculated to modify buoyancy force. Impact speed (tested against crashTolerance) depends on impact angle, with a configurable minimum multiplier. Drag in water uses drag cubes and an accurate dynamic pressure calculation. Drag scales from high on first vessel contact down to a lower value after a few seconds. Drag also ramps back up when the vessel is below a minimum velocity (to model the highly turbulent flow when starting from a stop, and to make sure vessels do come to a stop). Lift behaves similarly, starting near zero for the madly turbulent flow of initial contact or first movement, up to a reasonable value. Various hollow parts have their displacement tuned to account for hollowness. Solar panels lose flow rate underwater, rocket engines lose Isp. Added underwater fog and tint, fixed camera issues underwater.
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I have always said that the best things about @CatastrophicFailure were that, they were awake, online and follow this thread I think @Astrion would agree.
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Anybody out there able to give a clear understanding of the buoyancy parameter in config files? I have made it work in some circumstances but never been clear on if it is a binary switch or a value or a hybrid of both?
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Yep, I am a @CatastrophicFailure
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Ad hat osla. Seems he is not playing. Time for a @kerbiloid.
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Granted. A genuine WorldWar II era KV-1 that has been left outside all this time and is completely rusted into a single lump. I wish to lasso the moon with my beard.
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Insert witty remark here. @Caerfinon
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That is true I see that @Dr. Kerbal is still stuck back in time. I wonder if that is a @CatastrophicFailure
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Granted. But because you used a humorous demand rather than the real word (more) Your phone can't stop laughing and shakes apart into all it's individual components on the floor. I wish to win a competion for the worlds longest beard.
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I am sleepwalking. @Dientus
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Random Part reconfigs to create new wonders.
ColdJ replied to ColdJ's topic in KSP1 The Spacecraft Exchange
Suppose I best start getting the Eagle configs out. These are for parts by @StinkyAce. The same person who created the UFO parts pack. You will have seen plenty of pics by now so just the configs. CockpitEagle.cfg GameData\Eagleone\Cockpit\ Main Engines MainEngines.cfg GameData\Eagleone\Engines\Drives\ Carrying fuselage SlateFuse.cfg GameData\Eagleone\MainFuselage\ The landing gear don't move on this model I just left the module in because it works on other models. The place anywhere LFO rocket engines I put up in the UFO upload go on the front of the landing leg pods as retrorockets. Heavy lift frame HeavyLift2.cfg GameData\Eagleone\Engines\HLIFT\ The cargo Platform Platform.cfg GameData\Eagleone\ServicePods\Work\ Has attachment points for the Eagle RCS I put up earlier with UFO Interceptor. Can be flown by iself as a self contained drone and the control direction can be shifted. Has 3 attach points on the deck and 1 at the top to attach to my Senior version docking ports. So that release and attachment to the main frame can be done. My senior version docking ports. 1 attaches pointing down on the main frame and the other attaches pointing up on the pods. dockingPortSrMore.cfg GameData\Squad\Parts\Utility\dockingPortSr\ As long as the main frame has been taken away from above a pod, then when you come back and slide over the top into alignment, the pod should jump up and snap back into being docked with the frame. Pretty sure everything here works with the standard textures. The internal for the Eagle cockpit will require you to have the NMB mod with the Viper Cockpit installed so you can get it's IVA dependencies. VipEagle4.cfg GameData\Eagleone\Spaces You will need to copy all the dependencies into this folder. If you don't care what it looks like then just link it to a stock Squad internal. Be warned the EVA happens right at the back of the Cockpit around where it attaches to the frame, Getting back in is just below the cockpit. -
Random Part reconfigs to create new wonders.
ColdJ replied to ColdJ's topic in KSP1 The Spacecraft Exchange
Currently I ferry it to the moon on the cargo platform under the Eagle Fuselage, but I an sure I could strap it to a booster and have it get there itself. Good Morning. -
Something you should know. It is basically impossible to come back from below 5km above the surface as the game takes away your ability to adjust thrust around this point. I have gotten down to negative 374 before exploding. But it was in my Version of the Space 1999 Eagle, which is more robust than stock parts. The descent was completely above board though.
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