lammatt
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KSP2 Release Notes
Everything posted by lammatt
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
lammatt replied to AncientGammoner's topic in KSP1 Mod Releases
a lot of times when loading ship from space center cause the ship to become super unstable and then explode otherwise when this doesnt happen, this mod is good. -
Squad Should Ask Microsoft For A Free Xbox One Development Kit
lammatt replied to NeoMorph's topic in KSP1 Discussion
KSP has 6 axis of control... so... PS3 / PS4 would be a better choice than the xbox either way... using a console gamepad to play KSP wouldnt be a very bright idea (look at the ps3 opening title LAIR which indeed uses all the 6 axis the PS3 controller provided.. and the outcome? everyone thinks it's complicated and not very fun) -
- Adobe Premiere (get it with Education/Research license; or else it's pretty expensive) or you can use CS2 version which Adobe no longer supports and is free to use and can be downloaded on Adobe.com although it's not 64bit and not allow multithreading
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[Question] Tweaks and mods that lower system requirements?
lammatt replied to Th13f's topic in KSP1 Discussion
75C is fine, my cpu and gpu are almost always at higher temp than that,...(when i do video processing) as long as the motherboard doesnt cut the powersupply because of the overheat protection, it's ok --- ya, i agree underclocking is a good way to lower the temp, (try to tune down the voltage when you underclock too, as long as the system still runs stable) -
or else why do u think there's a rainbow in the the flag
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this will ease a large extent of the part count lag issue we have procedural wings procedural fairings procedural tanks why arent those stock part yet?? instead of blaming the engine or the coding; i think a feasible workaround would be lowering the part count by removing the need to stack the same parts to get a larger one of the same use... tho i think ppl who complain about the part count lag are usually doing things wrong and have no sense of efficiency in general; let's face it... you need what? >500parts to starting getting lag? how could you build a station with such low part efficiency? what? 8 lights on every tank? and a hundred of solar panel? and a hundred of battery? come on... those are just redundant things; aka junk.
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Getting an SSTO space-plane into orbit?
lammatt replied to Dinjoralo's topic in KSP1 Gameplay Questions and Tutorials
WRONG flip the plane top side down you can see there's another pair of ram intake there's a total of 3 intakes per engine -
well... i suck hard in AoE and Starcraft but i am semi-decent in Warcraft3 (tho' i am only good at hero-rushing) and there is also a point that even the games are in the same genre doesnt mean you can be good in all of them. you may suck in some but you may be good in some other. so... perhaps you want to try another space sim if KSP cant bring you fun anymore.
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he means he's 14.
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Spaceplane SSTO Troubleshooting Guide
lammatt replied to Dragon1260's topic in KSP1 Gameplay Questions and Tutorials
the 0.21 SAS allows tilting in one of the axis at each time. so that means you can take off with SAS on. -
Getting an SSTO space-plane into orbit?
lammatt replied to Dinjoralo's topic in KSP1 Gameplay Questions and Tutorials
try to load the stock aeris4A and mimick its build when you try to build a plane. it's pretty good and basic and sounding indeed (tho many people argue the otherwise) - minimal redundant weight on wings (lift just barely larger than the weight at takeoff) - very agile (or some may say instable) - a lot of spare fuel available upon reaching orbit (if you can achieve >1.4km/s speed before switching to rocket) ----------------- anyways... if you want to get a plane into orbit... you have to - have enough lift - have enough thrust - get into reasonably high speed before the jets die ( a 80 x 80 km orbit takes ~2250m/s; and you probably want to get to >1.4km/s before you switch to rocket; depending on how much rocket fuel you have) - have your center of lift trailing the center of mass for stablity (the more behind=> the more stable but less steer-able... you want to find a spot at with the plane is stable but steer-able) -
Spaceplane SSTO Troubleshooting Guide
lammatt replied to Dragon1260's topic in KSP1 Gameplay Questions and Tutorials
is it just me? i find the phrase net torque pretty wierd we use the convention net moment for the resultant quantity and torque for each of the vectors (well, at least this was how i learned in high school and used till i finished my postgrad) -
all aircraft pitch nose down
lammatt replied to thevegimobil's topic in KSP1 Gameplay Questions and Tutorials
i found the stock control surfaces are kind of weak. B9's control surfaces are a lot powerful, and u can afford the center of lift trailing quite signficiantly while still allowing maneuvers and easy take off -
New Space-X rocket is the most Kerbal rocket I've ever seen in real life
lammatt replied to ultra86's topic in The Lounge
hm, excuse me, see... im a chemistry graduate and my second degree was in the education field and i am not much into rocketry news, in short, i am pretty uninformed about aerospace engineering, but my question is, why would they do a powered elanding instead of using parachute and airbags when i expect they do the same job in a more economical/environmental manner -
there is a plugin called mission controller extended FYI
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you need another ~950m/s dV to get to Mun and another few hundred m/s dV to land so you should keep that in mind when building your ship.
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you need ~4.6km/s dV to get into orbit (the orbital speed is about ~2250m/s...meaning there's around 2300m/s loss to drag and gravitation) and you need a >1.0TWR in order to lift your ship if u take g=10m/s^2 that means... you need around 10kN of thrust at least for every ton for a flyable ship but if you want a reasonably efficient ascend... you probably want a TWR or >1.5 but nothing higher than 3-4 so that the ship dont get torn apart.
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in junior high school we teach student about map bearing by telling them Eating before Nothing; Eastings before Northings
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my advice is have enough lift and enough thrust fuel is probably not a big concern, if u can get ur plane flying at ~1400m/s before the jets die, (lko is about 2250m/s)
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do you guys usually target your return landing at the KSC or not? for me, i do try to land at KSC for rockets because i can just kill all the horizontal speed and let it free fall until i almoat crash and open the chute but for plane, i dont, i just land at any flatland i encounter
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Don't forget to checkout the meteor shower tonight!
lammatt replied to katateochi's topic in KSP1 Discussion
sad thing we are hving a typhoon these few days here in Hong Kong no stargazing -
i wish they someday ditch the old unity and move on to the newer version of it, single core single thread cpu physx isnt taking the game very far